refactor(Core/Game): restyle game lib with astyle (#3466)

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Kargatum 2020-10-12 15:08:15 +07:00 committed by GitHub
parent e99b526e17
commit a2b26272d2
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338 changed files with 52196 additions and 50944 deletions

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@ -33,19 +33,19 @@ void ConfusedMovementGenerator<T>::DoInitialize(T* unit)
for (uint8 idx = 0; idx < MAX_CONF_WAYPOINTS + 1; ++idx)
{
float wanderX = x + (wander_distance * (float)rand_norm() - wander_distance/2);
float wanderY = y + (wander_distance * (float)rand_norm() - wander_distance/2);
float wanderX = x + (wander_distance * (float)rand_norm() - wander_distance / 2);
float wanderY = y + (wander_distance * (float)rand_norm() - wander_distance / 2);
// prevent invalid coordinates generation
acore::NormalizeMapCoord(wanderX);
acore::NormalizeMapCoord(wanderY);
float new_z = map->GetHeight(unit->GetPhaseMask(), wanderX, wanderY, z, true);
if (new_z <= INVALID_HEIGHT || fabs(z-new_z) > 3.0f) // pussywizard
if (new_z <= INVALID_HEIGHT || fabs(z - new_z) > 3.0f) // pussywizard
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z;
continue;
}
else if (unit->IsWithinLOS(wanderX, wanderY, z))
@ -55,19 +55,19 @@ void ConfusedMovementGenerator<T>::DoInitialize(T* unit)
if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
{
//! Cannot use coordinates outside our InhabitType. Use the current or previous position.
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z;
continue;
}
}
else
{
//! Trying to access path outside line of sight. Skip this by using the current or previous position.
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx - 1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx - 1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx - 1][2] : z;
continue;
}
@ -89,14 +89,14 @@ void ConfusedMovementGenerator<T>::DoInitialize(T* unit)
}
template<>
void ConfusedMovementGenerator<Creature>::_InitSpecific(Creature* creature, bool &is_water_ok, bool &is_land_ok)
void ConfusedMovementGenerator<Creature>::_InitSpecific(Creature* creature, bool& is_water_ok, bool& is_land_ok)
{
is_water_ok = creature->CanSwim();
is_land_ok = creature->CanWalk();
}
template<>
void ConfusedMovementGenerator<Player>::_InitSpecific(Player* , bool &is_water_ok, bool &is_land_ok)
void ConfusedMovementGenerator<Player>::_InitSpecific(Player*, bool& is_water_ok, bool& is_land_ok)
{
is_water_ok = true;
is_land_ok = true;