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
{
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] = {
"idle2",
"idle3",
@ -53,11 +42,22 @@ namespace MWMechanics
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)
{
if (actor.getClass().isPureWaterCreature(actor) || actor.getClass().isPureFlyingCreature(actor))
return 1;
return COUNT_BEFORE_RESET;
return countBeforeReset;
}
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> result(MAX_IDLE_SIZE, 0);
std::copy_n(idle.begin(), std::min(MAX_IDLE_SIZE, idle.size()), result.begin());
std::vector<unsigned char> result(maxIdleSize, 0);
std::copy_n(idle.begin(), std::min(maxIdleSize, idle.size()), result.begin());
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));
}
@ -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.
storage.mCheckIdlePositionTimer += duration;
if (storage.mCheckIdlePositionTimer >= IDLE_POSITION_CHECK_INTERVAL && !isStationary())
if (storage.mCheckIdlePositionTimer >= idlePositionCheckInterval && !isStationary())
{
storage.mCheckIdlePositionTimer = 0; // restart timer
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?
if ((!mPathFinder.isPathConstructed())
|| pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, supportedMovementDirections,
DESTINATION_TOLERANCE))
destinationTolerance))
{
stopWalking(actor);
storage.setState(AiWanderStorage::Wander_ChooseAction);
@ -915,7 +915,7 @@ namespace MWMechanics
float length = delta.length();
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
distance = std::min(distance, static_cast<int>(length));