diff --git a/lib/gameState/CGameState.cpp b/lib/gameState/CGameState.cpp index 36a92a96f..9806cd060 100644 --- a/lib/gameState/CGameState.cpp +++ b/lib/gameState/CGameState.cpp @@ -767,21 +767,20 @@ void CGameState::initStartingBonus() void CGameState::initTownNames() { std::map> availableNames; - for (auto const & faction : VLC->townh->getDefaultAllowed()) + for(const auto & faction : VLC->townh->getDefaultAllowed()) { std::vector 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