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Fixed lots of warnings.

Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
This commit is contained in:
John Bolton
2020-10-01 01:38:06 -07:00
parent ff471af3de
commit a05ae78e67
142 changed files with 854 additions and 839 deletions

View File

@@ -115,7 +115,7 @@ float FuzzyHelper::evaluate(Goals::AdventureSpellCast & g)
float FuzzyHelper::evaluate(Goals::CompleteQuest & g)
{
// TODO: How to evaluate quest complexity?
const float questPenalty = 0.2;
const float questPenalty = 0.2f;
if(!g.parent)
{
@@ -150,7 +150,7 @@ float FuzzyHelper::evaluate(Goals::GatherArmy & g)
{
//the more army we need, the more important goal
//the more army we lack, the less important goal
float army = g.hero->getArmyStrength();
float army = static_cast<float>(g.hero->getArmyStrength());
float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
}
@@ -240,7 +240,7 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co
if(armedObj)
{
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
objectDanger = static_cast<ui64>(objectDanger * tacticalAdvantage); //this line tends to go infinite for allied towns (?)
}
}
if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)