Stacks of armed instance are now unique_ptr

This commit is contained in:
Ivan Savenko
2025-04-27 14:57:30 +03:00
parent bdae7285ae
commit c02a8a84fd
33 changed files with 101 additions and 115 deletions
+1 -1
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@@ -1180,7 +1180,7 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
if(!recruiter->getSlotFor(creID).validSlot())
{
for(auto stack : recruiter->Slots())
for(const auto & stack : recruiter->Slots())
{
if(!stack.second->getType())
continue;
+2 -2
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@@ -633,7 +633,7 @@ int getDuplicatingSlots(const CArmedInstance * army)
{
int duplicatingSlots = 0;
for(auto stack : army->Slots())
for(const auto & stack : army->Slots())
{
if(stack.second->getCreature() && army->getSlotFor(stack.second->getCreature()) != stack.first)
duplicatingSlots++;
@@ -708,7 +708,7 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
}
case Obj::HILL_FORT:
{
for(auto slot : h->Slots())
for(const auto & slot : h->Slots())
{
if(slot.second->getType()->hasUpgrades())
return true; //TODO: check price?
+4 -4
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@@ -489,7 +489,7 @@ void ArmyManager::update()
for(auto army : total)
{
for(auto slot : army->Slots())
for(const auto & slot : army->Slots())
{
totalArmy[slot.second->getCreatureID()].count += slot.second->count;
}
@@ -506,7 +506,7 @@ std::vector<SlotInfo> ArmyManager::convertToSlots(const CCreatureSet * army) con
{
std::vector<SlotInfo> result;
for(auto slot : army->Slots())
for(const auto & slot : army->Slots())
{
SlotInfo slotInfo;
@@ -524,7 +524,7 @@ std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSe
{
std::vector<StackUpgradeInfo> upgrades;
for(auto creature : army->Slots())
for(const auto & creature : army->Slots())
{
CreatureID initial = creature.second->getCreatureID();
auto possibleUpgrades = initial.toCreature()->upgrades;
@@ -552,7 +552,7 @@ std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSe
{
std::vector<StackUpgradeInfo> upgrades;
for(auto creature : army->Slots())
for(const auto & creature : army->Slots())
{
CreatureID initial = creature.second->getCreatureID();
auto possibleUpgrades = initial.toCreature()->upgrades;
+1 -1
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@@ -61,7 +61,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED);
for(auto s : army->Slots())
for(const auto & s : army->Slots())
{
bool walker = true;
auto bearer = s.second->getType()->getBonusBearer();
+2 -2
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@@ -696,7 +696,7 @@ int32_t getArmyCost(const CArmedInstance * army)
{
int32_t value = 0;
for(auto stack : army->Slots())
for(const auto & stack : army->Slots())
{
value += stack.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * stack.second->count;
}
@@ -990,7 +990,7 @@ public:
std::map<int, float> totalPowerByCreatureID;
// Calculate hero power and total power by CreatureID
for (auto slot : hero->Slots())
for (const auto & slot : hero->Slots())
{
int creatureID = slot.second->getCreatureID();
float slotPower = slot.second->getPower();
+1 -1
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@@ -62,7 +62,7 @@ void BuyArmy::accept(AIGateway * ai)
{
SlotID lowestValueSlot;
int lowestValue = std::numeric_limits<int>::max();
for (auto slot : town->getUpperArmy()->Slots())
for (const auto & slot : town->getUpperArmy()->Slots())
{
if (slot.second->getCreatureID() != CreatureID::NONE)
{
+4 -4
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@@ -25,7 +25,7 @@ void ArmyFormation::addSingleCreatureStacks(const CGHeroInstance * hero)
while(!freeSlots.empty())
{
auto weakestCreature = vstd::minElementByFun(hero->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
TSlots::const_iterator weakestCreature = vstd::minElementByFun(hero->Slots(), [](const auto & slot) -> int
{
return slot.second->getCount() == 1
