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Add override keyword where applicable

This commit is contained in:
Michał Janiszewski 2017-02-17 10:16:17 +01:00
parent d23328f697
commit f5ebc763b4
5 changed files with 107 additions and 107 deletions

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@ -1,100 +1,100 @@
/*
* BattleAI.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/AI_Base.h"
#include "PotentialTargets.h"
class CSpell;
class EnemyInfo;
/*
struct CurrentOffensivePotential
{
std::map<const CStack *, PotentialTargets> ourAttacks;
std::map<const CStack *, PotentialTargets> enemyAttacks;
CurrentOffensivePotential(ui8 side)
{
for(auto stack : cbc->battleGetStacks())
{
if(stack->attackerOwned == !side)
ourAttacks[stack] = PotentialTargets(stack);
else
enemyAttacks[stack] = PotentialTargets(stack);
}
}
int potentialValue()
{
int ourPotential = 0, enemyPotential = 0;
for(auto &p : ourAttacks)
ourPotential += p.second.bestAction().attackValue();
for(auto &p : enemyAttacks)
enemyPotential += p.second.bestAction().attackValue();
return ourPotential - enemyPotential;
}
};
*/ // These lines may be usefull but they are't used in the code.
struct PossibleSpellcast
{
const CSpell *spell;
BattleHex dest;
si32 value;
};
class CBattleAI : public CBattleGameInterface
{
int side;
std::shared_ptr<CBattleCallback> cb;
//Previous setting of cb
bool wasWaitingForRealize, wasUnlockingGs;
public:
CBattleAI(void);
~CBattleAI(void);
void init(std::shared_ptr<CBattleCallback> CB) override;
void attemptCastingSpell();
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
BattleAction goTowards(const CStack * stack, BattleHex hex );
boost::optional<BattleAction> considerFleeingOrSurrendering();
std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
void print(const std::string &text) const;
BattleAction useCatapult(const CStack *stack);
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side);
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
//void battleEnd(const BattleResult *br) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
//void battleSpellCast(const BattleSpellCast *sc) override;
//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
//void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
//void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
//void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
//void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
};
/*
* BattleAI.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/AI_Base.h"
#include "PotentialTargets.h"
class CSpell;
class EnemyInfo;
/*
struct CurrentOffensivePotential
{
std::map<const CStack *, PotentialTargets> ourAttacks;
std::map<const CStack *, PotentialTargets> enemyAttacks;
CurrentOffensivePotential(ui8 side)
{
for(auto stack : cbc->battleGetStacks())
{
if(stack->attackerOwned == !side)
ourAttacks[stack] = PotentialTargets(stack);
else
enemyAttacks[stack] = PotentialTargets(stack);
}
}
int potentialValue()
{
int ourPotential = 0, enemyPotential = 0;
for(auto &p : ourAttacks)
ourPotential += p.second.bestAction().attackValue();
for(auto &p : enemyAttacks)
enemyPotential += p.second.bestAction().attackValue();
return ourPotential - enemyPotential;
}
};
*/ // These lines may be usefull but they are't used in the code.
struct PossibleSpellcast
{
const CSpell *spell;
BattleHex dest;
si32 value;
};
class CBattleAI : public CBattleGameInterface
{
int side;
std::shared_ptr<CBattleCallback> cb;
//Previous setting of cb
bool wasWaitingForRealize, wasUnlockingGs;
public:
CBattleAI(void);
~CBattleAI(void);
void init(std::shared_ptr<CBattleCallback> CB) override;
void attemptCastingSpell();
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
BattleAction goTowards(const CStack * stack, BattleHex hex );
boost::optional<BattleAction> considerFleeingOrSurrendering();
std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
void print(const std::string &text) const;
BattleAction useCatapult(const CStack *stack);
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
//void battleEnd(const BattleResult *br) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
//void battleSpellCast(const BattleSpellCast *sc) override;
//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
//void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
//void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
//void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
//void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
};

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@ -78,7 +78,7 @@ class CModFilterModel : public QSortFilterProxyModel
bool filterMatchesThis(const QModelIndex & source) const;
bool filterAcceptsRow(int source_row, const QModelIndex &source_parent) const;
bool filterAcceptsRow(int source_row, const QModelIndex &source_parent) const override;
public:
void setTypeFilter(int filteredType, int filterMask);

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@ -27,9 +27,9 @@ class CModListView : public QWidget
SettingsListener settingsListener;
bool repositoriesChanged;
void showEvent(QShowEvent * event);
void showEvent(QShowEvent * event) override;
void keyPressEvent(QKeyEvent * event);
void keyPressEvent(QKeyEvent * event) override;
void setupModModel();
void setupFilterModel();

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@ -19,8 +19,8 @@ public:
static void showPixmap(QPixmap & pixmap, QWidget *parent = 0);
protected:
void mousePressEvent(QMouseEvent * event);
void keyPressEvent(QKeyEvent * event);
void mousePressEvent(QMouseEvent * event) override;
void keyPressEvent(QKeyEvent * event) override;
QSize calculateWindowSize();

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@ -93,7 +93,7 @@ public:
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
{
T *ptr = static_cast<T*>(pack);
ptr->c = c;
@ -106,7 +106,7 @@ template <>
class CApplyOnGH<CPack> : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
{
logGlobal->error("Cannot apply on GH plain CPack!");
assert(0);