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Commits
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b08ee2539a |
@@ -443,7 +443,7 @@ void ShardokEngine::PostPlacementCommands(
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reinforcementPositions);
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// first make sure they're all valid and there are no duplicates
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for (size_t i = 0; i < placementInfos.size(); i++) {
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for (size_t i = 0; i < placementInfos.size(); ++i) {
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const UnitPlacementInfo &pi = placementInfos[i];
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const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
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+1
-1
@@ -77,7 +77,7 @@ static auto CreateIceClearedMap(const HexMap* map) -> fb::HexMapW {
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auto* mutableMap = mapCopy.Get();
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auto* terrainVec = mutableMap->mutable_terrain();
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for (size_t i = 0; i < terrainVec->size(); i++) {
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for (size_t i = 0; i < terrainVec->size(); ++i) {
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// Only process tiles with ice
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// const_cast is safe here because we own the mutable buffer (mapCopy)
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if (auto* terrain = const_cast<Terrain*>(terrainVec->GetMutableObject(i));
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@@ -75,7 +75,7 @@ auto EndTurnCommand::InternalExecute(
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// Any heroes in fire get burninated
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// Decrement stun counters, increment cast state
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const auto beforeFireUnitsCount = runningGameState->units()->size();
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for (size_t i = 0; i < beforeFireUnitsCount; i++) {
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for (size_t i = 0; i < beforeFireUnitsCount; ++i) {
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const auto *beforeUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
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if (beforeUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT)
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continue;
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@@ -114,7 +114,7 @@ auto EndTurnCommand::InternalExecute(
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endTurnResult.mutable_next_player()->set_value(NextPlayerId(currentState, GetPlayerId()));
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const auto unitsAtEndOfRoundCount = runningGameState->units()->size();
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for (size_t i = 0; i < unitsAtEndOfRoundCount; i++) {
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for (size_t i = 0; i < unitsAtEndOfRoundCount; ++i) {
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// Grab the unit fresh because it might have been modified by a previous iteration of the
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// loop
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const auto *eorUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
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@@ -206,7 +206,7 @@ auto SetUpController(
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if (tutorialConfig.enabled()) {
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std::vector<PlayerId> allPlayerIds;
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allPlayerIds.reserve(playerInfos.size());
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for (size_t i = 0; i < playerInfos.size(); i++) {
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for (size_t i = 0; i < playerInfos.size(); ++i) {
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allPlayerIds.push_back(static_cast<PlayerId>(i));
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}
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