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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

remove unused variables

This commit is contained in:
Andrey Filipenkov 2022-09-22 11:49:55 +03:00
parent 143b0983e6
commit c9c79887a7
13 changed files with 11 additions and 58 deletions

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@ -204,7 +204,6 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
TResources availableRes) const
{
std::vector<creInfo> creaturesInDwellings;
int freeHeroSlots = GameConstants::ARMY_SIZE;
auto army = std::make_shared<TemporaryArmy>();
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
@ -497,4 +496,4 @@ ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
}
return result;
}
}

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@ -129,8 +129,6 @@ void BuildAnalyzer::update()
{
logAi->trace("Checking town %s", town->name);
auto townInfo = town->town;
developmentInfos.push_back(TownDevelopmentInfo(town));
TownDevelopmentInfo & developmentInfo = developmentInfos.back();
@ -399,4 +397,4 @@ std::string BuildingInfo::toString() const
+ ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
+ " x " + creatureCost.toString()
+ ", daily: " + dailyIncome.toString();
}
}

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@ -54,11 +54,10 @@ private:
static SecondarySkillEvaluator scountSkillsScores;
CCallback * cb; //this is enough, but we downcast from CCallback
const Nullkiller * ai;
std::map<HeroPtr, HeroRole> heroRoles;
public:
HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB) {}
const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
HeroRole getHeroRole(const HeroPtr & hero) const override;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;

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@ -53,8 +53,6 @@ Goals::TGoalVec BuildingBehavior::decompose() const
for(auto & developmentInfo : developmentInfos)
{
auto town = developmentInfo.town;
for(auto & buildingInfo : developmentInfo.toBuild)
{
if(goldPreasure < MAX_GOLD_PEASURE || buildingInfo.dailyIncome[Res::GOLD] > 0)

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@ -645,7 +645,6 @@ public:
}
auto heroPtr = task->hero;
auto day = ai->cb->getDate(Date::DAY);
auto hero = heroPtr.get(ai->cb.get());
bool checkGold = evaluationContext.danger == 0;
auto army = path.heroArmy;
@ -670,11 +669,8 @@ public:
class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
{
private:
const Nullkiller * ai;
public:
ClusterEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
ClusterEvaluationContextBuilder(const Nullkiller * ai) {}
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
@ -699,7 +695,6 @@ public:
for(auto objInfo : objects)
{
auto target = objInfo.first;
auto day = ai->cb->getDate(Date::DAY);
bool checkGold = objInfo.second.danger == 0;
auto army = hero;
@ -718,9 +713,6 @@ public:
if(boost > 8)
break;
}
const AIPath & pathToCenter = clusterGoal.getPathToCenter();
}
};

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@ -24,9 +24,6 @@ namespace AIPathfinding
class SummonBoatAction : public VirtualBoatAction
{
private:
const CGHeroInstance * hero;
public:
virtual void execute(const CGHeroInstance * hero) const override;
@ -71,4 +68,4 @@ namespace AIPathfinding
virtual const CGObjectInstance * targetObject() const override;
};
}
}

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@ -269,8 +269,6 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
return result; // already inserted
}
auto position = inserted.first;
auto differentMasks = (actor->chainMask & other->chainMask) == 0;
if(!differentMasks) return result;
@ -461,15 +459,6 @@ CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling,
continue;
auto creature = creatureInfo.second.back().toCreature();
auto count = creatureInfo.first;
if(waitForGrowth)
{
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
count += town ? town->creatureGrowth(creature->level) : creature->growth;
}
dwellingCreatures->addToSlot(
dwellingCreatures->getSlotFor(creature),
creature->idNumber,
@ -487,4 +476,4 @@ TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chain
std::string TownGarrisonActor::toString() const
{
return town->name;
}
}

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@ -126,7 +126,6 @@ namespace AIPathfinding
const AIPathNode * destinationNode = nodeStorage->getAINode(destination.node);
auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
auto nodeHero = pathfinderHelper->hero;
QuestAction questAction(questInfo);
if(destination.nodeObject->ID == Obj::QUEST_GUARD && questObj->quest->missionType == CQuest::MISSION_NONE)
@ -157,8 +156,6 @@ namespace AIPathfinding
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
node->specialAction.reset(new QuestAction(questAction));
});
}

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@ -120,14 +120,12 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
return o.goal;
}
float goalPriority = 10; //arbitrary, will be divided
for (const resPair p : missingResources)
{
if (!income[p.first]) //prioritize resources with 0 income
{
resourceType = p.first;
amountToCollect = p.second;
goalPriority /= amountToCollect; //need more resources -> lower priority
break;
}
}
@ -138,7 +136,7 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
std::map<Res::ERes, float> daysToEarn;
for (auto it : missingResources)
daysToEarn[it.first] = (float)missingResources[it.first] / income[it.first];
auto incomeComparer = [&income](const timePair & lhs, const timePair & rhs) -> bool
auto incomeComparer = [](const timePair & lhs, const timePair & rhs) -> bool
{
//theoretically income can be negative, but that falls into this comparison
return lhs.second < rhs.second;
@ -146,12 +144,9 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
resourceType = boost::max_element(daysToEarn, incomeComparer)->first;
amountToCollect = missingResources[resourceType];
goalPriority /= daysToEarn[resourceType]; //more days - lower priority
}
if (resourceType == Res::GOLD)
goalPriority *= 1000;
//this is abstract goal and might take soem time to complete
//this is abstract goal and might take some time to complete
return Goals::sptr(Goals::CollectRes(resourceType, amountToCollect).setisAbstract(true));
}

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@ -1083,11 +1083,10 @@ void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attacked
std::array<int, 2> killedBySide = {0, 0};
int targets = 0, damage = 0;
int targets = 0;
for(const StackAttackedInfo & attackedInfo : attackedInfos)
{
++targets;
damage += (int)attackedInfo.dmg;
ui8 side = attackedInfo.defender->side;
killedBySide.at(side) += attackedInfo.amountKilled;

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@ -25,10 +25,8 @@ SubscriptionRegistry<ApplyDamage> * ApplyDamage::getRegistry()
}
CApplyDamage::CApplyDamage(const Environment * env_, BattleStackAttacked * pack_, std::shared_ptr<battle::Unit> target_)
: env(env_),
pack(pack_),
: pack(pack_),
target(target_)
{
initalDamage = pack->damageAmount;
}

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@ -28,12 +28,8 @@ public:
private:
int64_t initalDamage;
const Environment * env;
BattleStackAttacked * pack;
std::shared_ptr<battle::Unit> target;
};
}

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@ -193,11 +193,7 @@ void Zone::fractalize()
rmg::Area clearedTiles(dAreaFree);
rmg::Area possibleTiles(dAreaPossible);
rmg::Area tilesToIgnore; //will be erased in this iteration
//the more treasure density, the greater distance between paths. Scaling is experimental.
int totalDensity = 0;
for(auto ti : treasureInfo)
totalDensity += ti.density;
const float minDistance = 10 * 10; //squared
if(type != ETemplateZoneType::JUNCTION)