Remove some redundant on_board() and is_keep() calls.
(on_board() is part of is_castle() and is_keep() is part of can_recruit_on().)
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parent
5dc6a7b178
commit
461b89e3dd
3 changed files with 5 additions and 17 deletions
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@ -328,9 +328,6 @@ void unit_creator::post_create(const map_location &loc, const unit &new_unit, bo
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bool can_recruit_on(const gamemap& map, const map_location& leader, const map_location& loc)
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{
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if(!map.on_board(loc))
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return false;
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if(!map.is_castle(loc))
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return false;
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@ -364,9 +361,8 @@ const std::set<std::string> get_recruits_for_location(int side, const map_locati
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if (!(u->can_recruit() && u->side() == side))
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continue;
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//Check if the leader is on the right keep.
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if (resources::game_map->is_keep(u->get_location())
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&& (can_recruit_on(*resources::game_map, u->get_location(), recruit_loc))) {
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// Check if the leader is on a connected keep.
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if ( can_recruit_on(*resources::game_map, u->get_location(), recruit_loc) ) {
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leader_in_place= true;
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local_result.insert(u->recruits().begin(), u->recruits().end());
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} else
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@ -410,9 +406,8 @@ const std::vector<const unit*> get_recalls_for_location(int side, const map_loca
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if (!(u->can_recruit() && u->side() == side))
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continue;
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//Check if the leader is on the right keep.
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if (resources::game_map->is_keep(u->get_location())
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&& (can_recruit_on(*resources::game_map, u->get_location(), recall_loc)))
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// Check if the leader is on a connected keep.
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if ( can_recruit_on(*resources::game_map, u->get_location(), recall_loc) )
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leader_in_place= true;
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else continue;
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@ -649,7 +644,6 @@ void place_recruit(const unit &u, const map_location &recruit_location, const ma
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for(; leader != resources::units->end(); ++leader)
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if (leader->can_recruit() &&
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leader->side() == new_unit.side() &&
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resources::game_map->is_keep(leader->get_location()) &&
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can_recruit_on(*resources::game_map, leader->get_location(), recruit_location))
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break;
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if (show) {
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@ -460,7 +460,6 @@ side_actions::iterator side_actions::bump_earlier(side_actions::iterator positio
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if(recruit_recall_loc.valid()) {
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unit const* leader = bump_earlier->get_unit();
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if(leader->can_recruit()
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&& resources::game_map->is_keep(leader->get_location())
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&& can_recruit_on(*resources::game_map, leader->get_location(), recruit_recall_loc)) {
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if(unit const* backup_leader = find_backup_leader(*leader)) {
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side_actions::iterator it = find_first_action_of(*backup_leader);
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@ -68,9 +68,7 @@ unit const* find_backup_leader(unit const& leader)
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assert(resources::game_map->is_keep(leader.get_location()));
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BOOST_FOREACH(unit const& unit, *resources::units)
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{
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if (unit.can_recruit() &&
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resources::game_map->is_keep(unit.get_location()) &&
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unit.id() != leader.id())
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if (unit.can_recruit() && unit.id() != leader.id())
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{
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if (can_recruit_on(*resources::game_map, unit.get_location(), leader.get_location()))
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return &unit;
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@ -83,9 +81,6 @@ unit* find_recruiter(size_t team_index, map_location const& hex)
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{
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gamemap& map = *resources::game_map;
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if(!map.on_board(hex))
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return NULL;
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if(!map.is_castle(hex))
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return NULL;
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