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Fix code style & formatting

Ivan Savenko 1 year ago
parent
commit
c513dc1bc7
1 changed files with 13 additions and 15 deletions
  1. 13 15
      lib/gameState/CGameState.cpp

+ 13 - 15
lib/gameState/CGameState.cpp

@@ -767,21 +767,20 @@ void CGameState::initStartingBonus()
 void CGameState::initTownNames()
 {
 	std::map<FactionID, std::vector<int>> availableNames;
-	for (auto const & faction : VLC->townh->getDefaultAllowed())
+	for(const auto & faction : VLC->townh->getDefaultAllowed())
 	{
 		std::vector<int> potentialNames;
-		if (faction.toFaction()->town->getRandomNamesCount() > 0)
+		if(faction.toFaction()->town->getRandomNamesCount() > 0)
 		{
-			for (int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i)
+			for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i)
 				potentialNames.push_back(i);
 
 			availableNames[faction] = potentialNames;
 		}
 	}
 
-	for (auto & elem : map->towns)
+	for(auto & vti : map->towns)
 	{
-		CGTownInstance * vti =(elem);
 		assert(vti->town);
 
 		if(!vti->getNameTextID().empty())
@@ -789,7 +788,7 @@ void CGameState::initTownNames()
 
 		FactionID faction = vti->getFaction();
 
-		if (availableNames.empty())
+		if(availableNames.empty())
 		{
 			logGlobal->warn("Failed to find available name for a random town!");
 			vti->setNameTextId("core.genrltxt.508"); // Unnamed
@@ -797,14 +796,14 @@ void CGameState::initTownNames()
 		}
 
 		// If town has no available names (for example - all were picked) - pick names from some other faction that still has names available
-		if (!availableNames.count(faction))
+		if(!availableNames.count(faction))
 			faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;
 
 		auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());
 		vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));
 
 		availableNames[faction].erase(nameIt);
-		if (availableNames[faction].empty())
+		if(availableNames[faction].empty())
 			availableNames.erase(faction);
 	}
 }
@@ -822,14 +821,13 @@ void CGameState::initTowns()
 	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC));
 	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC));
 
-	for (auto & elem : map->towns)
-		{
-			CGTownInstance * vti =(elem);
-			assert(vti->town);
+	for (auto & vti : map->towns)
+	{
+		assert(vti->town);
 
-		static const BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
-		static const BuildingID upgradedDwellings[] = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
-		static const BuildingID hordes[] = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
+		constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
+		constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
+		constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
 
 		//init buildings
 		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings