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

  • Committer: GunChleoc
  • Date: 2019-05-26 10:03:40 UTC
  • Revision ID: fios@foramnagaidhlig.net-20190526100340-ca6h05fep5m1g33y
Some more code style tweaks.

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        chance_ = read_positive(arguments.at(3));
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        training_ = read_positive(arguments.at(4));
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        const std::string description = (boost::format("%s %s mine %s") % descr->name() %
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                                                           production_program_name % world.get_resource(resource_)->name())
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                                                                 .str();
 
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        const std::string description = descr->name() + " " +
 
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                                                           production_program_name + " mine " +  world.get_resource(resource_)->name();
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        descr->workarea_info_[distance_].insert(description);
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}
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        const SoldierControl* ctrl = ps.soldier_control();
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        const std::vector<Soldier*> soldiers = ctrl->present_soldiers();
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        const std::vector<Soldier*>::const_iterator soldiers_end = soldiers.end();
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        std::vector<Soldier*>::const_iterator it = soldiers.begin();
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        ps.molog("  Training soldier's %u (%d to %d)", static_cast<unsigned int>(attribute_),
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                 static_cast<unsigned int>(level_), static_cast<unsigned int>(target_level_));
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        bool training_done = false;
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        for (; !training_done; ++it) {
 
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        for (auto it = soldiers.begin(); !training_done; ++it) {
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                if (it == soldiers_end) {
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                        ps.set_production_result(_("No soldier found for this training level!"));
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                        return ps.program_end(game, ProgramResult::kSkipped);