WIP effort to document the unit class

This commit only contains formatting and documentation changes.
This commit is contained in:
Charles Dang 2017-04-13 23:06:45 +11:00
parent c97adacfa7
commit d0dda79a68
3 changed files with 1065 additions and 329 deletions

View File

@ -251,15 +251,6 @@ namespace {
}
}
/**
* Returns names and descriptions of the unit's abilities.
* The returned triples consist of (in order) base name, male or female name as
* appropriate for the unit, and description.
* @param active_list If nullptr, then all abilities are forced active. If not
* null, this vector will be the same length as the returned
* one and will indicate whether or not the corresponding
* ability is active.
*/
std::vector<std::tuple<t_string, t_string, t_string> > unit::ability_tooltips(boost::dynamic_bitset<>* active_list) const
{
std::vector<std::tuple<t_string,t_string,t_string> > res;

View File

@ -813,23 +813,9 @@ void unit::generate_name()
generate_name_ = false;
}
/**
* Apply mandatory traits (e.g. undead, mechanical) to a unit and then
* fill out with available (leaders have a restricted set of available traits)
* traits until no more are available or the unit has its maximum number
* of traits.
* This routine does not apply the effects of added traits to a unit.
* That must be done by the caller.
* Note that random numbers used in config files don't work in multiplayer,
* so that leaders should be barred from all random traits until that
* is fixed. Later the restrictions will be based on play balance.
* @a musthaveonly is true when you don't want to generate random traits or
* you don't want to give any optional traits to a unit.
*/
void unit::generate_traits(bool musthaveonly)
void unit::generate_traits(bool must_have_only)
{
LOG_UT << "Generating a trait for unit type " << type().log_id() << " with musthaveonly " << musthaveonly << "\n";
LOG_UT << "Generating a trait for unit type " << type().log_id() << " with must_have_only " << must_have_only << "\n";
const unit_type &u_type = type();
// Calculate the unit's traits
@ -861,11 +847,11 @@ void unit::generate_traits(bool musthaveonly)
// The trait is still available, mark it as a candidate for randomizing.
// For leaders, only traits with availability "any" are considered.
if (!musthaveonly && (!can_recruit() || avl == "any"))
if (!must_have_only && (!can_recruit() || avl == "any"))
candidate_traits.push_back(&t);
}
if (musthaveonly) return;
if (must_have_only) return;
// Now randomly fill out to the number of traits required or until
// there aren't any more traits.
@ -1150,12 +1136,6 @@ void unit::set_advances_to(const std::vector<std::string>& advances_to)
advances_to_ = advances_to;
}
/**
* Set the unit's remaining movement to @a moves.
* If @a unit_action is set to true, then additionally the "end turn" and
* "hold position" flags will be cleared (as they should be if a unit acts,
* as opposed to the movement being set by the engine for other reasons).
*/
void unit::set_movement(int moves, bool unit_action)
{
// If this was because the unit acted, clear its "not acting" flags.
@ -1182,12 +1162,6 @@ inline bool mod_duration_match(const std::string & mod_dur,
return mod_dur == goal_dur;
}
/**
* Clears those modifications whose duration has expired.
* If @a duration is empty, then all temporary modifications (those not
* lasting forever) have expired. Otherwise, modifications whose duration
* equals @a duration have expired.
*/
void unit::expire_modifications(const std::string & duration)
{
// If any modifications expire, then we will need to rebuild the unit.
@ -2402,12 +2376,6 @@ unit_movement_resetter::~unit_movement_resetter()
} catch (...) {}
}
bool unit::matches_id(const std::string& unit_id) const
{
return id_ == unit_id;
}
std::string unit::TC_image_mods() const {
return formatter() << "~RC(" << team_color() << ">" << team::get_side_color_index(side()) << ")";
}
@ -2419,10 +2387,6 @@ std::string unit::image_mods() const {
return TC_image_mods();
}
const std::string& unit::effect_image_mods() const{
return image_mods_;
}
// Called by the Lua API after resetting an attack pointer.
bool unit::remove_attack(attack_ptr atk)
{
@ -2464,8 +2428,6 @@ void unit::set_image_halo(const std::string& halo)
halo_.reset(new std::string(halo));
}
void unit::parse_upkeep(const config::attribute_value& upkeep)
{
if (upkeep.empty()) {

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