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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Prefer to pass CGameState as reference instead of pointer

This commit is contained in:
Ivan Savenko
2025-04-19 14:14:12 +03:00
parent ce436bd63e
commit 4d57a8ed36
67 changed files with 465 additions and 466 deletions

View File

@@ -93,13 +93,13 @@ void TurnTimerHandler::update(int waitTimeMs)
return;
for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
if(gameHandler.gameState()->isPlayerMakingTurn(player))
if(gameHandler.gameState().isPlayerMakingTurn(player))
onPlayerMakingTurn(player, waitTimeMs);
// create copy for iterations - battle might end during onBattleLoop call
std::vector<BattleID> ongoingBattles;
for (auto & battle : gameHandler.gameState()->currentBattles)
for (auto & battle : gameHandler.gameState().currentBattles)
ongoingBattles.push_back(battle->battleID);
for (auto & battleID : ongoingBattles)
@@ -123,9 +123,8 @@ bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor
void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !si->turnTimerInfo.isEnabled())
if(!si || !si->turnTimerInfo.isEnabled())
return;
auto & timer = timers[player];
@@ -149,9 +148,9 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
{
const auto * gs = gameHandler.gameState();
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
const auto & gs = gameHandler.gameState();
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
if(attacker.isValidPlayer() && defender.isValidPlayer())
{
const auto * attackerState = gameHandler.getPlayerState(attacker);
@@ -164,13 +163,13 @@ bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
void TurnTimerHandler::onBattleStart(const BattleID & battleID)
{
const auto * gs = gameHandler.gameState();
const auto & gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
if(!si)
return;
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
bool pvpBattle = isPvpBattle(battleID);
@@ -191,9 +190,9 @@ void TurnTimerHandler::onBattleStart(const BattleID & battleID)
void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
{
const auto * gs = gameHandler.gameState();
const auto & gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
if(!si)
{
assert(0);
return;
@@ -202,8 +201,8 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
if (!si->turnTimerInfo.isBattleEnabled())
return;
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
for(auto i : {attacker, defender})
{
@@ -219,9 +218,9 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
{
const auto * gs = gameHandler.gameState();
const auto & gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs || !gs->getBattle(battleID))
if(!si || !gs.getBattle(battleID))
{
assert(0);
return;
@@ -245,9 +244,9 @@ void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack
void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
{
const auto * gs = gameHandler.gameState();
const auto & gs = gameHandler.gameState();
const auto * si = gameHandler.getStartInfo();
if(!si || !gs)
if(!si)
{
assert(0);
return;
@@ -258,19 +257,19 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
BattleSide side = BattleSide::NONE;
const CStack * stack = nullptr;
bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
bool isTactisPhase = gs.getBattle(battleID)->battleTacticDist() > 0;
if(isTactisPhase)
side = gs->getBattle(battleID)->battleGetTacticsSide();
side = gs.getBattle(battleID)->battleGetTacticsSide();
else
{
stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
stack = gs.getBattle(battleID)->battleGetStackByID(gs.getBattle(battleID)->getActiveStackID());
if(!stack || !stack->getOwner().isValidPlayer())
return;
side = stack->unitSide();
}
auto player = gs->getBattle(battleID)->getSidePlayer(side);
auto player = gs.getBattle(battleID)->getSidePlayer(side);
if(!player.isValidPlayer())
return;