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Remove redundant method - code review suggestion

Dydzio 2 ani în urmă
părinte
comite
68be7643f1

+ 1 - 1
client/battle/BattleStacksController.cpp

@@ -900,7 +900,7 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
 	auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
 	auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
 	if(hoveredQueueUnitId.is_initialized())
 	if(hoveredQueueUnitId.is_initialized())
 	{
 	{
-		return { owner.curInt->cb->battleGetStackByUnitId(hoveredQueueUnitId.value(), true) };
+		return { owner.curInt->cb->battleGetStackByID(hoveredQueueUnitId.value(), true) };
 	}
 	}
 
 
 	auto hoveredHex = owner.fieldController->getHoveredHex();
 	auto hoveredHex = owner.fieldController->getHoveredHex();

+ 0 - 15
lib/battle/CBattleInfoEssentials.cpp

@@ -185,21 +185,6 @@ const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive)
 		return stacks[0];
 		return stacks[0];
 }
 }
 
 
-const CStack* CBattleInfoEssentials::battleGetStackByUnitId(int unitId, bool onlyAlive) const
-{
-	RETURN_IF_NOT_BATTLE(nullptr);
-
-	auto stacks = battleGetStacksIf([=](const CStack * s)
-	{
-		return s->unitId() == unitId && (!onlyAlive || s->alive());
-	});
-
-	if(stacks.empty())
-		return nullptr;
-	else
-		return stacks[0];
-}
-
 bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
 bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
 {
 {
 	RETURN_IF_NOT_BATTLE(false);
 	RETURN_IF_NOT_BATTLE(false);

+ 0 - 1
lib/battle/CBattleInfoEssentials.h

@@ -102,7 +102,6 @@ public:
 	TStacks battleGetAllStacks(bool includeTurrets = false) const;
 	TStacks battleGetAllStacks(bool includeTurrets = false) const;
 
 
 	const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
 	const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
-	const CStack * battleGetStackByUnitId(int unitId, bool onlyAlive = true) const; //returns stack info by given ID
 	bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
 	bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
 
 
 	///returns player that controls given stack; mind control included
 	///returns player that controls given stack; mind control included