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Leading groups of 4 spaces (indentation) replaced with tabs
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(This commit concludes the last-minute (pre-v0.96) style changes.)
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f1rpo committed Jul 21, 2019
1 parent 0ceb40d commit 44d1539
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Showing 38 changed files with 621 additions and 621 deletions.
10 changes: 5 additions & 5 deletions CvGameCoreDLL/ArmamentForecast.cpp
Expand Up @@ -114,7 +114,7 @@ ArmamentForecast::ArmamentForecast(PlayerTypes civId, MilitaryAnalyst& m,
if((loopTeam.isAtWar(tId) || warAssumed) && !peaceAssumedLoop &&
/* If neither side can reach the other, the war doesn't count
because it doesn't (or shouldn't) lead to additional buildup. */
reachEither) {
reachEither) {
iWars++;
if(iWars <= 1)
singleWarEnemy = loopTeam.getID();
Expand All @@ -134,7 +134,7 @@ ArmamentForecast::ArmamentForecast(PlayerTypes civId, MilitaryAnalyst& m,
// Only assume total war if we can reach them (not just them us)
t.warAndPeaceAI().canReach(loopTeamId);
if((t.AI_getWarPlan(loopTeamId) == WARPLAN_TOTAL &&
/* If we already have a (total) war plan against the target,
/* If we already have a (total) war plan against the target,
that plan is going to be replaced by the war plan
under consideration if adopted. */
(TEAMID(weId) != tId || loopTeamId != targetTeamId)) ||
Expand All @@ -157,7 +157,7 @@ ArmamentForecast::ArmamentForecast(PlayerTypes civId, MilitaryAnalyst& m,
(attackedRecently ? ", attacked recently" : ""));
if(iTotalWars > 0 ||
/* When planning for limited war while being alert2 or dagger,
the strategies take precedence. However, shouldn't trust
the strategies take precedence. However, shouldn't trust
alert2 when assuming peace b/c alert2 may well be caused
by the ongoing war.
(alert2 now treated separately farther below.)
Expand All @@ -175,13 +175,13 @@ ArmamentForecast::ArmamentForecast(PlayerTypes civId, MilitaryAnalyst& m,
master != ourMaster))
intensity = FULL;
bool attackedUnprepared = attackedRecently && iWarPlans == 0;
// Count preparing limited as unprepared?
// Count preparing limited as unprepared?
//nWarPlans <= t.getWarPlanCount(WARPLAN_PREPARING_LIMITED);
bool defensive = false;
/* Trust defensive AreaAI even when assuming peace b/c defensive build-up will
(or should) continue despite peace. */
if((getAreaAI(civId) == AREAAI_DEFENSIVE &&
/* Trust AreaAI for the first phase of simulation, for the second phase,
/* Trust AreaAI for the first phase of simulation, for the second phase,
if increased or full build-up (always the case when
defensive AreaAI?), assume that t will be able to get on the
offensive, or that defenses reach a saturation point. */
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6 changes: 3 additions & 3 deletions CvGameCoreDLL/ArmamentForecast.h
Expand Up @@ -23,12 +23,12 @@ class ArmamentForecast {

public:
/* 'm' belongs to the civ making the forecast ("we"), 'civId' is the civ whose
armament is being predicted.
armament is being predicted.
'military': Present military of civId; power values are increased
by this class.
by this class.
'peaceScenario': True iff peace is assumed beetween us and our target.
'partyAddedRecently': True iff this is the first forecast after adding
any war parties. Needed in order to decide if a DoW on civId is recent
any war parties. Needed in order to decide if a DoW on civId is recent
(more build-up assumed then). */
ArmamentForecast(PlayerTypes civId, MilitaryAnalyst& m,
std::vector<MilitaryBranch*>& military, int timeHorizon,
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16 changes: 8 additions & 8 deletions CvGameCoreDLL/CvCity.h
Expand Up @@ -977,16 +977,16 @@ class CvCity : public CvDLLEntity
bool isEventOccured(EventTypes eEvent) const;
void setEventOccured(EventTypes eEvent, bool bOccured);

int getBuildingYieldChange(BuildingClassTypes eBuildingClass, YieldTypes eYield) const; // Exposed to Python
void setBuildingYieldChange(BuildingClassTypes eBuildingClass, YieldTypes eYield, int iChange); // Exposed to Python
int getBuildingYieldChange(BuildingClassTypes eBuildingClass, YieldTypes eYield) const; // Exposed to Python
void setBuildingYieldChange(BuildingClassTypes eBuildingClass, YieldTypes eYield, int iChange); // Exposed to Python
void changeBuildingYieldChange(BuildingClassTypes eBuildingClass, YieldTypes eYield, int iChange);
int getBuildingCommerceChange(BuildingClassTypes eBuildingClass, CommerceTypes eCommerce) const; // Exposed to Python
void setBuildingCommerceChange(BuildingClassTypes eBuildingClass, CommerceTypes eCommerce, int iChange); // Exposed to Python
int getBuildingCommerceChange(BuildingClassTypes eBuildingClass, CommerceTypes eCommerce) const; // Exposed to Python
void setBuildingCommerceChange(BuildingClassTypes eBuildingClass, CommerceTypes eCommerce, int iChange); // Exposed to Python
void changeBuildingCommerceChange(BuildingClassTypes eBuildingClass, CommerceTypes eCommerce, int iChange);
int getBuildingHappyChange(BuildingClassTypes eBuildingClass) const; // Exposed to Python
void setBuildingHappyChange(BuildingClassTypes eBuildingClass, int iChange); // Exposed to Python
int getBuildingHealthChange(BuildingClassTypes eBuildingClass) const; // Exposed to Python
void setBuildingHealthChange(BuildingClassTypes eBuildingClass, int iChange); // Exposed to Python
int getBuildingHappyChange(BuildingClassTypes eBuildingClass) const; // Exposed to Python
void setBuildingHappyChange(BuildingClassTypes eBuildingClass, int iChange); // Exposed to Python
int getBuildingHealthChange(BuildingClassTypes eBuildingClass) const; // Exposed to Python
void setBuildingHealthChange(BuildingClassTypes eBuildingClass, int iChange); // Exposed to Python

PlayerTypes getLiberationPlayer(bool bConquest, // Exposed to Python
TeamTypes eWarTeam = NO_TEAM) const; // advc.122
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