Use camel case for variables

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elsid 2025-04-12 17:44:25 +02:00
parent 730a62effc
commit 4a3ffb2073
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@ -29,17 +29,6 @@
namespace MWMechanics namespace MWMechanics
{ {
static const int COUNT_BEFORE_RESET = 10;
static const float IDLE_POSITION_CHECK_INTERVAL = 1.5f;
// to prevent overcrowding
static const int DESTINATION_TOLERANCE = 64;
// distance must be long enough that NPC will need to move to get there.
static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2;
static const std::size_t MAX_IDLE_SIZE = 8;
const std::string_view AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] = { const std::string_view AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] = {
"idle2", "idle2",
"idle3", "idle3",
@ -53,11 +42,22 @@ namespace MWMechanics
namespace namespace
{ {
constexpr int countBeforeReset = 10;
constexpr float idlePositionCheckInterval = 1.5f;
// to prevent overcrowding
constexpr int destinationTolerance = 64;
// distance must be long enough that NPC will need to move to get there.
constexpr int minimumWanderDistance = destinationTolerance * 2;
constexpr std::size_t maxIdleSize = 8;
inline int getCountBeforeReset(const MWWorld::ConstPtr& actor) inline int getCountBeforeReset(const MWWorld::ConstPtr& actor)
{ {
if (actor.getClass().isPureWaterCreature(actor) || actor.getClass().isPureFlyingCreature(actor)) if (actor.getClass().isPureWaterCreature(actor) || actor.getClass().isPureFlyingCreature(actor))
return 1; return 1;
return COUNT_BEFORE_RESET; return countBeforeReset;
} }
osg::Vec3f getRandomPointAround(const osg::Vec3f& position, const float distance) osg::Vec3f getRandomPointAround(const osg::Vec3f& position, const float distance)
@ -99,12 +99,12 @@ namespace MWMechanics
std::vector<unsigned char> getInitialIdle(const std::vector<unsigned char>& idle) std::vector<unsigned char> getInitialIdle(const std::vector<unsigned char>& idle)
{ {
std::vector<unsigned char> result(MAX_IDLE_SIZE, 0); std::vector<unsigned char> result(maxIdleSize, 0);
std::copy_n(idle.begin(), std::min(MAX_IDLE_SIZE, idle.size()), result.begin()); std::copy_n(idle.begin(), std::min(maxIdleSize, idle.size()), result.begin());
return result; return result;
} }
std::vector<unsigned char> getInitialIdle(const unsigned char (&idle)[MAX_IDLE_SIZE]) std::vector<unsigned char> getInitialIdle(const unsigned char (&idle)[maxIdleSize])
{ {
return std::vector<unsigned char>(std::begin(idle), std::end(idle)); return std::vector<unsigned char>(std::begin(idle), std::end(idle));
} }
@ -494,7 +494,7 @@ namespace MWMechanics
// Check if an idle actor is too far from all allowed nodes or too close to a door - if so start walking. // Check if an idle actor is too far from all allowed nodes or too close to a door - if so start walking.
storage.mCheckIdlePositionTimer += duration; storage.mCheckIdlePositionTimer += duration;
if (storage.mCheckIdlePositionTimer >= IDLE_POSITION_CHECK_INTERVAL && !isStationary()) if (storage.mCheckIdlePositionTimer >= idlePositionCheckInterval && !isStationary())
{ {
storage.mCheckIdlePositionTimer = 0; // restart timer storage.mCheckIdlePositionTimer = 0; // restart timer
static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance() * 1.6f; static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance() * 1.6f;
@ -535,7 +535,7 @@ namespace MWMechanics
// Is there no destination or are we there yet? // Is there no destination or are we there yet?
if ((!mPathFinder.isPathConstructed()) if ((!mPathFinder.isPathConstructed())
|| pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, supportedMovementDirections, || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, supportedMovementDirections,
DESTINATION_TOLERANCE)) destinationTolerance))
{ {
stopWalking(actor); stopWalking(actor);
storage.setState(AiWanderStorage::Wander_ChooseAction); storage.setState(AiWanderStorage::Wander_ChooseAction);
@ -915,7 +915,7 @@ namespace MWMechanics
float length = delta.length(); float length = delta.length();
delta.normalize(); delta.normalize();
int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE); int distance = std::max(mDistance / 2, minimumWanderDistance);
// must not travel longer than distance between waypoints or NPC goes past waypoint // must not travel longer than distance between waypoints or NPC goes past waypoint
distance = std::min(distance, static_cast<int>(length)); distance = std::min(distance, static_cast<int>(length));