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ea3252db90 |
@@ -46,12 +46,12 @@ auto ConvertVictoryCondition(const net::eagle0::shardok::common::VictoryConditio
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auto FromPlayerInfoProto(flatbuffers::FlatBufferBuilder& fbb, const PlayerInfoProto& piProto)
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-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo> {
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auto alliesVec = std::vector<AlliedPlayer>();
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std::vector<AlliedPlayer> alliesVec;
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alliesVec.reserve(piProto.allies_size());
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for (const auto& apProto : piProto.allies()) { alliesVec.emplace_back(apProto.player_id()); }
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const auto alliesOffset = fbb.CreateVectorOfStructs(alliesVec);
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auto vcVec = std::vector<int8_t>();
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std::vector<int8_t> vcVec;
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const int victoryConditionCount = piProto.victory_conditions_size();
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vcVec.reserve(victoryConditionCount);
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for (int i = 0; i < victoryConditionCount; i++) {
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@@ -142,7 +142,7 @@ auto SetupInitialGameState(
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&endGameCondition);
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auto gameIdOffset = fbb.CreateString(gameId);
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auto playerInfoVec = std::vector<Offset<PlayerInfo>>();
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std::vector<Offset<PlayerInfo>> playerInfoVec;
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playerInfoVec.reserve(playerInfoProtos.size());
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for (const auto& piProto : playerInfoProtos) {
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playerInfoVec.push_back(FromPlayerInfoProto(fbb, piProto));
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@@ -162,7 +162,7 @@ auto SetupInitialGameState(
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// Add slack units: 3 per necromancer, minimum 5 for general use
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const int slackUnits = std::max(5, necromancerCount * 3);
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auto unitsVec = std::vector<Unit>();
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std::vector<Unit> unitsVec;
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unitsVec.reserve(units.size() + slackUnits);
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for (const auto& unit : units) {
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Unit modifiedUnit = unit;
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