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Code review: Use checkedCast
1 parent d7204ff commit c05a293

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2 files changed

+5
-11
lines changed

2 files changed

+5
-11
lines changed

libs/s25main/buildings/nobBaseWarehouse.cpp

Lines changed: 4 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -285,8 +285,7 @@ bool nobBaseWarehouse::OrderJob(const Job job, noRoadNode* const goal, const boo
285285
std::unique_ptr<noFigure> fig = JobFactory::CreateJob(job, pos, player, *goal);
286286
if(isSoldier(fig->GetJobType()))
287287
{
288-
auto* armoredFigure = dynamic_cast<nofArmored*>(fig.get());
289-
RTTR_Assert(armoredFigure != nullptr);
288+
auto* armoredFigure = checkedCast<nofArmored*>(fig.get());
290289
if(inventory.real.armoredSoldiers[jobEnumToAmoredSoldierEnum(job)] > 0)
291290
{
292291
inventory.real.Remove(jobEnumToAmoredSoldierEnum(job));
@@ -295,7 +294,6 @@ bool nobBaseWarehouse::OrderJob(const Job job, noRoadNode* const goal, const boo
295294
}
296295

297296
// Ziel Bescheid sagen, dass dortin ein neuer Arbeiter kommt (bei Flaggen als das anders machen)
298-
299297
if(goal->GetType() != NodalObjectType::Flag)
300298
checkedCast<noBaseBuilding*>(goal)->GotWorker(job, *fig);
301299

@@ -878,9 +876,7 @@ void nobBaseWarehouse::AddFigure(std::unique_ptr<noFigure> figure, const bool in
878876
}
879877
} else if(isSoldier(figure->GetJobType()))
880878
{
881-
auto* armoredFigure = dynamic_cast<nofArmored*>(figure.get());
882-
RTTR_Assert(armoredFigure != nullptr);
883-
879+
auto* armoredFigure = checkedCast<nofArmored*>(figure.get());
884880
if(increase_visual_counts)
885881
{
886882
inventory.Add(figure->GetJobType());
@@ -914,8 +910,7 @@ void nobBaseWarehouse::RemoveArmoredFigurFromVisualInventory(noFigure* figure)
914910
{
915911
if(isSoldier(figure->GetJobType()))
916912
{
917-
auto* armoredFigure = dynamic_cast<nofArmored*>(figure);
918-
RTTR_Assert(armoredFigure != nullptr);
913+
auto* armoredFigure = checkedCast<nofArmored*>(figure);
919914
if(armoredFigure && armoredFigure->HasArmor())
920915
{
921916
RTTR_Assert(inventory.visual.armoredSoldiers[figureToAmoredSoldierEnum(armoredFigure)] > 0);
@@ -928,8 +923,7 @@ void nobBaseWarehouse::AddArmoredFigurToVisualInventory(noFigure* figure)
928923
{
929924
if(isSoldier(figure->GetJobType()))
930925
{
931-
auto* armoredFigure = dynamic_cast<nofArmored*>(figure);
932-
RTTR_Assert(armoredFigure != nullptr);
926+
auto* armoredFigure = checkedCast<nofArmored*>(figure);
933927
if(armoredFigure && armoredFigure->HasArmor())
934928
{
935929
inventory.visual.Add(figureToAmoredSoldierEnum(armoredFigure));

libs/s25main/figures/noFigure.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -857,7 +857,7 @@ void noFigure::RemoveFromInventory()
857857
} else
858858
{
859859
world->GetPlayer(player).DecreaseInventoryJob(job_, 1);
860-
auto* armoredFigure = dynamic_cast<nofArmored*>(this);
860+
auto* armoredFigure = checkedCast<nofArmored*>(this);
861861
if(armoredFigure && armoredFigure->HasArmor())
862862
world->GetPlayer(player).DecreaseInventoryJob(figureToAmoredSoldierEnum(armoredFigure), 1);
863863
}

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