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Modernize resourceSet
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@ -166,8 +166,8 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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//below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal
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//changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings
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TResources currentRes = cb->getResourceAmount();
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TResources currentIncome = t->dailyIncome();
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// TResources currentRes = cb->getResourceAmount();
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// TResources currentIncome = t->dailyIncome();
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if(tryBuildAnyStructure(t, essential))
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return true;
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@ -1459,7 +1459,7 @@ void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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auto state = obj->shipyardStatus();
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std::vector<si32> cost;
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TResources cost;
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obj->getBoatCost(cost);
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GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
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}
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@ -1079,7 +1079,7 @@ void CExchangeWindow::updateWidgets()
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}
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}
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CShipyardWindow::CShipyardWindow(const std::vector<si32> & cost, int state, int boatType, const std::function<void()> & onBuy)
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CShipyardWindow::CShipyardWindow(const TResources & cost, int state, int boatType, const std::function<void()> & onBuy)
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: CStatusbarWindow(PLAYER_COLORED, "TPSHIP")
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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@ -1456,15 +1456,11 @@ void CHillFortWindow::updateGarrisons()
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{
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std::array<TResources, slotsCount> costs;// costs [slot ID] [resource ID] = resource count for upgrade
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TResources totalSumm; // totalSum[resource ID] = value
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totalSumm.resize(GameConstants::RESOURCE_QUANTITY);
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for(int i=0; i<GameConstants::RESOURCE_QUANTITY; i++)
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totalSumm[i]=0;
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TResources totalSum; // totalSum[resource ID] = value
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for(int i=0; i<slotsCount; i++)
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{
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costs[i].clear();
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costs[i].fill(0);
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int newState = getState(SlotID(i));
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if(newState != -1)
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{
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@ -1473,7 +1469,7 @@ void CHillFortWindow::updateGarrisons()
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if(info.newID.size())//we have upgrades here - update costs
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{
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costs[i] = info.cost[0] * hero->getStackCount(SlotID(i));
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totalSumm += costs[i];
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totalSum += costs[i];
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}
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}
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@ -1495,7 +1491,7 @@ void CHillFortWindow::updateGarrisons()
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if(allUpgraded)
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newState = 1;
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if(!totalSumm.canBeAfforded(myRes))
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if(!totalSum.canBeAfforded(myRes))
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newState = 0;
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}
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@ -1543,7 +1539,7 @@ void CHillFortWindow::updateGarrisons()
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for(int i = 0; i < resCount; i++)
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{
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if(totalSumm[i] == 0)
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if(totalSum[i] == 0)
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{
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totalIcons[i]->visible = false;
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totalLabels[i]->setText("");
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@ -1551,7 +1547,7 @@ void CHillFortWindow::updateGarrisons()
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else
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{
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totalIcons[i]->visible = true;
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totalLabels[i]->setText(std::to_string(totalSumm[i]));
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totalLabels[i]->setText(std::to_string(totalSum[i]));
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}
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}
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}
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@ -358,7 +358,7 @@ class CShipyardWindow : public CStatusbarWindow
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std::shared_ptr<CButton> quit;
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public:
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CShipyardWindow(const std::vector<si32> & cost, int state, int boatType, const std::function<void()> & onBuy);
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CShipyardWindow(const TResources & cost, int state, int boatType, const std::function<void()> & onBuy);
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};
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/// Creature transformer window
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@ -11,6 +11,7 @@
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#include "CCreatureHandler.h"
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#include "CGeneralTextHandler.h"
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#include "ResourceSet.h"
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#include "filesystem/Filesystem.h"
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#include "VCMI_Lib.h"
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#include "CGameState.h"
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@ -267,7 +268,7 @@ bool CCreature::isEvil () const
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return (*VLC->townh)[faction]->alignment == EAlignment::EVIL;
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}
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si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
