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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +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

@@ -34,7 +34,7 @@ HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
{
const auto & heroesPool = gameHandler->gameState()->heroesPool;
const auto & heroesPool = gameHandler->gameState().heroesPool;
const auto & heroes = heroesPool->getHeroesFor(player);
@@ -110,7 +110,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
sah.replenishPoints = true;
CGHeroInstance *newHero = nextHero.hasValue()?
gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero]:
gameHandler->gameState().heroesPool->unusedHeroesFromPool()[nextHero]:
pickHeroFor(needNativeHero, color);
if (newHero)
@@ -150,7 +150,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
const PlayerState * playerState = gameHandler->getPlayerState(player);
const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
const CGTownInstance * town = gameHandler->getTown(objectID);
const auto & heroesPool = gameHandler->gameState()->heroesPool;
const auto & heroesPool = gameHandler->gameState().heroesPool;
if (!mapObject && gameHandler->complain("Invalid map object!"))
return false;
@@ -256,7 +256,7 @@ std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const
{
std::vector<const CHeroClass *> result;
const auto & heroesPool = gameHandler->gameState()->heroesPool;
const auto & heroesPool = gameHandler->gameState().heroesPool;
FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
for(const auto & elem : heroesPool->unusedHeroesFromPool())
@@ -278,7 +278,7 @@ std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const Pl
{
std::vector<CGHeroInstance *> result;
const auto & heroesPool = gameHandler->gameState()->heroesPool;
const auto & heroesPool = gameHandler->gameState().heroesPool;
for(const auto & elem : heroesPool->unusedHeroesFromPool())
{
@@ -303,7 +303,7 @@ const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerCo
}
FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
const auto & heroesPool = gameHandler->gameState()->heroesPool;
const auto & heroesPool = gameHandler->gameState().heroesPool;
const auto & currentTavern = heroesPool->getHeroesFor(player);
std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);