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Author SHA1 Message Date
admin ea3252db90 Use direct vectors in game state helpers 2026-06-23 12:57:43 -07:00
6 changed files with 9 additions and 9 deletions
@@ -46,12 +46,12 @@ auto ConvertVictoryCondition(const net::eagle0::shardok::common::VictoryConditio
auto FromPlayerInfoProto(flatbuffers::FlatBufferBuilder& fbb, const PlayerInfoProto& piProto)
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo> {
auto alliesVec = std::vector<AlliedPlayer>();
std::vector<AlliedPlayer> alliesVec;
alliesVec.reserve(piProto.allies_size());
for (const auto& apProto : piProto.allies()) { alliesVec.emplace_back(apProto.player_id()); }
const auto alliesOffset = fbb.CreateVectorOfStructs(alliesVec);
auto vcVec = std::vector<int8_t>();
std::vector<int8_t> vcVec;
const int victoryConditionCount = piProto.victory_conditions_size();
vcVec.reserve(victoryConditionCount);
for (int i = 0; i < victoryConditionCount; i++) {
@@ -142,7 +142,7 @@ auto SetupInitialGameState(
&endGameCondition);
auto gameIdOffset = fbb.CreateString(gameId);
auto playerInfoVec = std::vector<Offset<PlayerInfo>>();
std::vector<Offset<PlayerInfo>> playerInfoVec;
playerInfoVec.reserve(playerInfoProtos.size());
for (const auto& piProto : playerInfoProtos) {
playerInfoVec.push_back(FromPlayerInfoProto(fbb, piProto));
@@ -162,7 +162,7 @@ auto SetupInitialGameState(
// Add slack units: 3 per necromancer, minimum 5 for general use
const int slackUnits = std::max(5, necromancerCount * 3);
auto unitsVec = std::vector<Unit>();
std::vector<Unit> unitsVec;
unitsVec.reserve(units.size() + slackUnits);
for (const auto& unit : units) {
Unit modifiedUnit = unit;
@@ -23,7 +23,7 @@ class EvacuatePrisonersCommandFactoryTest : public ::testing::Test {
auto actorOff = AddGenericUnit(0, 0, position);
auto enemyCaptiveOff = AddGenericUnit(1, 1, Coords(4, 4));
auto alliedCaptiveOff = AddGenericUnit(2, 2, Coords(5, 5));
std::vector<Unit> unitsVec{actorOff, enemyCaptiveOff, alliedCaptiveOff};
auto unitsVec = std::vector<Unit>{actorOff, enemyCaptiveOff, alliedCaptiveOff};
auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
GameStateBuilder gsb(fbb);
@@ -16,7 +16,7 @@ class MoveCommandFactoryTest : public ::testing::Test {
auto actorOff = AddGenericUnit(1, 3, position);
auto enemyOff = AddGenericUnit(0, 2, Coords(3, 2));
vector<Unit> vec{actorOff, enemyOff};
auto vec = vector<Unit>{actorOff, enemyOff};
auto u = fbb.CreateVectorOfSortedStructs(&vec);
fbb.Finish(u);
@@ -44,7 +44,7 @@ class ReinforceCommandFactoryTest : public ::testing::Test {
auto defenderOffset = AddGenericUnit(1, 2, Coords(2, 5));
auto anotherReserveOffset = AddGenericUnit(2, 3, Coords(-1, -1));
std::vector<Unit> unitsVec{
auto unitsVec = std::vector<Unit>{
attacker1Offset,
reserveAttackerOffset,
defenderOffset,
@@ -29,7 +29,7 @@ class ScoutCommandFactoryTests : public ::testing::Test {
fbb.ForceDefaults(true);
auto rangerOff = AddGenericUnit(5, 0, position);
std::vector<Unit> unitsVec{rangerOff};
auto unitsVec = std::vector<Unit>{rangerOff};
auto unitsOff = fbb.CreateVectorOfSortedStructs(&unitsVec);
auto mapOff = AddBasicMap(fbb);
@@ -34,7 +34,7 @@ class StartFireCommandFactoryTest : public ::testing::Test {
auto friendlyOffset = AddGenericUnit(0, 1, Coords(5, 5));
auto defenderOffset = AddGenericUnit(1, 2, Coords(2, 0));
vector<Unit> unitsVec{attackerOffset, friendlyOffset, defenderOffset};
auto unitsVec = vector<Unit>{attackerOffset, friendlyOffset, defenderOffset};
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
weather = WeatherFb();