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si32 CCreature::maxAmount(const TResources &res) const //how many creatures can be bought
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{
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int ret = 2147483645;
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int resAmnt = static_cast<int>(std::min(res.size(),cost.size()));
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@ -197,7 +197,7 @@ public:
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bool isGood () const;
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bool isEvil () const;
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si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
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si32 maxAmount(const TResources &res) const; //how many creatures can be bought
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static CCreature::CreatureQuantityId getQuantityID(const int & quantity);
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static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId);
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static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
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@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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#include "GameConstants.h"
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#include "ResourceSet.h"
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#include "StringConstants.h"
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#include "JsonNode.h"
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@ -18,37 +19,27 @@
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VCMI_LIB_NAMESPACE_BEGIN
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Res::ResourceSet::ResourceSet()
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{
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resize(GameConstants::RESOURCE_QUANTITY, 0);
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}
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Res::ResourceSet::ResourceSet(const JsonNode & node)
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{
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reserve(GameConstants::RESOURCE_QUANTITY);
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for(const std::string & name : GameConstants::RESOURCE_NAMES)
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push_back(static_cast<int>(node[name].Float()));
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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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}
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Res::ResourceSet::ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,
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TResource gems, TResource gold, TResource mithril)
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{
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resize(GameConstants::RESOURCE_QUANTITY);
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auto * d = data();
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d[Res::WOOD] = wood;
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d[Res::MERCURY] = mercury;
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d[Res::ORE] = ore;
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d[Res::SULFUR] = sulfur;
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d[Res::CRYSTAL] = crystal;
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d[Res::GEMS] = gems;
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d[Res::GOLD] = gold;
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d[Res::MITHRIL] = mithril;
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this[Res::WOOD] = wood;
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this[Res::MERCURY] = mercury;
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this[Res::ORE] = ore;
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this[Res::SULFUR] = sulfur;
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this[Res::CRYSTAL] = crystal;
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this[Res::GEMS] = gems;
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this[Res::GOLD] = gold;
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this[Res::MITHRIL] = mithril;
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}
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void Res::ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName)
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{
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if(!handler.saving)
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resize(GameConstants::RESOURCE_QUANTITY, 0);
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if(handler.saving && !nonZero())
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return;
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auto s = handler.enterStruct(fieldName);
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@ -10,6 +10,7 @@
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#pragma once
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#include "GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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typedef si32 TResource;
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@ -32,60 +33,57 @@ namespace Res
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};
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//class to be representing a vector of resource
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class ResourceSet : public std::vector<int>
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class ResourceSet : public std::array<int, GameConstants::RESOURCE_QUANTITY>
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{
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public:
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DLL_LINKAGE ResourceSet();
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// read resources set from json. Format example: { "gold": 500, "wood":5 }
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DLL_LINKAGE ResourceSet(const JsonNode & node);
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DLL_LINKAGE ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,
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TResource gems, TResource gold, TResource mithril = 0);
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DLL_LINKAGE ResourceSet(TResource wood = 0, TResource mercury = 0, TResource ore = 0, TResource sulfur = 0, TResource crystal = 0,
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TResource gems = 0, TResource gold = 0, TResource mithril = 0);
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#define scalarOperator(OPSIGN) \
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ResourceSet operator OPSIGN(const TResource &rhs) const \
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ResourceSet& operator OPSIGN ## =(const TResource &rhs) \
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{ \
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ResourceSet ret = *this; \
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for(int i = 0; i < (int)size(); i++) \
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ret[i] = at(i) OPSIGN rhs; \
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for(auto i = 0; i < size(); i++) \
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at(i) OPSIGN ## = rhs; \
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\
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return ret; \
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return *this; \
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}
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#define vectorOperator(OPSIGN) \
