void LairTool::setTemplate(LairTemplate* templ) { currentTemplate = templ; setWindowTitle(currentTemplate->getName()); QMap<QString, uint32>* mobiles = currentTemplate->getMobiles(); ui->listWidget_mobiles->clear(); QMapIterator<QString, uint32> i(*mobiles); while (i.hasNext()) { i.next(); QString mobile = i.key(); QString level = QString::number((int)i.value()); QString item = mobile + "\t" + level; ui->listWidget_mobiles->addItem(item); } ui->spinBox->setValue(currentTemplate->getSpawnLimit()); QVector<QString>* buildings = currentTemplate->getBuildings(LairTemplate::VERYEASY); updateBuildings(buildings, ui->listWidget_veryEasy); buildings = currentTemplate->getBuildings(LairTemplate::EASY); updateBuildings(buildings, ui->listWidget_easy); buildings = currentTemplate->getBuildings(LairTemplate::MEDIUM); updateBuildings(buildings, ui->listWidget_Medium); buildings = currentTemplate->getBuildings(LairTemplate::HARD); updateBuildings(buildings, ui->listWidget_Hard); buildings = currentTemplate->getBuildings(LairTemplate::VERYHARD); updateBuildings(buildings, ui->listWidget_veryHard); }
void CityUpdater::updateCity(){ generateVisitors(); updateBuildings(); //std::cout<<"Fin updateCity"<<std::endl; }