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remove unused variables

Andrey Filipenkov 3 年之前
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c9c79887a7

+ 1 - 2
AI/Nullkiller/Analyzers/ArmyManager.cpp

@@ -204,7 +204,6 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
 	TResources availableRes) const
 {
 	std::vector<creInfo> creaturesInDwellings;
-	int freeHeroSlots = GameConstants::ARMY_SIZE;
 	auto army = std::make_shared<TemporaryArmy>();
 
 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
@@ -497,4 +496,4 @@ ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
 	}
 
 	return result;
-}
+}

+ 1 - 3
AI/Nullkiller/Analyzers/BuildAnalyzer.cpp

@@ -129,8 +129,6 @@ void BuildAnalyzer::update()
 	{
 		logAi->trace("Checking town %s", town->name);
 
-		auto townInfo = town->town;
-
 		developmentInfos.push_back(TownDevelopmentInfo(town));
 		TownDevelopmentInfo & developmentInfo = developmentInfos.back();
 
@@ -399,4 +397,4 @@ std::string BuildingInfo::toString() const
 		+ ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
 		+ " x " + creatureCost.toString()
 		+ ", daily: " + dailyIncome.toString();
-}
+}

+ 1 - 2
AI/Nullkiller/Analyzers/HeroManager.h

@@ -54,11 +54,10 @@ private:
 	static SecondarySkillEvaluator scountSkillsScores;
 
 	CCallback * cb; //this is enough, but we downcast from CCallback
-	const Nullkiller * ai;
 	std::map<HeroPtr, HeroRole> heroRoles;
 
 public:
-	HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
+	HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB) {}
 	const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
 	HeroRole getHeroRole(const HeroPtr & hero) const override;
 	int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;

+ 0 - 2
AI/Nullkiller/Behaviors/BuildingBehavior.cpp

@@ -53,8 +53,6 @@ Goals::TGoalVec BuildingBehavior::decompose() const
 
 	for(auto & developmentInfo : developmentInfos)
 	{
-		auto town = developmentInfo.town;
-
 		for(auto & buildingInfo : developmentInfo.toBuild)
 		{
 			if(goldPreasure < MAX_GOLD_PEASURE || buildingInfo.dailyIncome[Res::GOLD] > 0)

+ 1 - 9
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -645,7 +645,6 @@ public:
 		}
 
 		auto heroPtr = task->hero;
-		auto day = ai->cb->getDate(Date::DAY);
 		auto hero = heroPtr.get(ai->cb.get());
 		bool checkGold = evaluationContext.danger == 0;
 		auto army = path.heroArmy;
@@ -670,11 +669,8 @@ public:
 
 class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
 {
-private:
-	const Nullkiller * ai;
-
 public:
-	ClusterEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
+	ClusterEvaluationContextBuilder(const Nullkiller * ai) {}
 
 	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
 	{
@@ -699,7 +695,6 @@ public:
 		for(auto objInfo : objects)
 		{
 			auto target = objInfo.first;
-			auto day = ai->cb->getDate(Date::DAY);
 			bool checkGold = objInfo.second.danger == 0;
 			auto army = hero;
 
@@ -718,9 +713,6 @@ public:
 			if(boost > 8)
 				break;
 		}
-
-		const AIPath & pathToCenter = clusterGoal.getPathToCenter();
-
 	}
 };
 

+ 1 - 4
AI/Nullkiller/Pathfinding/Actions/BoatActions.h

@@ -24,9 +24,6 @@ namespace AIPathfinding
 	
 	class SummonBoatAction : public VirtualBoatAction
 	{
-	private:
-		const CGHeroInstance * hero;
-
 	public:
 		virtual void execute(const CGHeroInstance * hero) const override;
 
@@ -71,4 +68,4 @@ namespace AIPathfinding
 
 		virtual const CGObjectInstance * targetObject() const override;
 	};
-}
+}

+ 1 - 12
AI/Nullkiller/Pathfinding/Actors.cpp

@@ -269,8 +269,6 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
 			return result; // already inserted
 		}
 
-		auto position = inserted.first;
-
 		auto differentMasks = (actor->chainMask & other->chainMask) == 0;
 
 		if(!differentMasks) return result;
@@ -461,15 +459,6 @@ CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling,
 			continue;
 
 		auto creature = creatureInfo.second.back().toCreature();
-		auto count = creatureInfo.first;
-
-		if(waitForGrowth)
-		{
-			const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
-
-			count += town ? town->creatureGrowth(creature->level) : creature->growth;
-		}
-
 		dwellingCreatures->addToSlot(
 			dwellingCreatures->getSlotFor(creature),
 			creature->idNumber,
@@ -487,4 +476,4 @@ TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chain
 std::string TownGarrisonActor::toString() const
 {
 	return town->name;
-}
+}