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ResourceSet operator OPSIGN(const ResourceSet &rhs) const \
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ResourceSet& operator OPSIGN ## =(const ResourceSet &rhs) \
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{ \
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ResourceSet ret = *this; \
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for(int i = 0; i < (int)size(); i++) \
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ret[i] = at(i) OPSIGN rhs[i]; \
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at(i) OPSIGN ## = rhs[i]; \
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\
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return ret; \
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return *this; \
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}
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#define opEqOperator(OPSIGN, RHS_TYPE) \
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ResourceSet& operator OPSIGN ## =(const RHS_TYPE &rhs) \
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{ \
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return *this = *this OPSIGN rhs; \
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#define twoOperands(OPSIGN, RHS_TYPE) \
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friend ResourceSet operator OPSIGN(ResourceSet lhs, const RHS_TYPE &rhs) \
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{ \
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lhs OPSIGN ## = rhs; \
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return lhs; \
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}
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scalarOperator(+)
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scalarOperator(-)
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scalarOperator(*)
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scalarOperator(/)
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opEqOperator(+, TResource)
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opEqOperator(-, TResource)
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opEqOperator(*, TResource)
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vectorOperator(+)
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vectorOperator(-)
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opEqOperator(+, ResourceSet)
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opEqOperator(-, ResourceSet)
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twoOperands(+, TResource)
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twoOperands(-, TResource)
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twoOperands(*, TResource)
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twoOperands(/, TResource)
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twoOperands(+, ResourceSet)
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twoOperands(-, ResourceSet)
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#undef scalarOperator
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#undef vectorOperator
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#undef opEqOperator
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#undef twoOperands
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//to be used for calculations of type "how many units of sth can I afford?"
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int operator/(const ResourceSet &rhs)
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@ -127,7 +125,7 @@ namespace Res
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<std::vector<int>&>(*this);
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h & static_cast<std::array<int, GameConstants::RESOURCE_QUANTITY>&>(*this);
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}
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DLL_LINKAGE void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName);
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@ -167,7 +165,7 @@ namespace Res
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};
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}
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typedef Res::ResourceSet TResources;
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using TResources = Res::ResourceSet;
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VCMI_LIB_NAMESPACE_END
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@ -492,9 +492,8 @@ void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visit
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}
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}
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void IShipyard::getBoatCost( std::vector<si32> &cost ) const
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void IShipyard::getBoatCost(TResources & cost) const
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{
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cost.resize(GameConstants::RESOURCE_QUANTITY);
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cost[Res::WOOD] = 10;
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cost[Res::GOLD] = 1000;
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}
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@ -14,6 +14,7 @@
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#include "../int3.h"
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#include "../HeroBonus.h"
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#include "../NetPacksBase.h"
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#include "../ResourceSet.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -104,7 +105,7 @@ class DLL_LINKAGE IShipyard : public IBoatGenerator
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public:
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IShipyard(const CGObjectInstance *O);
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virtual void getBoatCost(std::vector<si32> &cost) const;
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virtual void getBoatCost(TResources & cost) const;
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static const IShipyard *castFrom(const CGObjectInstance *obj);
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static IShipyard *castFrom(CGObjectInstance *obj);
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@ -513,9 +513,6 @@ void CQuest::serializeJson(JsonSerializeFormat & handler, const std::string & fi
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{
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auto r = handler.enterStruct("resources");
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if(!handler.saving)
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m7resources.resize(GameConstants::RESOURCE_QUANTITY-1);
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for(size_t idx = 0; idx < (GameConstants::RESOURCE_QUANTITY - 1); idx++)
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{
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handler.serializeInt(GameConstants::RESOURCE_NAMES[idx], m7resources[idx], 0);
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@ -2195,7 +2195,6 @@ void CMapLoaderH3M::readSpells(std::set<SpellID>& dest)
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void CMapLoaderH3M::readResourses(TResources& resources)
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{
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resources.resize(GameConstants::RESOURCE_QUANTITY); //needed?
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for(int x = 0; x < 7; ++x)
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{
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resources[x] = reader->readUInt32();
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