fix: code formatting

This commit is contained in:
jeefo 2023-03-13 15:39:15 +03:00
commit 2718adbb8f
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GPG key ID: 927BCA0779BEA8ED
13 changed files with 206 additions and 208 deletions

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@ -237,7 +237,7 @@ int Bot::findGoalPost (int tactic, IntArray *defensive, IntArray *offsensive) {
for (auto &choice : goalChoices) {
if (choice == kInvalidNodeIndex) {
choice = graph.m_rescuePoints.random ();
choice = graph.m_rescuePoints.random ();
}
}
}
@ -369,7 +369,7 @@ bool Bot::doPlayerAvoidance (const Vector &normal) {
// use our movement angles, try to predict where we should be next frame
Vector right, forward;
m_moveAngles.angleVectors (&forward, &right, nullptr);
Vector predict = pev->origin + forward * m_moveSpeed * interval;
predict += right * m_strafeSpeed * interval;
@ -597,8 +597,7 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
++i;
#if 0
if (bits & CollisionProbe::Duck)
{
if (bits & CollisionProbe::Duck) {
state[i] = 0;
if (canDuckUnder (dirNormal)) {
@ -611,7 +610,7 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
}
else
#endif
state[i] = 0;
state[i] = 0;
++i;
// weighted all possible moves, now sort them to start with most probable
@ -687,7 +686,7 @@ bool Bot::updateNavigation () {
if (m_currentNodeIndex == kInvalidNodeIndex) {
findValidNode ();
m_pathOrigin = m_path->origin;
// if graph node radius non zero vary origin a bit depending on the body angles
if (m_path->radius > 0.0f) {
m_pathOrigin += Vector (pev->angles.x, cr::normalizeAngles (pev->angles.y + rg.get (-90.0f, 90.0f)), 0.0f).forward () * rg.get (0.0f, m_path->radius);
@ -728,8 +727,8 @@ bool Bot::updateNavigation () {
}
}
}
if (!(graph[m_previousNodes[0]].flags & NodeFlag::Ladder)) {
if (!(graph[m_previousNodes[0]].flags & NodeFlag::Ladder)) {
if (cr::abs (m_pathOrigin.z - pev->origin.z) > 5.0f) {
m_pathOrigin.z += pev->origin.z - m_pathOrigin.z;
}
@ -741,7 +740,7 @@ bool Bot::updateNavigation () {
}
}
m_destOrigin = m_pathOrigin;
// special detection if someone is using the ladder (to prevent to have bots-towers on ladders)
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used) || !(client.flags & ClientFlags::Alive) || (client.ent->v.movetype != MOVETYPE_FLY) || client.ent == nullptr || client.ent == ent ()) {
@ -764,7 +763,7 @@ bool Bot::updateNavigation () {
m_enemyParts = Visibility::None;
m_enemyParts |= (Visibility::Head | Visibility::Body);
m_states |= Sense::SeeingEnemy;
m_seeEnemyTime = game.time ();
break;
@ -809,7 +808,7 @@ bool Bot::updateNavigation () {
}
}
}
}
}
@ -914,7 +913,7 @@ bool Bot::updateNavigation () {
break;
}
}
// needs precise placement - check if we get past the point
if (desiredDistance < 22.0f && nodeDistance < 30.0f && m_pathOrigin.distanceSq (pev->origin + pev->velocity * getFrameInterval ()) >= cr::square (nodeDistance)) {
desiredDistance = nodeDistance + 1.0f;
@ -1168,7 +1167,7 @@ bool Bot::updateLiftHandling () {
}
}
else if (!game.isNullEntity (m_liftEntity)) {
auto button = lookupButton (m_liftEntity->v.targetname.chars ());
auto button = lookupButton (m_liftEntity->v.targetname.chars ());
// if we got a valid button entity
if (!game.isNullEntity (button)) {
@ -1294,7 +1293,7 @@ bool Bot::updateLiftStates () {
void Bot::findShortestPath (int srcIndex, int destIndex) {
// this function finds the shortest path from source index to destination index
if (!graph.exists (srcIndex)){
if (!graph.exists (srcIndex)) {
logger.error ("%s source path index not valid (%d).", __FUNCTION__, srcIndex);
return;
}
@ -1634,7 +1633,7 @@ int Bot::findAimingNode (const Vector &to) {
if (destIndex == kInvalidNodeIndex) {
return kInvalidNodeIndex;
}
while (destIndex != m_currentNodeIndex) {
destIndex = (graph.m_matrix.data () + (destIndex * graph.length ()) + m_currentNodeIndex)->index;
@ -1692,7 +1691,7 @@ bool Bot::findBestNearestNode () {
continue;
}
// check we're have link to it
// check we're have link to it
if (m_currentNodeIndex != kInvalidNodeIndex && !graph.isConnected (m_currentNodeIndex, at)) {
continue;
}
@ -1767,7 +1766,7 @@ bool Bot::findBestNearestNode () {
float Bot::getReachTime () {
auto task = getCurrentTaskId ();
float estimatedTime = 0.0f;
float estimatedTime = 0.0f;
switch (task) {
case Task::Pause:
@ -2036,7 +2035,7 @@ int Bot::findDefendNode (const Vector &origin) {
break;
}
}
return nodeIndex[rg.get (0, (index -1) / 2)];
return nodeIndex[rg.get (0, (index - 1) / 2)];
}
int Bot::findCoverNode (float maxDistance) {
@ -2194,16 +2193,16 @@ bool Bot::advanceMovement () {
// advances in our pathfinding list and sets the appropiate destination origins for this bot
findValidNode (); // check if old nodes is still reliable
// no nodes from pathfinding?
if (m_pathWalk.empty ()) {
return false;
}
TraceResult tr {};
m_pathWalk.shift (); // advance in list
m_currentTravelFlags = 0; // reset travel flags (jumping etc)
// helper to change bot's goal
auto changeNextGoal = [&] {
int newGoal = findBestGoal ();
@ -2807,7 +2806,7 @@ bool Bot::isDeadlyMove (const Vector &to) {
game.testHull (check, down, TraceIgnore::Monsters, head_hull, ent (), &tr);
// wall blocking?
if (tr.fStartSolid) {
if (tr.fStartSolid) {
return false;
}
float height = tr.flFraction * 1000.0f; // height from ground
@ -2946,7 +2945,7 @@ void Bot::updateBodyAngles () {
}
void Bot::updateLookAngles () {
const float delta = cr::clamp (game.time () - m_lookUpdateTime, cr::kFloatEqualEpsilon, 1.0f / 30.0f);
m_lookUpdateTime = game.time ();