? std::numeric_limits<int>::max()
@@ -50,8 +50,8 @@ void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGH
{
std::vector<CStackInstance *> stacks;
for(auto slot : attacker->Slots())
stacks.push_back(slot.second);
for(const auto & slot : attacker->Slots())
stacks.push_back(slot.second.get());
boost::sort(
stacks,
@@ -67,7 +67,7 @@ void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGH
for(int i = 0; i < stacks.size(); i++)
{
auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
auto pos = stacks[i]->armyObj->findStack(stacks[i]);
if(pos.getNum() != i)
cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
+1 -1
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@@ -284,7 +284,7 @@ void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInf
return;
}
auto weakest = vstd::minElementByFun(dstNode->actor->creatureSet->Slots(), [](std::pair<SlotID, const CStackInstance *> pair) -> int
const auto & weakest = vstd::minElementByFun(dstNode->actor->creatureSet->Slots(), [](const auto & pair) -> int
{
return pair.second->getCount() * pair.second->getCreatureID().toCreature()->getAIValue();
});
+2 -2
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@@ -358,9 +358,9 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
}
else
{
for(auto slot : army->Slots())
for(const auto & slot : army->Slots())
{
auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
const auto & targetSlot = target->getSlotFor(slot.second->getCreatureID());
target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
}
+1 -1
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@@ -60,7 +60,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED);
for(auto s : army->Slots())
for(const auto & s : army->Slots())
{
bool walker = true;
auto bearer = s.second->getType()->getBonusBearer();
+1 -1
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@@ -29,7 +29,7 @@ int GatherTroops::getCreaturesCount(const CArmedInstance * army)
{
int count = 0;
for(auto stack : army->Slots())
for(const auto & stack : army->Slots())
{
if(objid == stack.second->getCreatureID().num)
{
+1 -1
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@@ -2851,7 +2851,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
}
case Obj::HILL_FORT:
{
for(auto slot : h->Slots())
for(const auto & slot : h->Slots())
{
if(slot.second->getType()->hasUpgrades())
return true; //TODO: check price?
+2 -2
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@@ -574,7 +574,7 @@ namespace vstd
//Returns iterator to the element for which the value of ValueFunction is minimal
template<class ForwardRange, class ValueFunction>
auto minElementByFun(const ForwardRange& rng, ValueFunction vf) -> decltype(std::begin(rng))
auto minElementByFun(const ForwardRange& rng, ValueFunction vf)
{
/* Clang crashes when instantiating this function template and having PCH compilation enabled.
* There is a bug report here: http://llvm.org/bugs/show_bug.cgi?id=18744
@@ -589,7 +589,7 @@ namespace vstd
//Returns iterator to the element for which the value of ValueFunction is maximal
template<class ForwardRange, class ValueFunction>
auto maxElementByFun(const ForwardRange& rng, ValueFunction vf) -> decltype(std::begin(rng))
auto maxElementByFun(const ForwardRange& rng, ValueFunction vf)
{
/* Clang crashes when instantiating this function template and having PCH compilation enabled.
* There is a bug report here: http://llvm.org/bugs/show_bug.cgi?id=18744
+4 -10
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@@ -27,14 +27,8 @@ CExchangeController::CExchangeController(ObjectInstanceID hero1, ObjectInstanceI
void CExchangeController::swapArmy()
{
auto getStacks = [](const CArmedInstance * source) -> std::vector<std::pair<SlotID, CStackInstance*>>
{
auto slots = source->Slots();
return std::vector<std::pair<SlotID, CStackInstance*>>(slots.begin(), slots.end());
};
auto leftSlots = getStacks(left);
auto rightSlots = getStacks(right);
const auto & leftSlots = left->Slots();
const auto & rightSlots = right->Slots();
auto i = leftSlots.begin();
auto j = rightSlots.begin();
@@ -73,8 +67,8 @@ void CExchangeController::moveArmy(bool leftToRight, std::optional<SlotID> heldS
if(!heldSlot.has_value())
{
auto weakestSlot = vstd::minElementByFun(source->Slots(),
[](const std::pair<SlotID, CStackInstance*> & s) -> int
const auto & weakestSlot = vstd::minElementByFun(source->Slots(),
[](const auto & s) -> int
{
return s.second->getCreatureID().toCreature()->getAIValue();
});
+2 -3
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@@ -344,9 +344,8 @@ auto CHeroGSlot::getUpgradableSlots(const CArmedInstance *obj) const
{
struct result { bool isCreatureUpgradePossible; bool canAffordAny; bool canAffordAll; TResources totalCosts; std::vector<std::pair<SlotID, UpgradeInfo>> upgradeInfos; };
auto slots = std::map<SlotID, const CStackInstance*>(obj->Slots().begin(), obj->Slots().end());
std::vector<std::pair<SlotID, UpgradeInfo>> upgradeInfos;
for(const auto & slot : slots)
for(const auto & slot : obj->Slots())
{
auto upgradeInfo = std::make_pair(slot.first, UpgradeInfo(slot.second->getCreatureID()));
GAME->interface()->cb->fillUpgradeInfo(slot.second->armyObj, slot.first, upgradeInfo.second);
@@ -364,7 +363,7 @@ auto CHeroGSlot::getUpgradableSlots(const CArmedInstance *obj) const
std::vector<SlotID> slotInfosToDelete;
for(const auto & upgradeInfo : upgradeInfos)
{
TResources upgradeCosts = upgradeInfo.second.getUpgradeCosts() * slots[upgradeInfo.first]->getCount();
TResources upgradeCosts = upgradeInfo.second.getUpgradeCosts() * obj->Slots().at(upgradeInfo.first)->getCount();
if(GAME->interface()->cb->getResourceAmount().canAfford(costs + upgradeCosts))
costs += upgradeCosts;
else
+17 -20
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@@ -73,7 +73,7 @@ bool CCreatureSet::setCreature(SlotID slot, CreatureID type, TQuantity quantity)
auto * armyObj = castToArmyObj();
bool isHypotheticArmy = armyObj ? armyObj->isHypothetic() : false;
putStack(slot, new CStackInstance(type, quantity, isHypotheticArmy));
putStack(slot, std::make_unique<CStackInstance>(type, quantity, isHypotheticArmy));
return true;
}
@@ -315,17 +315,17 @@ void CCreatureSet::addToSlot(const SlotID & slot, const CreatureID & cre, TQuant
}
}
void CCreatureSet::addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging)
void CCreatureSet::addToSlot(const SlotID & slot, std::unique_ptr<CStackInstance> stack, bool allowMerging)
{
assert(stack->valid(true));
if(!hasStackAtSlot(slot))
{
putStack(slot, stack);
putStack(slot, std::move(stack));
}
else if(allowMerging && stack->getType() == getCreature(slot))
{
joinStack(slot, stack);
joinStack(slot, std::move(stack));
}
else
{
@@ -473,15 +473,14 @@ const CStackInstance & CCreatureSet::getStack(const SlotID & slot) const
CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const
{
if(hasStackAtSlot(slot))
return stacks.find(slot)->second;
return stacks.find(slot)->second.get();
else return nullptr;
}
void CCreatureSet::eraseStack(const SlotID & slot)
{
assert(hasStackAtSlot(slot));
CStackInstance *toErase = detachStack(slot);
vstd::clear_pointer(toErase);
detachStack(slot);
}
bool CCreatureSet::contains(const CStackInstance *stack) const
@@ -490,7 +489,7 @@ bool CCreatureSet::contains(const CStackInstance *stack) const
return false;
for(const auto & elem : stacks)
if(elem.second == stack)
if(elem.second.get() == stack)
return true;
return false;
@@ -506,7 +505,7 @@ SlotID CCreatureSet::findStack(const CStackInstance *stack) const
return SlotID();
for(const auto & elem : stacks)
if(elem.second == stack)
if(elem.second.get() == stack)
return elem.first;
return SlotID();
@@ -517,16 +516,16 @@ CArmedInstance * CCreatureSet::castToArmyObj()
return dynamic_cast<CArmedInstance *>(this);
