Browse Source

replaced constant

Laserlicht 1 year ago
parent
commit
3afddbbf29

+ 1 - 1
AI/Nullkiller/Analyzers/BuildAnalyzer.cpp

@@ -33,7 +33,7 @@ void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
 
 	BuildingID prefixes[] = {BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_FIRST};
 
-	for(int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
+	for(int level = 0; level < developmentInfo.town->town->creatures.size(); level++)
 	{
 		logAi->trace("Checking dwelling level %d", level);
 		BuildingInfo nextToBuild = BuildingInfo();

+ 1 - 1
AI/VCAI/Goals/GatherTroops.cpp

@@ -109,7 +109,7 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
 			if(upgradeNumber < 0)
 				continue;
 
-			BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
+			BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * t->town->creatures.size());
 			if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction
 			{
 				solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid)));

+ 8 - 8
client/windows/CCastleInterface.cpp

@@ -237,7 +237,7 @@ std::string CBuildingRect::getSubtitle()//hover text for building
 		return town->town->buildings.at(getBuilding()->bid)->getNameTranslated();
 	else//dwellings - recruit %creature%
 	{
-		auto & availableCreatures = town->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second;
+		auto & availableCreatures = town->creatures[(bid-30)%town->town->creatures.size()].second;
 		if(availableCreatures.size())
 		{
 			int creaID = availableCreatures.back();//taking last of available creatures
@@ -688,7 +688,7 @@ void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuil
 
 	if (building >= BuildingID::DWELL_FIRST)
 	{
-		enterDwelling((building-BuildingID::DWELL_FIRST)%GameConstants::CREATURES_PER_TOWN);
+		enterDwelling((building-BuildingID::DWELL_FIRST)%town->town->creatures.size());
 	}
 	else
 	{
@@ -800,10 +800,10 @@ void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuil
 						break;
 
 				case BuildingSubID::PORTAL_OF_SUMMONING:
-						if (town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//No creatures
+						if (town->creatures[town->town->creatures.size()].second.empty())//No creatures
 							LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
 						else
-							enterDwelling(GameConstants::CREATURES_PER_TOWN);
+							enterDwelling(town->town->creatures.size());
 						break;
 
 				case BuildingSubID::BALLISTA_YARD:
@@ -917,8 +917,8 @@ void CCastleBuildings::enterDwelling(int level)
 void CCastleBuildings::enterToTheQuickRecruitmentWindow()
 {
 	const auto beginIt = town->creatures.cbegin();
-	const auto afterLastIt = town->creatures.size() > GameConstants::CREATURES_PER_TOWN
-		? std::next(beginIt, GameConstants::CREATURES_PER_TOWN)
+	const auto afterLastIt = town->creatures.size() > town->town->creatures.size()
+		? std::next(beginIt, town->town->creatures.size())
 		: town->creatures.cend();
 	const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt,
 		[](const auto & creatureInfo) { return creatureInfo.first > 0; });
@@ -1880,7 +1880,7 @@ const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
 {
 	BuildingID myID = BuildingID(BuildingID::DWELL_FIRST + level);
 
-	if (level == GameConstants::CREATURES_PER_TOWN)
+	if (level == town->town->creatures.size())
 		return town->town->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);
 
 	if (!town->town->buildings.count(myID))
@@ -1891,7 +1891,7 @@ const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
 	{
 		if (town->hasBuilt(myID))
 			build = town->town->buildings.at(myID);
-		myID.advance(GameConstants::CREATURES_PER_TOWN);
+		myID.advance(town->town->creatures.size());
 	}
 	return build;
 }

+ 2 - 2
client/windows/QuickRecruitmentWindow.cpp

@@ -51,7 +51,7 @@ void QuickRecruitmentWindow::setCreaturePurchaseCards()
 {
 	int availableAmount = getAvailableCreatures();
 	Point position = Point((pos.w - 100*availableAmount - 8*(availableAmount-1))/2,64);
-	for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
+	for (int i = 0; i < town->town->creatures.size(); i++)
 	{
 		if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
 		{
@@ -120,7 +120,7 @@ void QuickRecruitmentWindow::purchaseUnits()
 int QuickRecruitmentWindow::getAvailableCreatures()
 {
 	int creaturesAmount = 0;
-	for (int i=0; i< GameConstants::CREATURES_PER_TOWN; i++)
+	for (int i=0; i< town->town->creatures.size(); i++)
 		if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
 			creaturesAmount++;
 	return creaturesAmount;

+ 1 - 1
lib/CCreatureHandler.cpp

@@ -760,7 +760,7 @@ void CCreatureHandler::loadCrExpBon(CBonusSystemNode & globalEffects)
 		auto addBonusForTier = [&](int tier, std::shared_ptr<Bonus> b) {
 			assert(vstd::iswithin(tier, 1, 7));
 			//bonuses from level 7 are given to high-level creatures too
-			auto max = tier == GameConstants::CREATURES_PER_TOWN ? std::numeric_limits<int>::max() : tier + 1;
+			auto max = tier == 7 ? std::numeric_limits<int>::max() : tier + 1;
 			auto limiter = std::make_shared<CreatureLevelLimiter>(tier, max);
 			b->addLimiter(limiter);
 			globalEffects.addNewBonus(b);

