Remove "using namespace std"

pull/272/head
Jonathan G Rennison 3 years ago
parent 1647f9a616
commit d182b0b138

@ -894,14 +894,12 @@ struct TownNetwork
*/
void GeneratePublicRoads()
{
using namespace std;
if (_settings_game.game_creation.build_public_roads == PRC_NONE) return;
_town_centers.clear();
_towns_visited_along_the_way.clear();
vector<TileIndex> towns;
std::vector<TileIndex> towns;
towns.clear();
{
for (const Town *town : Town::Iterate()) {
@ -917,10 +915,10 @@ void GeneratePublicRoads()
SetGeneratingWorldProgress(GWP_PUBLIC_ROADS, uint(towns.size()));
// Create a list of networks which also contain a value indicating how many times we failed to connect to them.
vector<std::shared_ptr<TownNetwork>> networks;
unordered_map<TileIndex, std::shared_ptr<TownNetwork>> town_to_network_map;
std::vector<std::shared_ptr<TownNetwork>> networks;
std::unordered_map<TileIndex, std::shared_ptr<TownNetwork>> town_to_network_map;
sort(towns.begin(), towns.end(), [&](auto a, auto b) { return DistanceFromEdge(a) > DistanceFromEdge(b); });
std::sort(towns.begin(), towns.end(), [&](auto a, auto b) { return DistanceFromEdge(a) > DistanceFromEdge(b); });
TileIndex main_town = *towns.begin();
towns.erase(towns.begin());
@ -928,7 +926,7 @@ void GeneratePublicRoads()
_public_road_type = GetTownRoadType(Town::GetByTile(main_town));
std::unordered_set<TileIndex> checked_towns;
auto main_network = make_shared<TownNetwork>();
auto main_network = std::make_shared<TownNetwork>();
main_network->towns.push_back(main_town);
main_network->failures_to_connect = 0;
@ -945,7 +943,7 @@ void GeneratePublicRoads()
return best;
};
sort(towns.begin(), towns.end(), [&](auto a, auto b) { return DistanceManhattan(a, main_town) < DistanceManhattan(b, main_town); });
std::sort(towns.begin(), towns.end(), [&](auto a, auto b) { return DistanceManhattan(a, main_town) < DistanceManhattan(b, main_town); });
for (auto start_town : towns) {
// Check if we can connect to any of the networks.
@ -959,7 +957,7 @@ void GeneratePublicRoads()
if (reachable_from_town != town_to_network_map.end()) {
auto reachable_network = reachable_from_town->second;
sort(reachable_network->towns.begin(), reachable_network->towns.end(), [&](auto a, auto b) { return DistanceManhattan(start_town, a) < DistanceManhattan(start_town, b); });
std::sort(reachable_network->towns.begin(), reachable_network->towns.end(), [&](auto a, auto b) { return DistanceManhattan(start_town, a) < DistanceManhattan(start_town, b); });
const TileIndex end_town = *reachable_network->towns.begin();
checked_towns.emplace(end_town);
@ -988,7 +986,7 @@ void GeneratePublicRoads()
if (!found_path) {
// Sort networks by failed connection attempts, so we try the most likely one first.
sort(networks.begin(), networks.end(), [&](const std::shared_ptr<TownNetwork> &a, const std::shared_ptr<TownNetwork> &b) {
std::sort(networks.begin(), networks.end(), [&](const std::shared_ptr<TownNetwork> &a, const std::shared_ptr<TownNetwork> &b) {
return town_network_distance(start_town, a) < town_network_distance(start_town, b);
});
@ -1027,7 +1025,7 @@ void GeneratePublicRoads()
return found_path;
};
vector<std::shared_ptr<TownNetwork>>::iterator networks_end;
std::vector<std::shared_ptr<TownNetwork>>::iterator networks_end;
if (networks.size() > 5) {
networks_end = networks.begin() + 5;
@ -1035,15 +1033,15 @@ void GeneratePublicRoads()
networks_end = networks.end();
}
vector<std::shared_ptr<TownNetwork>> sampled_networks;
std::vector<std::shared_ptr<TownNetwork>> sampled_networks;
std::copy(networks.begin(), networks_end, std::back_inserter(sampled_networks));
sort(sampled_networks.begin(), sampled_networks.end(), [&](const std::shared_ptr<TownNetwork> &a, const std::shared_ptr<TownNetwork> &b) {
std::sort(sampled_networks.begin(), sampled_networks.end(), [&](const std::shared_ptr<TownNetwork> &a, const std::shared_ptr<TownNetwork> &b) {
return a->failures_to_connect < b->failures_to_connect;
});
if (!any_of(sampled_networks.begin(), sampled_networks.end(), can_reach)) {
if (!std::any_of(sampled_networks.begin(), sampled_networks.end(), can_reach)) {
// We failed so many networks, we are a separate network. Let future towns try to connect to us.
auto new_network = make_shared<TownNetwork>();
auto new_network = std::make_shared<TownNetwork>();
new_network->towns.push_back(start_town);
new_network->failures_to_connect = 0;

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