+ 0 - 3
AI/Nullkiller/Pathfinding/Rules/AIMovementAfterDestinationRule.cpp

@@ -126,7 +126,6 @@ namespace AIPathfinding
 		const AIPathNode * destinationNode = nodeStorage->getAINode(destination.node);
 		auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
 		auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
-		auto nodeHero = pathfinderHelper->hero;
 		QuestAction questAction(questInfo);
 
 		if(destination.nodeObject->ID == Obj::QUEST_GUARD && questObj->quest->missionType == CQuest::MISSION_NONE)
@@ -157,8 +156,6 @@ namespace AIPathfinding
 
 			nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
 			{
-				auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
-
 				node->specialAction.reset(new QuestAction(questAction));
 			});
 		}

+ 2 - 7
AI/VCAI/ResourceManager.cpp

@@ -120,14 +120,12 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
 		return o.goal;
 	}
 
-	float goalPriority = 10; //arbitrary, will be divided
 	for (const resPair p : missingResources)
 	{
 		if (!income[p.first]) //prioritize resources with 0 income
 		{
 			resourceType = p.first;
 			amountToCollect = p.second;
-			goalPriority /= amountToCollect; //need more resources -> lower priority
 			break;
 		}
 	}
@@ -138,7 +136,7 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
 		std::map<Res::ERes, float> daysToEarn;
 		for (auto it : missingResources)
 			daysToEarn[it.first] = (float)missingResources[it.first] / income[it.first];
-		auto incomeComparer = [&income](const timePair & lhs, const timePair & rhs) -> bool
+		auto incomeComparer = [](const timePair & lhs, const timePair & rhs) -> bool
 		{
 			//theoretically income can be negative, but that falls into this comparison
 			return lhs.second < rhs.second;
@@ -146,12 +144,9 @@ Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o
 
 		resourceType = boost::max_element(daysToEarn, incomeComparer)->first;
 		amountToCollect = missingResources[resourceType];
-		goalPriority /= daysToEarn[resourceType]; //more days - lower priority
 	}
-	if (resourceType == Res::GOLD)
-		goalPriority *= 1000;
 
-	//this is abstract goal and might take soem time to complete
+	//this is abstract goal and might take some time to complete
 	return Goals::sptr(Goals::CollectRes(resourceType, amountToCollect).setisAbstract(true));
 }
 

+ 1 - 2
client/battle/CBattleInterface.cpp

@@ -1083,11 +1083,10 @@ void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attacked
 
 	std::array<int, 2> killedBySide = {0, 0};
 
-	int targets = 0, damage = 0;
+	int targets = 0;
 	for(const StackAttackedInfo & attackedInfo : attackedInfos)
 	{
 		++targets;
-		damage += (int)attackedInfo.dmg;
 
 		ui8 side = attackedInfo.defender->side;
 		killedBySide.at(side) += attackedInfo.amountKilled;

+ 1 - 3
lib/events/ApplyDamage.cpp

@@ -25,10 +25,8 @@ SubscriptionRegistry<ApplyDamage> * ApplyDamage::getRegistry()
 }
 
 CApplyDamage::CApplyDamage(const Environment * env_, BattleStackAttacked * pack_, std::shared_ptr<battle::Unit> target_)
-	: env(env_),
-	pack(pack_),
+	: pack(pack_),
 	target(target_)
-
 {
 	initalDamage = pack->damageAmount;
 }

+ 0 - 4
lib/events/ApplyDamage.h

@@ -28,12 +28,8 @@ public:
 private:
 	int64_t initalDamage;
 
-	const Environment * env;
 	BattleStackAttacked * pack;
 	std::shared_ptr<battle::Unit> target;
 };
 
 }
-
-
-

+ 1 - 5
lib/rmg/Zone.cpp

@@ -193,11 +193,7 @@ void Zone::fractalize()
 	rmg::Area clearedTiles(dAreaFree);
 	rmg::Area possibleTiles(dAreaPossible);
 	rmg::Area tilesToIgnore; //will be erased in this iteration
-	
-	//the more treasure density, the greater distance between paths. Scaling is experimental.
-	int totalDensity = 0;
-	for(auto ti : treasureInfo)
-		totalDensity += ti.density;
+
 	const float minDistance = 10 * 10; //squared
 	
 	if(type != ETemplateZoneType::JUNCTION)