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	Fix code style & formatting
This commit is contained in:
		| @@ -767,21 +767,20 @@ void CGameState::initStartingBonus() | ||||
| void CGameState::initTownNames() | ||||
| { | ||||
| 	std::map<FactionID, std::vector<int>> availableNames; | ||||
| 	for (auto const & faction : VLC->townh->getDefaultAllowed()) | ||||
| 	for(const auto & faction : VLC->townh->getDefaultAllowed()) | ||||
| 	{ | ||||
| 		std::vector<int> potentialNames; | ||||
| 		if (faction.toFaction()->town->getRandomNamesCount() > 0) | ||||
| 		if(faction.toFaction()->town->getRandomNamesCount() > 0) | ||||
| 		{ | ||||
| 			for (int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i) | ||||
| 			for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i) | ||||
| 				potentialNames.push_back(i); | ||||
|  | ||||
| 			availableNames[faction] = potentialNames; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	for (auto & elem : map->towns) | ||||
| 	for(auto & vti : map->towns) | ||||
| 	{ | ||||
| 		CGTownInstance * vti =(elem); | ||||
| 		assert(vti->town); | ||||
|  | ||||
| 		if(!vti->getNameTextID().empty()) | ||||
| @@ -789,7 +788,7 @@ void CGameState::initTownNames() | ||||
|  | ||||
| 		FactionID faction = vti->getFaction(); | ||||
|  | ||||
| 		if (availableNames.empty()) | ||||
| 		if(availableNames.empty()) | ||||
| 		{ | ||||
| 			logGlobal->warn("Failed to find available name for a random town!"); | ||||
| 			vti->setNameTextId("core.genrltxt.508"); // Unnamed | ||||
| @@ -797,14 +796,14 @@ void CGameState::initTownNames() | ||||
| 		} | ||||
|  | ||||
| 		// If town has no available names (for example - all were picked) - pick names from some other faction that still has names available | ||||
| 		if (!availableNames.count(faction)) | ||||
| 		if(!availableNames.count(faction)) | ||||
| 			faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first; | ||||
|  | ||||
| 		auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator()); | ||||
| 		vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt)); | ||||
|  | ||||
| 		availableNames[faction].erase(nameIt); | ||||
| 		if (availableNames[faction].empty()) | ||||
| 		if(availableNames[faction].empty()) | ||||
| 			availableNames.erase(faction); | ||||
| 	} | ||||
| } | ||||
| @@ -822,14 +821,13 @@ void CGameState::initTowns() | ||||
| 	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC)); | ||||
| 	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC)); | ||||
|  | ||||
| 	for (auto & elem : map->towns) | ||||
| 		{ | ||||
| 			CGTownInstance * vti =(elem); | ||||
| 			assert(vti->town); | ||||
| 	for (auto & vti : map->towns) | ||||
| 	{ | ||||
| 		assert(vti->town); | ||||
|  | ||||
| 		static const BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 }; | ||||
| 		static const BuildingID upgradedDwellings[] = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP }; | ||||
| 		static const BuildingID hordes[] = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 }; | ||||
| 		constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 }; | ||||
| 		constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP }; | ||||
| 		constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 }; | ||||
|  | ||||
| 		//init buildings | ||||
| 		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings | ||||
|   | ||||
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