}
void CCreatureSet::putStack(const SlotID & slot, CStackInstance * stack)
void CCreatureSet::putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack)
{
assert(slot.getNum() < GameConstants::ARMY_SIZE);
assert(!hasStackAtSlot(slot));
stacks[slot] = stack;
stacks[slot] = std::move(stack);
stack->setArmyObj(castToArmyObj());
armyChanged();
}
void CCreatureSet::joinStack(const SlotID & slot, CStackInstance * stack)
void CCreatureSet::joinStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack)
{
[[maybe_unused]] const CCreature *c = getCreature(slot);
assert(c == stack->getType());
@@ -534,7 +533,6 @@ void CCreatureSet::joinStack(const SlotID & slot, CStackInstance * stack)
//TODO move stuff
changeStackCount(slot, stack->count);
vstd::clear_pointer(stack);
}
void CCreatureSet::changeStackCount(const SlotID & slot, TQuantity toAdd)
@@ -554,15 +552,15 @@ void CCreatureSet::setToArmy(CSimpleArmy &src)
{
auto i = src.army.begin();
putStack(i->first, new CStackInstance(i->second.first, i->second.second));
putStack(i->first, std::make_unique<CStackInstance>(i->second.first, i->second.second));
src.army.erase(i);
}
}
CStackInstance * CCreatureSet::detachStack(const SlotID & slot)
std::unique_ptr<CStackInstance> CCreatureSet::detachStack(const SlotID & slot)
{
assert(hasStackAtSlot(slot));
CStackInstance *ret = stacks[slot];
std::unique_ptr<CStackInstance> ret = std::move(stacks[slot]);
//if(CArmedInstance *armedObj = castToArmyObj())
if(ret)
@@ -579,8 +577,7 @@ CStackInstance * CCreatureSet::detachStack(const SlotID & slot)
void CCreatureSet::setStackType(const SlotID & slot, const CreatureID & type)
{
assert(hasStackAtSlot(slot));
CStackInstance *s = stacks[slot];
s->setType(type);
stacks[slot]->setType(type);
armyChanged();
}
@@ -674,9 +671,9 @@ void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::strin
if(amount > 0)
{
auto * new_stack = new CStackInstance();
auto new_stack = std::make_unique<CStackInstance>();
new_stack->serializeJson(handler);
putStack(SlotID(static_cast<si32>(idx)), new_stack);
putStack(SlotID(static_cast<si32>(idx)), std::move(new_stack));
}
}
}
+5 -5
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@@ -179,7 +179,7 @@ public:
}
};
using TSlots = std::map<SlotID, CStackInstance *>;
using TSlots = std::map<SlotID, std::unique_ptr<CStackInstance>>;
using TSimpleSlots = std::map<SlotID, std::pair<CreatureID, TQuantity>>;
using TPairCreatureSlot = std::pair<const CCreature *, SlotID>;
@@ -238,22 +238,22 @@ public:
const TSlots &Slots() const {return stacks;}
void addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(const SlotID & slot, std::unique_ptr<CStackInstance> stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
void clearSlots() override;
void setFormation(EArmyFormation tight);
CArmedInstance *castToArmyObj();
//basic operations
void putStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the army, slot must be empty
void putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack); //adds new stack to the army, slot must be empty
void setStackCount(const SlotID & slot, TQuantity count); //stack must exist!
CStackInstance * detachStack(const SlotID & slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
std::unique_ptr<CStackInstance> detachStack(const SlotID & slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
void setStackType(const SlotID & slot, const CreatureID & type);
void giveStackExp(TExpType exp);
void setStackExp(const SlotID & slot, TExpType exp);
//derivative
void eraseStack(const SlotID & slot); //slot must be occupied
void joinStack(const SlotID & slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
void joinStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack); //adds new stack to the existing stack of the same type
void changeStackCount(const SlotID & slot, TQuantity toAdd); //stack must exist!
bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
void setToArmy(CSimpleArmy &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
+11 -6
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@@ -172,16 +172,21 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & tr
//trimming creatures
for(auto & hero : campaignHeroReplacements)
{
auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
auto shouldSlotBeErased = [&](CStackInstance & j) -> bool
{
CreatureID crid = j.second->getCreatureID();
CreatureID crid = j.getCreatureID();
return !travelOptions.monstersKeptByHero.count(crid);
};
auto stacksCopy = hero.hero->stacks; //copy of the map, so we can iterate iover it and remove stacks
for(auto &slotPair : stacksCopy)
if(shouldSlotBeErased(slotPair))
hero.hero->eraseStack(slotPair.first);
//generate list of slots without removing anything first to avoid iterator invalidation
std::vector<SlotID> slotsToErase;
for(auto &slotPair : hero.hero->Slots())
if(shouldSlotBeErased(*slotPair.second))
slotsToErase.push_back(slotPair.first);
for (const auto slotID : slotsToErase)
hero.hero->eraseStack(slotID);
}
// Removing short-term bonuses
@@ -104,7 +104,7 @@ void DwellingInstanceConstructor::randomizeObject(CGDwelling * dwelling, vstd::R
JsonRandom::Variables emptyVariables;
for(auto & stack : randomizer.loadCreatures(guards, rng, emptyVariables))
{
dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(stack.getId(), stack.count));
dwelling->putStack(SlotID(dwelling->stacksCount()), std::make_unique<CStackInstance>(stack.getId(), stack.count));
}
}
else if (dwelling->ID == Obj::CREATURE_GENERATOR1 || dwelling->ID == Obj::CREATURE_GENERATOR4)
@@ -125,7 +125,7 @@ void DwellingInstanceConstructor::randomizeObject(CGDwelling * dwelling, vstd::R
for(auto creatureEntry : availableCreatures)
{
const CCreature * crea = creatureEntry.at(0);
dwelling->putStack(SlotID(dwelling->stacksCount()), new CStackInstance(crea->getId(), crea->getGrowth() * 3));
dwelling->putStack(SlotID(dwelling->stacksCount()), std::make_unique<CStackInstance>(crea->getId(), crea->getGrowth() * 3));
}
}
}
+2 -3
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@@ -73,15 +73,14 @@ void CArmedInstance::updateMoraleBonusFromArmy()
for(const auto & slot : Slots())
{
const CStackInstance * inst = slot.second;
const auto * creature = inst->getCreatureID().toEntity(LIBRARY);
const auto * creature = slot.second->getCreatureID().toEntity(LIBRARY);
factions.insert(creature->getFactionID());
// Check for undead flag instead of faction (undead mummies are neutral)
if (!hasUndead)
{
//this is costly check, let's skip it at first undead
hasUndead |= inst->hasBonus(undeadSelector, undeadCacheKey);
hasUndead |= slot.second->hasBonus(undeadSelector, undeadCacheKey);
}
}
+3 -3
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@@ -454,7 +454,7 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
giveReward(h);
for(std::pair<const SlotID, CStackInstance*> stack : this->stacks)
for(auto & stack : this->stacks)
stack.second->count = getJoiningAmount();
cb->tryJoiningArmy(this, h, true, true);
@@ -672,10 +672,10 @@ void CGCreature::serializeJsonOptions(JsonSerializeFormat & handler)
{
si32 amount = 0;
handler.serializeInt("amount", amount);
auto * hlp = new CStackInstance();
auto hlp = std::make_unique<CStackInstance>();
hlp->count = amount;
//type will be set during initialization
putStack(SlotID(0), hlp);
putStack(SlotID(0), std::move(hlp));
}
resources.serializeJson(handler, "rewardResources");
+8 -16
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@@ -533,7 +533,7 @@ void CGTownInstance::initializeNeutralTownGarrison(vstd::RNG & rand)
CreatureID guardID = getTown()->creatures[guard.tier].at(0);
int guardSize = rand.nextInt(guard.min, guard.max);
putStack(getFreeSlot(), new CStackInstance(guardID, guardSize));
putStack(getFreeSlot(), std::make_unique<CStackInstance>(guardID, guardSize));
}
}
@@ -583,33 +583,25 @@ void CGTownInstance::mergeGarrisonOnSiege() const
{
auto getWeakestStackSlot = [&](ui64 powerLimit)
{
std::vector<SlotID> weakSlots;
auto stacksList = getVisitingHero()->stacks;
std::pair<SlotID, CStackInstance *> pair;
while(!stacksList.empty())
SlotID weakestSlot;
for ( const auto & pair : getVisitingHero()->stacks)
{
pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });
if(powerLimit > pair.second->getPower() &&
(weakSlots.empty() || pair.second->getPower() == getVisitingHero()->getStack(weakSlots.front()).getPower()))
(weakestSlot == SlotID() || pair.second->getPower() < getVisitingHero()->getStack(weakestSlot).getPower()))
{
weakSlots.push_back(pair.first);
stacksList.erase(pair.first);
weakestSlot = pair.first;
}
else
break;
}
if(!weakSlots.empty())
return *std::max_element(weakSlots.begin(), weakSlots.end());
return SlotID();
return weakestSlot;
};
auto count = static_cast<int>(stacks.size());
for(int i = 0; i < count; i++)
{
auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)
const auto & pair = *vstd::maxElementByFun(stacks, [&](const auto & elem)
{
ui64 power = elem.second->getPower();
auto dst = getVisitingHero()->getSlotFor(elem.second->getCreatureID());
+1 -1
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@@ -361,7 +361,7 @@ void CRewardableObject::initializeGuards()
if (!slotID.validSlot())
return;
putStack(slotID, new CStackInstance(guard.getId(), guard.getCount()));
putStack(slotID, std::make_unique<CStackInstance>(guard.getId(), guard.getCount()));
}
}
}
+2 -2
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@@ -102,8 +102,8 @@ void CGMine::initObj(vstd::RNG & rand)
{
//set guardians
int howManyTroglodytes = rand.nextInt(100, 199);
auto * troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);
putStack(SlotID(0), troglodytes);
auto troglodytes = std::make_unique<CStackInstance>(CreatureID::TROGLODYTES, howManyTroglodytes);
putStack(SlotID(0), std::move(troglodytes));
assert(!abandonedMineResources.empty());
if (!abandonedMineResources.empty())
+4 -4
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@@ -1189,11 +1189,11 @@ std::shared_ptr<CGObjectInstance> CMapLoaderH3M::readMonster(const int3 & mapPos
map->questIdentifierToId[object->identifier] = objectInstanceID;
}
auto * hlp = new CStackInstance();
auto hlp = std::make_unique<CStackInstance>();
hlp->count = reader->readUInt16();
//type will be set during initialization
object->putStack(SlotID(0), hlp);
object->putStack(SlotID(0), std::move(hlp));
//TODO: 0-4 is h3 range. 5 is hota extension for exact aggression?
object->character = reader->readInt8Checked(0, 5);
@@ -1978,7 +1978,7 @@ void CMapLoaderH3M::readCreatureSet(CCreatureSet * out, int number)
if(creatureID == CreatureID::NONE)
continue;
auto * result = new CStackInstance();
auto result = std::make_unique<CStackInstance>();
result->count = count;
if(creatureID < CreatureID::NONE)
@@ -1996,7 +1996,7 @@ void CMapLoaderH3M::readCreatureSet(CCreatureSet * out, int number)
result->setType(creatureID);
}
out->putStack(SlotID(index), result);
out->putStack(SlotID(index), std::move(result));
}
out->validTypes(true);
+7 -7
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@@ -1544,17 +1544,17 @@ void SwapStacks::applyGs(CGameState *gs)
if(!dstObj)
throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
CStackInstance * s1 = srcObj->detachStack(srcSlot);
CStackInstance * s2 = dstObj->detachStack(dstSlot);
auto s1 = srcObj->detachStack(srcSlot);
auto s2 = dstObj->detachStack(dstSlot);
srcObj->putStack(srcSlot, s2);
dstObj->putStack(dstSlot, s1);
srcObj->putStack(srcSlot, std::move(s2));
dstObj->putStack(dstSlot, std::move(s1));
}
void InsertNewStack::applyGs(CGameState *gs)
{
if(auto * obj = gs->getArmyInstance(army))
obj->putStack(slot, new CStackInstance(type, count));
obj->putStack(slot, std::make_unique<CStackInstance>(type, count));
else
throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
}
