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Merge pull request #1700 from rilian-la-te/resource-array

Modernize resourceSet.
This commit is contained in:
Ivan Savenko
2023-04-02 20:12:45 +03:00
committed by GitHub
15 changed files with 143 additions and 93 deletions

View File

@@ -1784,7 +1784,7 @@ void CGameHandler::newTurn()
else if (elem.first >= PlayerColor::PLAYER_LIMIT)
assert(0); //illegal player number!
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[Res::GOLD]);
hadGold.insert(playerGold);
if (newWeek) //new heroes in tavern
@@ -2516,7 +2516,7 @@ void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //
if (!val) return; //don't waste time on empty call
TResources resources;
resources.at(which) = val;
resources[which] = val;
giveResources(player, resources);
}
@@ -4078,7 +4078,7 @@ bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
const int price = art->price;
COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[Res::GOLD] < price, "Not enough gold!");
if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
|| (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
@@ -4183,7 +4183,7 @@ bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, Second
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
{
TResourceCap r1 = getPlayerState(player)->resources.at(id1);
TResourceCap r1 = getPlayerState(player)->resources[id1];
vstd::amin(val, r1); //can't trade more resources than have
@@ -4271,7 +4271,7 @@ bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, Pla
return false;
}
TResourceCap curRes1 = getPlayerState(player)->resources.at(r1);
TResourceCap curRes1 = getPlayerState(player)->resources[r1];
vstd::amin(val, curRes1);
@@ -4306,7 +4306,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
//common preconditions
// if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
// || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
if ((p->resources[Res::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
|| ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
|| ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
{
@@ -5324,8 +5324,8 @@ void CGameHandler::handleTimeEvents()
for (int i=0; i<ev.resources.size(); i++)
{
if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources.at(i),0);
if (ev.resources[i]) //if resource is changed, we add it to the dialog
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
}
sendAndApply(&iw); //show dialog
@@ -5382,8 +5382,8 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
n.res[player].amax(0);
for (int i=0; i<ev.resources.size(); i++)
if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0);
if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
}