wassert -> assert
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1 changed files with 6 additions and 5 deletions
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@ -22,7 +22,8 @@
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#include "attack_prediction.hpp"
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#include "game_config.hpp"
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#include "gamestatus.hpp"
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#include "wassert.hpp"
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#include <cassert>
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#define LOG_AI LOG_STREAM(info, ai)
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@ -65,7 +66,7 @@ void ai::do_attack_analysis(
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double rating_to_beat = cur_rating;
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if(!cur_analysis.movements.empty()) {
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wassert(cur_analysis.movements.size() < 6);
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assert(cur_analysis.movements.size() < 6);
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double& best_res = best_results[cur_analysis.movements.size()-1];
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rating_to_beat = best_res = maximum(best_res,cur_rating);
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}
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@ -74,7 +75,7 @@ void ai::do_attack_analysis(
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const location current_unit = units[i];
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unit_map::iterator unit_itor = units_.find(current_unit);
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wassert(unit_itor != units_.end());
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assert(unit_itor != units_.end());
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// See if the unit has the backstab ability.
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// Units with backstab will want to try to have a
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@ -269,7 +270,7 @@ void ai::attack_analysis::analyze(const gamemap& map, unit_map& units,
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const move_map& enemy_dstsrc, double aggression)
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{
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const unit_map::const_iterator defend_it = units.find(target);
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wassert(defend_it != units.end());
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assert(defend_it != units.end());
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// See if the target is a threat to our leader or an ally's leader.
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gamemap::location adj[6];
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@ -316,7 +317,7 @@ void ai::attack_analysis::analyze(const gamemap& map, unit_map& units,
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double first_chance_kill = 0.0;
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double prob_dead_already = 0.0;
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wassert(!movements.empty());
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assert(!movements.empty());
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std::vector<std::pair<location,location> >::const_iterator m;
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battle_context *prev_bc = NULL;
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