1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
Commit Graph

13 Commits

Author SHA1 Message Date
Alexander Wilms
1b85abb508 Use auto instead of redundant type in initializations using new
grep -r --include \*.h --include \*.cpp "=" * | grep -v "auto\|int\|char\|bool\|float|\double\|for\|if\|googletest\|fuzzylite\|size_t\|using\|return\|{\|}\|= \"\|= tr(\|virtual\|void" | grep -Po ".*[^ ]+ [^ ]+ [^ ]*[ ]*=.*;" | grep -v "float\|nullptr" | grep "new" | grep -v "AI/FuzzyLite" | grep \( | grep "= new" > redundant_types.txt

import re

with open("redundant_types.txt") as f:
    for line in f:
        line = line.strip()
        path = line.split(":", 1)[0]
        original_code = line.split(":")[1].strip()
        if "new " in original_code:

            cpp_type = original_code.split(" ")[0]
            if original_code.count(cpp_type) == 2:
                print()
                print(path)
                print(original_code)
                new_code = "auto "+" ".join(original_code.split(" ")[1:])
                print(new_code)

                with open(path, "r") as f:
                    filedata = f.read()

                filedata = filedata.replace(original_code, new_code)

                with open(path, "w") as f:
                    f.write(filedata)
2024-01-16 21:40:53 +00:00
Alexander Wilms
8800b361fd Disable broken tests so the working ones don't rot 2024-01-08 19:13:44 +00:00
Ivan Savenko
ae92bdfb51 Fix Lua and test building 2023-10-23 16:05:38 +03:00
Ivan Savenko
ac925bb786 Renamed new types for consistency with code style 2023-10-22 16:55:19 +03:00
Ivan Savenko
80e6485965 MetaIdentifier now uses std::variant internally 2023-10-22 16:55:19 +03:00
Ivan Savenko
b394158dc9 Bonus Source ID now uses metaidentifier 2023-10-22 16:55:18 +03:00
Ivan Savenko
8bdddd1324 Fix tests compilation 2023-09-06 16:03:47 +03:00
Konstantin
05eccbc2bb vcmi: split bonus to enumerator and HeroBonus.h 2023-05-03 18:01:06 +03:00
Konstantin
2a8f9629ae tests: attempt to fix build without lua 2023-04-27 20:59:55 +03:00
Konstantin P
d14c951005 CBattleInfoCallbackTest: fix catch-value 2023-04-27 20:59:55 +03:00
Andrii Danylchenko
4b4cc3cf4b battlefields in VLC and custom bonuses for terrain patches 2022-09-11 11:31:27 +03:00
AlexVinS
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
AlexVinS
0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00