refactor(Core/Movement): Naming convention (#13989)

update codestyle

Co-authored-by: Maelthyrr <lynethris@protonmail.ch>
This commit is contained in:
Maelthyr 2022-12-02 09:52:01 +01:00 committed by GitHub
parent b45a35e4c1
commit d2f440c3e8
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GPG key ID: 4AEE18F83AFDEB23
19 changed files with 149 additions and 148 deletions

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@ -75,22 +75,22 @@ void WaypointMovementGenerator<Creature>::OnArrived(Creature* creature)
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
m_isArrivalDone = true;
if (i_path->at(i_currentNode)->event_id && urand(0, 99) < i_path->at(i_currentNode)->event_chance)
if (i_path->at(_currentNode)->event_id && urand(0, 99) < i_path->at(_currentNode)->event_chance)
{
LOG_DEBUG("maps.script", "Creature movement start script {} at point {} for {}.",
i_path->at(i_currentNode)->event_id, i_currentNode, creature->GetGUID().ToString());
i_path->at(_currentNode)->event_id, _currentNode, creature->GetGUID().ToString());
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
creature->GetMap()->ScriptsStart(sWaypointScripts, i_path->at(i_currentNode)->event_id, creature, nullptr);
creature->GetMap()->ScriptsStart(sWaypointScripts, i_path->at(_currentNode)->event_id, creature, nullptr);
}
// Inform script
MovementInform(creature);
creature->UpdateWaypointID(i_currentNode);
creature->UpdateWaypointID(_currentNode);
if (i_path->at(i_currentNode)->delay)
if (i_path->at(_currentNode)->delay)
{
creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
Stop(i_path->at(i_currentNode)->delay);
Stop(i_path->at(_currentNode)->delay);
}
}
@ -111,11 +111,11 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
if (m_isArrivalDone)
{
// Xinef: not true... update this at every waypoint!
//if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint
//if ((_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint
{
float x = i_path->at(i_currentNode)->x;
float y = i_path->at(i_currentNode)->y;
float z = i_path->at(i_currentNode)->z;
float x = i_path->at(_currentNode)->x;
float y = i_path->at(_currentNode)->y;
float z = i_path->at(_currentNode)->z;
float o = creature->GetOrientation();
if (!transportPath)
@ -136,14 +136,14 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
}
// Xinef: moved the upper IF here
if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint
if ((_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint
{
creature->AI()->PathEndReached(path_id);
creature->GetMotionMaster()->Initialize();
return false;
}
i_currentNode = (i_currentNode + 1) % i_path->size();
_currentNode = (_currentNode + 1) % i_path->size();
}
// xinef: do not initialize motion if we got stunned in movementinform
@ -152,7 +152,7 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
return true;
}
WaypointData const* node = i_path->at(i_currentNode);
WaypointData const* node = i_path->at(_currentNode);
m_isArrivalDone = false;
@ -238,7 +238,7 @@ bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 di
bool finished = creature->movespline->Finalized();
// xinef: code to detect pre-empetively if we should start movement to next waypoint
// xinef: do not start pre-empetive movement if current node has delay or we are ending waypoint movement
//if (!finished && !i_path->at(i_currentNode)->delay && ((i_currentNode != i_path->size() - 1) || repeating))
//if (!finished && !i_path->at(_currentNode)->delay && ((_currentNode != i_path->size() - 1) || repeating))
// finished = (creature->movespline->_Spline().length(creature->movespline->_currentSplineIdx() + 1) - creature->movespline->timePassed()) < 200;
if (finished)
@ -254,13 +254,13 @@ bool WaypointMovementGenerator<Creature>::DoUpdate(Creature* creature, uint32 di
void WaypointMovementGenerator<Creature>::MovementInform(Creature* creature)
{
if (creature->AI())
creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, _currentNode);
if (Unit* owner = creature->GetCharmerOrOwner())
{
if (UnitAI* AI = owner->GetAI())
{
AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, _currentNode);
}
}
}
@ -269,13 +269,13 @@ void WaypointMovementGenerator<Creature>::MovementInform(Creature* creature)
uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
{
if (i_currentNode >= i_path.size())
if (_currentNode >= i_path.size())
{
return i_path.size();
}
uint32 curMapId = i_path[i_currentNode]->mapid;
for (uint32 i = i_currentNode; i < i_path.size(); ++i)
uint32 curMapId = i_path[_currentNode]->mapid;
for (uint32 i = _currentNode; i < i_path.size(); ++i)
{
if (i_path[i]->mapid != curMapId)
{
@ -401,15 +401,15 @@ bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/)
{
// skipping the first spline path point because it's our starting point and not a taxi path point
uint32 pointId = player->movespline->currentPathIdx() <= 0 ? 0 : player->movespline->currentPathIdx() - 1;
if (pointId > i_currentNode && i_currentNode < i_path.size() - 1)
if (pointId > _currentNode && _currentNode < i_path.size() - 1)
{
bool departureEvent = true;
do
{
ASSERT(i_currentNode < i_path.size(), "Point Id: {}\n{}", pointId, player->GetGUID().ToString().c_str());
ASSERT(_currentNode < i_path.size(), "Point Id: {}\n{}", pointId, player->GetGUID().ToString().c_str());
DoEventIfAny(player, i_path[i_currentNode], departureEvent);
while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= i_currentNode)
DoEventIfAny(player, i_path[_currentNode], departureEvent);
while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= _currentNode)
{
_pointsForPathSwitch.pop_front();
player->m_taxi.NextTaxiDestination();
@ -420,37 +420,37 @@ bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/)
}
}
if (pointId == i_currentNode)
if (pointId == _currentNode)
{
break;
}
if (i_currentNode == _preloadTargetNode)
if (_currentNode == _preloadTargetNode)
{
PreloadEndGrid();
}
i_currentNode += departureEvent ? 1 : 0;
_currentNode += departureEvent ? 1 : 0;
departureEvent = !departureEvent;
} while (i_currentNode < i_path.size() - 1);
} while (_currentNode < i_path.size() - 1);
}
return i_currentNode < (i_path.size() - 1);
return _currentNode < (i_path.size() - 1);
}
void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
{
if (i_path.empty() || i_currentNode >= i_path.size())
if (i_path.empty() || _currentNode >= i_path.size())
{
return;
}
uint32 map0 = i_path[i_currentNode]->mapid;
for (size_t i = i_currentNode + 1; i < i_path.size(); ++i)
uint32 map0 = i_path[_currentNode]->mapid;
for (size_t i = _currentNode + 1; i < i_path.size(); ++i)
{
if (i_path[i]->mapid != map0)
{
i_currentNode = i;
_currentNode = i;
return;
}
}
@ -467,7 +467,7 @@ void FlightPathMovementGenerator::DoEventIfAny(Player* player, TaxiPathNodeEntry
bool FlightPathMovementGenerator::GetResetPos(Player*, float& x, float& y, float& z)
{
TaxiPathNodeEntry const* node = i_path[i_currentNode];
TaxiPathNodeEntry const* node = i_path[_currentNode];
x = node->x;
y = node->y;
z = node->z;