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https://github.com/wesnoth/wesnoth
synced 2025-05-19 10:41:15 +00:00
Fix MSVC-specific compilation problems (MSVC feels 'special' again)
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245f7f0df4
commit
9bcac70662
@ -207,7 +207,7 @@ ai_move_result::ai_move_result( unsigned int side, const map_location& from, con
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}
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bool ai_move_result::test_unit(unit_map::const_iterator& un, const team& team, const unit_map& units, const std::vector<team>& /*teams*/, bool /*update_knowledge*/)
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bool ai_move_result::test_unit(unit_map::const_iterator& un, const unit_map& units, const std::vector<team>& /*teams*/, bool /*update_knowledge*/)
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{
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un = units.find(from_);
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if (un==units.end()){
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@ -226,13 +226,13 @@ bool ai_move_result::test_unit(unit_map::const_iterator& un, const team& team, c
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}
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bool ai_move_result::test_route(const unit_map::const_iterator& un, const team& team, const unit_map& units, const std::vector<team>& teams, const gamemap& map, bool /*update_knowledge*/ )
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bool ai_move_result::test_route(const unit_map::const_iterator& un, const team& my_team, const unit_map& units, const std::vector<team>& teams, const gamemap& map, bool /*update_knowledge*/ )
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{
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if (from_==to_) {
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set_error(E_EMPTY_MOVE);
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return false;
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}
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const shortest_path_calculator calc(un->second,team,units,teams,map);
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const shortest_path_calculator calc(un->second,my_team,units,teams,map);
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//allowed teleports
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std::set<map_location> allowed_teleports;
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@ -264,9 +264,9 @@ void ai_move_result::do_check_before()
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unit_map::const_iterator s_unit;
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unit_map::const_iterator unit;
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if ( !test_unit(s_unit,s_my_team,s_units,s_teams) ||
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if ( !test_unit(s_unit,s_units,s_teams) ||
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( is_execution() && using_subjective_info() &&
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!test_unit(unit,my_team,units,teams,true) ) ){
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!test_unit(unit,units,teams,true) ) ){
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return;
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}
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@ -345,9 +345,9 @@ ai_recruit_result::ai_recruit_result(unsigned int side,
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{
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}
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bool ai_recruit_result::test_available_for_recruiting( const team& team, std::set<std::string>::const_iterator& recruit, bool /*update_knowledge*/ )
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bool ai_recruit_result::test_available_for_recruiting( const team& my_team, std::set<std::string>::const_iterator& recruit, bool /*update_knowledge*/ )
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{
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const std::set<std::string>& recruit_set = team.recruits();
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const std::set<std::string>& recruit_set = my_team.recruits();
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recruit = recruit_set.find(unit_name_);
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if(recruit == recruit_set.end()) {
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set_error(E_NOT_AVAILABLE_FOR_RECRUITING);
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@ -367,9 +367,9 @@ bool ai_recruit_result::test_unit_type_known( const std::set<std::string>::const
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return true;
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}
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bool ai_recruit_result::test_enough_gold( const team& team, const unit_type_data::unit_type_map::const_iterator& unit_type, bool /*update_knowledge*/ )
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bool ai_recruit_result::test_enough_gold( const team& my_team, const unit_type_data::unit_type_map::const_iterator& unit_type, bool /*update_knowledge*/ )
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{
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if(team.gold() < unit_type->second.cost()) {
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if(my_team.gold() < unit_type->second.cost()) {
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set_error(E_NO_GOLD);
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return false;
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}
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@ -149,8 +149,8 @@ protected:
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virtual void do_execute();
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virtual void do_init_for_execution();
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private:
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bool test_unit(unit_map::const_iterator& un, const team& team, const unit_map& units, const std::vector<team>& teams, bool update_knowledge = false );
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bool test_route(const unit_map::const_iterator& un, const team& team, const unit_map& units, const std::vector<team>& teams, const gamemap& map, bool update_knowledge = false );
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bool test_unit(unit_map::const_iterator& un, const unit_map& units, const std::vector<team>& teams, bool update_knowledge = false );
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bool test_route(const unit_map::const_iterator& un, const team& my_team, const unit_map& units, const std::vector<team>& teams, const gamemap& map, bool update_knowledge = false );
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const map_location& from_;
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const map_location& to_;
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bool remove_movement_;
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@ -175,7 +175,7 @@ protected:
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virtual void do_init_for_execution();
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private:
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bool test_available_for_recruiting(
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const team& team,
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const team& my_team,
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std::set<std::string>::const_iterator& recruit,
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bool update_knowledge = false );
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bool test_unit_type_known(
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@ -183,7 +183,7 @@ private:
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unit_type_data::unit_type_map::const_iterator& unit_type,
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bool update_knowledge = false );
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bool test_enough_gold(
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const team& team,
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const team& my_team,
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const unit_type_data::unit_type_map::const_iterator& unit_type,
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bool update_knowledge = false );
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bool test_leader_present(
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