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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Rename ambiguos 'clear' to 'clearSlots'
A lot of map objects inherit from CCreatureSet and as result - get clean() method that resets object army
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f0ede46186
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@ -170,7 +170,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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std::vector<SlotInfo> newArmy;
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uint64_t newValue = 0;
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newArmyInstance.clear();
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newArmyInstance.clearSlots();
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for(auto & slot : sortedSlots)
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{
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@ -445,7 +445,7 @@ void CCreatureSet::setStackExp(const SlotID & slot, TExpType exp)
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stacks[slot]->experience = exp;
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}
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void CCreatureSet::clear()
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void CCreatureSet::clearSlots()
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{
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while(!stacks.empty())
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{
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@ -533,12 +533,12 @@ void CCreatureSet::changeStackCount(const SlotID & slot, TQuantity toAdd)
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CCreatureSet::~CCreatureSet()
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{
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clear();
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clearSlots();
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}
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void CCreatureSet::setToArmy(CSimpleArmy &src)
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{
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clear();
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clearSlots();
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while(src)
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{
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auto i = src.army.begin();
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@ -1050,7 +1050,7 @@ void CStackBasicDescriptor::serializeJson(JsonSerializeFormat & handler)
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}
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}
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void CSimpleArmy::clear()
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void CSimpleArmy::clearSlots()
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{
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army.clear();
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}
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@ -181,7 +181,7 @@ using TCreatureQueue = std::priority_queue<TPairCreatureSlot, std::vector<TPairC
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class IArmyDescriptor
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{
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public:
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virtual void clear() = 0;
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virtual void clearSlots() = 0;
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virtual bool setCreature(SlotID slot, CreatureID cre, TQuantity count) = 0;
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};
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@ -190,7 +190,7 @@ class DLL_LINKAGE CSimpleArmy : public IArmyDescriptor
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{
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public:
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TSimpleSlots army;
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void clear() override;
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void clearSlots() override;
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bool setCreature(SlotID slot, CreatureID cre, TQuantity count) override;
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operator bool() const;
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@ -226,7 +226,7 @@ public:
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void addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
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void addToSlot(const SlotID & slot, CStackInstance * stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
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void clear() override;
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void clearSlots() override;
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void setFormation(bool tight);
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CArmedInstance *castToArmyObj();
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@ -335,7 +335,7 @@ struct DLL_LINKAGE SetAvailableHero : public CPackForClient
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{
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SetAvailableHero()
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{
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army.clear();
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army.clearSlots();
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}
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void applyGs(CGameState * gs);
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@ -58,7 +58,7 @@ std::string CBank::getHoverText(PlayerColor player) const
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void CBank::setConfig(const BankConfig & config)
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{
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bc = std::make_unique<BankConfig>(config);
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clear(); // remove all stacks, if any
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clearSlots(); // remove all stacks, if any
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for(const auto & stack : config.guards)
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setCreature (SlotID(stacksCount()), stack.type->getId(), stack.count);
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@ -222,7 +222,7 @@ bool RewardsWidget::commitChanges()
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pandora->resources = ResourceSet();
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pandora->artifacts.clear();
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pandora->spells.clear();
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pandora->creatures.clear();
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pandora->creatures.clearSlots();
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for(int row = 0; row < rewards; ++row)
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{
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@ -112,7 +112,7 @@ void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroIns
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sah.slotID = selectSlotForRole(color, sah.roleID);
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sah.player = color;
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sah.hid = hero->subID;
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sah.army.clear();
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sah.army.clearSlots();
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sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
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gameHandler->sendAndApply(&sah);
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@ -148,7 +148,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
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else
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{
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sah.roleID = TavernSlotRole::SINGLE_UNIT;
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sah.army.clear();
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sah.army.clearSlots();
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sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
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}
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}
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