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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Fix code style & formatting

This commit is contained in:
Ivan Savenko
2024-02-19 15:58:44 +02:00
parent fe918de2df
commit c513dc1bc7

View File

@@ -767,21 +767,20 @@ void CGameState::initStartingBonus()
void CGameState::initTownNames() void CGameState::initTownNames()
{ {
std::map<FactionID, std::vector<int>> availableNames; 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; 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); potentialNames.push_back(i);
availableNames[faction] = potentialNames; availableNames[faction] = potentialNames;
} }
} }
for (auto & elem : map->towns) for(auto & vti : map->towns)
{ {
CGTownInstance * vti =(elem);
assert(vti->town); assert(vti->town);
if(!vti->getNameTextID().empty()) if(!vti->getNameTextID().empty())
@@ -789,7 +788,7 @@ void CGameState::initTownNames()
FactionID faction = vti->getFaction(); FactionID faction = vti->getFaction();
if (availableNames.empty()) if(availableNames.empty())
{ {
logGlobal->warn("Failed to find available name for a random town!"); logGlobal->warn("Failed to find available name for a random town!");
vti->setNameTextId("core.genrltxt.508"); // Unnamed 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 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; faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;
auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator()); auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());
vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt)); vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));
availableNames[faction].erase(nameIt); availableNames[faction].erase(nameIt);
if (availableNames[faction].empty()) if(availableNames[faction].empty())
availableNames.erase(faction); availableNames.erase(faction);
} }
} }
@@ -822,14 +821,13 @@ void CGameState::initTowns()
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC)); map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC));
map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC)); map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC));
for (auto & elem : map->towns) for (auto & vti : map->towns)
{ {
CGTownInstance * vti =(elem);
assert(vti->town); 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 }; 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 };
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 }; 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 };
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 hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
//init buildings //init buildings
if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings