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ResourceSet: resolve .at troubles
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@@ -22,7 +22,7 @@ VCMI_LIB_NAMESPACE_BEGIN
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Res::ResourceSet::ResourceSet(const JsonNode & node)
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{
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for(auto i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
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at(i) = static_cast<int>(node[GameConstants::RESOURCE_NAMES[i]].Float());
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this[i] = static_cast<int>(node[GameConstants::RESOURCE_NAMES[i]].Float());
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}
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Res::ResourceSet::ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,
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@@ -248,7 +248,7 @@ bool RewardsWidget::commitChanges()
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break;
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case RewardType::RESOURCE:
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pandora->resources.at(listId) = amount;
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pandora->resources[listId] = amount;
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break;
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case RewardType::PRIMARY_SKILL:
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@@ -137,7 +137,7 @@ int SetResourcesProxy::setAmount(lua_State * L)
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if(!S.tryGet(3, amount))
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return S.retVoid();
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object->res.at(typeIdx) = amount;
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object->res[typeIdx] = amount;
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return S.retVoid();
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}
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@@ -1854,7 +1854,7 @@ void CGameHandler::newTurn()
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else if (elem.first >= PlayerColor::PLAYER_LIMIT)
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assert(0); //illegal player number!
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std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
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std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[Res::GOLD]);
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hadGold.insert(playerGold);
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if (newWeek) //new heroes in tavern
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@@ -2588,7 +2588,7 @@ void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //
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if (!val) return; //don't waste time on empty call
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TResources resources;
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resources.at(which) = val;
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resources[which] = val;
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giveResources(player, resources);
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}
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@@ -4139,7 +4139,7 @@ bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
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COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
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COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
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const int price = art->price;
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COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
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COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[Res::GOLD] < price, "Not enough gold!");
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if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
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|| (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
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@@ -4245,7 +4245,7 @@ bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, Second
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bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
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{
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TResourceCap r1 = getPlayerState(player)->resources.at(id1);
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TResourceCap r1 = getPlayerState(player)->resources[id1];
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vstd::amin(val, r1); //can't trade more resources than have
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@@ -4333,7 +4333,7 @@ bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, Pla
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return false;
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}
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TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
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TResourceCap curRes1 = getPlayerState(player)->resources[r1];
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vstd::amin(val, curRes1);
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@@ -4368,7 +4368,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
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//common preconditions
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// if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
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// || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
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if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
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if ((p->resources[Res::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
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|| ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
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|| ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
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{
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@@ -5410,8 +5410,8 @@ void CGameHandler::handleTimeEvents()
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for (int i=0; i<ev.resources.size(); i++)
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{
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if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
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iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
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if (ev.resources[i]) //if resource is changed, we add it to the dialog
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iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
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}
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sendAndApply(&iw); //show dialog
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@@ -5468,8 +5468,8 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
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n.res[player].amax(0);
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for (int i=0; i<ev.resources.size(); i++)
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if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
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iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
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if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
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iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
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}
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