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Viewing changes to src/logic/map_objects/tribes/production_program.cc

  • Committer: The Widelands Bunnybot
  • Date: 2022-02-27 18:58:23 UTC
  • Revision ID: bunnybot@widelands.org-20220227185823-tyvkc7z2dho9it5a
Fix misc clang-tidy checks in `logic` (#5255)

(by Noordfrees)
f48cadd044004aa7eb32d222927ec9b0ab744457

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}
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}  // namespace
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bool ProductionProgram::Action::get_building_work(Game&, ProductionSite&, Worker&) const {
 
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bool ProductionProgram::Action::get_building_work(Game& /* game */,
 
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                                                  ProductionSite& /* site */,
 
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                                                  Worker& /* worker */) const {
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        return false;
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}
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void ProductionProgram::Action::building_work_failed(Game&, ProductionSite&, Worker&) const {
 
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void ProductionProgram::Action::building_work_failed(Game& /* game */,
 
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                                                     ProductionSite& /* site */,
 
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                                                     Worker& /* worker */) const {
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}
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ProductionProgram::Groups
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        }
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        return false;
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}
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std::string
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ProductionProgram::ActReturn::WorkersNeedExperience::description(const Descriptions&) const {
 
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std::string ProductionProgram::ActReturn::WorkersNeedExperience::description(
 
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   const Descriptions& /* descriptions */) const {
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        /** TRANSLATORS: 'Completed/Skipped/Did not start ... because a worker needs experience'. */
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        return _("a worker needs experience");
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}
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std::string ProductionProgram::ActReturn::WorkersNeedExperience::description_negation(
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   const Descriptions&) const {
 
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   const Descriptions& /* descriptions */) const {
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        /** TRANSLATORS: 'Completed/Skipped/Did not start ... because the workers need no experience'. */
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        return _("the workers need no experience");
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}
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void ProductionProgram::ActCallWorker::building_work_failed(Game& game,
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                                                            ProductionSite& psite,
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                                                            Worker&) const {
 
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                                                            Worker& /* worker */) const {
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        psite.program_end(game, on_failure_);
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}
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void ProductionProgram::ActConstruct::building_work_failed(Game& game,
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                                                           ProductionSite& psite,
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                                                           Worker&) const {
 
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                                                           Worker& /* worker */) const {
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        psite.program_end(game, ProgramResult::kFailed);
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}
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