+ 9 - 6
lib/constants/EntityIdentifiers.h

@@ -296,16 +296,16 @@ public:
 		RESOURCE_SILO,  BLACKSMITH,    SPECIAL_1,         HORDE_1,         HORDE_1_UPGR,
 		SHIP,           SPECIAL_2,     SPECIAL_3,         SPECIAL_4,       HORDE_2,
 		HORDE_2_UPGR,   GRAIL,         EXTRA_TOWN_HALL,   EXTRA_CITY_HALL, EXTRA_CAPITOL,
-		DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LVL_7, DWELL_LAST=37,
-		DWELL_UP_FIRST=38,  DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
-		DWELL_LVL_6_UP, DWELL_LVL_7_UP, DWELL_UP_LAST=45,
+		DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
+		DWELL_UP_FIRST=37,  DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
+		DWELL_LVL_6_UP, DWELL_UP_LAST=43, DWELL_LVL_8_UP, DWELL_LVL_8,
 
 		DWELL_LVL_1 = DWELL_FIRST,
-		DWELL_LVL_8 = DWELL_LAST,
+		DWELL_LVL_7 = DWELL_LAST,
 		DWELL_LVL_1_UP = DWELL_UP_FIRST,
-		DWELL_LVL_8_UP = DWELL_UP_LAST,
+		DWELL_LVL_7_UP = DWELL_UP_LAST,
 
-		DWELL_UP2_FIRST = DWELL_LVL_8_UP + 1,
+		DWELL_UP2_FIRST = DWELL_LVL_7_UP + 1,
 
 //		//Special buildings for towns.
 		CASTLE_GATE   = SPECIAL_3, //Inferno
@@ -314,6 +314,9 @@ public:
 
 	};
 
+	const std::vector<Type> dwellings = { DWELL_LVL_1, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LVL_7, DWELL_LVL_8 };
+	const std::vector<Type> dwellingsUp = { DWELL_LVL_1_UP, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP, DWELL_LVL_6_UP, DWELL_LVL_7_UP, DWELL_LVL_8_UP };
+
 	bool IsSpecialOrGrail() const
 	{
 		return num == SPECIAL_1 || num == SPECIAL_2 || num == SPECIAL_3 || num == SPECIAL_4 || num == GRAIL;

+ 4 - 1
lib/entities/building/CBuildingHandler.cpp

@@ -9,6 +9,9 @@
  */
 #include "StdInc.h"
 #include "CBuildingHandler.h"
+#include "VCMI_Lib.h"
+#include "../faction/CTown.h"
+#include "../faction/CTownHandler.h"
 
 VCMI_LIB_NAMESPACE_BEGIN
 
@@ -36,7 +39,7 @@ BuildingID CBuildingHandler::campToERMU(int camp, FactionID townType, const std:
 	};
 
 	int curPos = static_cast<int>(campToERMU.size());
-	for (int i=0; i<GameConstants::CREATURES_PER_TOWN; ++i)
+	for (int i=0; i<(*VLC->townh)[townType]->town->creatures.size(); ++i)
 	{
 		if(camp == curPos) //non-upgraded
 			return BuildingID(30 + i);

+ 1 - 1
lib/gameState/CGameState.cpp

@@ -864,7 +864,7 @@ void CGameState::initTowns()
 		//town events
 		for(CCastleEvent &ev : vti->events)
 		{
-			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
+			for (int i = 0; i<vti->getTown()->creatures.size(); i++)
 				if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
 				{
 					ev.buildings.erase(hordes[i]);

+ 2 - 2
lib/mapObjects/CGTownInstance.cpp

@@ -128,7 +128,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
 {
 	GrowthInfo ret;
 
-	if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
+	if (level<0 || level >=town->creatures.size())
 		return ret;
 	if (creatures[level].second.empty())
 		return ret; //no dwelling
@@ -591,7 +591,7 @@ void CGTownInstance::newTurn(vstd::RNG & rand) const
 			}
 			if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
 			{
-				int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
+				int i = rand.nextInt(std::min((int)town->creatures.size(), cb->getDate(Date::MONTH) << 1) - 1);
 				if (!town->creatures[i].empty())
 				{
 					CreatureID c = town->creatures[i][0];

+ 2 - 2
server/CGameHandler.cpp

@@ -2362,8 +2362,8 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
 	{
 		if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
 		{
-			int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
-			int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
+			int level = (buildingID - BuildingID::DWELL_FIRST) % t->town->creatures.size();
+			int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / t->town->creatures.size();
 
 			if(upgradeNumber >= t->town->creatures.at(level).size())
 			{