@@ -1636,8 +1636,8 @@ void RebalanceStacks::applyGs(CGameState *gs)
}
else //move stack to an empty slot, no exp change needed
{
CStackInstance *stackDetached = srcObj->detachStack(src.slot);
dstObj->putStack(dst.slot, stackDetached);
auto stackDetached = srcObj->detachStack(src.slot);
dstObj->putStack(dst.slot, std::move(stackDetached));
}
}
else
+2 -2
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@@ -179,7 +179,7 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
{
for(const auto & slot : hero->Slots())
{
const CStackInstance * heroStack = slot.second;
const auto & heroStack = slot.second;
for(const auto & change : info.reward.creaturesChange)
{
@@ -197,7 +197,7 @@ void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo
{
CCreatureSet creatures;
for(const auto & crea : info.reward.creatures)
creatures.addToSlot(creatures.getFreeSlot(), new CStackInstance(crea.getCreature(), crea.count));
creatures.addToSlot(creatures.getFreeSlot(), std::make_unique<CStackInstance>(crea.getCreature(), crea.count));
if(auto * army = dynamic_cast<const CArmedInstance*>(this)) //TODO: to fix that, CArmedInstance must be split on map instance part and interface part
cb->giveCreatures(army, hero, creatures, false);
+1 -1
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@@ -83,7 +83,7 @@ bool Rewardable::Limiter::heroAllowed(const CGHeroInstance * hero) const
size_t count = 0;
for(const auto & slot : hero->Slots())
{
const CStackInstance * heroStack = slot.second;
const auto & heroStack = slot.second;
if (heroStack->getType() == reqStack.getType())
count += heroStack->count;
}
+2 -2
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@@ -777,9 +777,9 @@ std::shared_ptr<CGCreature> ObjectManager::chooseGuard(si32 strength, bool zoneG
auto guard = std::dynamic_pointer_cast<CGCreature>(guardFactory->create(map.mapInstance->cb, nullptr));
guard->character = CGCreature::HOSTILE;
auto * hlp = new CStackInstance(creId, amount);
auto hlp = std::make_unique<CStackInstance>(creId, amount);
//will be set during initialization
guard->putStack(SlotID(0), hlp);
guard->putStack(SlotID(0), std::move(hlp));
return guard;
}
+1 -1
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@@ -99,7 +99,7 @@ bool ArmyWidget::commitChanges()
{
if(army.hasStackAtSlot(SlotID(i)))
army.eraseStack(SlotID(i));
army.putStack(SlotID(i), new CStackInstance(creId, amount, false));
army.putStack(SlotID(i), std::make_unique<CStackInstance>(creId, amount, false));
}
}
}
+1 -1
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@@ -79,7 +79,7 @@ void Initializer::initialize(CGCreature * o)
o->character = CGCreature::Character::HOSTILE;
if(!o->hasStackAtSlot(SlotID(0)))
o->putStack(SlotID(0), new CStackInstance(CreatureID(o->subID), 0, false));
o->putStack(SlotID(0), std::make_unique<CStackInstance>(CreatureID(o->subID), 0, false));
}
void Initializer::initialize(CGDwelling * o)
+1 -1
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@@ -4287,7 +4287,7 @@ void CGameHandler::createWanderingMonster(const int3 & visitablePosition, Creatu
cre->character = 2;
cre->gainedArtifact = ArtifactID::NONE;
cre->identifier = -1;
cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
cre->addToSlot(SlotID(0), std::make_unique<CStackInstance>(creature, -1)); //add placeholder stack
newObject(createdObject, PlayerColor::NEUTRAL);
}
+2 -2
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@@ -227,12 +227,12 @@ ResourceSet NewTurnProcessor::generatePlayerIncome(PlayerColor playerID, bool ne
{
bool hasCrystalGenCreature = false;
for (const auto & hero : state.getHeroes())
for(auto stack : hero->stacks)
for(const auto & stack : hero->stacks)
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
hasCrystalGenCreature = true;
for(const auto & town : state.getTowns())
for(auto stack : town->stacks)
for(const auto & stack : town->stacks)
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
hasCrystalGenCreature = true;