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

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

View File

@@ -10,126 +10,126 @@
namespace lfg
{
LfgPlayerData::LfgPlayerData(): m_State(LFG_STATE_NONE), m_OldState(LFG_STATE_NONE), m_canOverrideRBState(false),
m_TeamId(TEAM_ALLIANCE), m_Group(0), m_Roles(0), m_Comment("")
{}
LfgPlayerData::LfgPlayerData(): m_State(LFG_STATE_NONE), m_OldState(LFG_STATE_NONE), m_canOverrideRBState(false),
m_TeamId(TEAM_ALLIANCE), m_Group(0), m_Roles(0), m_Comment("")
{}
LfgPlayerData::~LfgPlayerData()
{
}
void LfgPlayerData::SetState(LfgState state)
{
if (m_State == LFG_STATE_RAIDBROWSER && state != LFG_STATE_RAIDBROWSER && !CanOverrideRBState())
return;
switch (state)
LfgPlayerData::~LfgPlayerData()
{
case LFG_STATE_NONE:
case LFG_STATE_FINISHED_DUNGEON:
m_Roles = 0;
}
void LfgPlayerData::SetState(LfgState state)
{
if (m_State == LFG_STATE_RAIDBROWSER && state != LFG_STATE_RAIDBROWSER && !CanOverrideRBState())
return;
switch (state)
{
case LFG_STATE_NONE:
case LFG_STATE_FINISHED_DUNGEON:
m_Roles = 0;
m_SelectedDungeons.clear();
m_Comment = "";
[[fallthrough]];
case LFG_STATE_DUNGEON:
m_OldState = state;
[[fallthrough]];
default:
m_State = state;
}
}
void LfgPlayerData::RestoreState()
{
if (m_State == LFG_STATE_RAIDBROWSER && m_OldState != LFG_STATE_RAIDBROWSER && !CanOverrideRBState())
return;
if (m_OldState == LFG_STATE_NONE)
{
m_SelectedDungeons.clear();
m_Comment = "";
[[fallthrough]];
case LFG_STATE_DUNGEON:
m_OldState = state;
[[fallthrough]];
default:
m_State = state;
m_Roles = 0;
}
m_State = m_OldState;
}
}
void LfgPlayerData::RestoreState()
{
if (m_State == LFG_STATE_RAIDBROWSER && m_OldState != LFG_STATE_RAIDBROWSER && !CanOverrideRBState())
return;
if (m_OldState == LFG_STATE_NONE)
void LfgPlayerData::SetLockedDungeons(LfgLockMap const& lockStatus)
{
m_SelectedDungeons.clear();
m_Roles = 0;
m_LockedDungeons = lockStatus;
}
m_State = m_OldState;
}
void LfgPlayerData::SetLockedDungeons(LfgLockMap const& lockStatus)
{
m_LockedDungeons = lockStatus;
}
void LfgPlayerData::SetTeam(TeamId teamId)
{
m_TeamId = teamId;
}
void LfgPlayerData::SetTeam(TeamId teamId)
{
m_TeamId = teamId;
}
void LfgPlayerData::SetGroup(uint64 group)
{
m_Group = group;
}
void LfgPlayerData::SetGroup(uint64 group)
{
m_Group = group;
}
void LfgPlayerData::SetRoles(uint8 roles)
{
m_Roles = roles;
}
void LfgPlayerData::SetRoles(uint8 roles)
{
m_Roles = roles;
}
void LfgPlayerData::SetComment(std::string const& comment)
{
m_Comment = comment;
}
void LfgPlayerData::SetComment(std::string const& comment)
{
m_Comment = comment;
}
void LfgPlayerData::SetSelectedDungeons(LfgDungeonSet const& dungeons)
{
m_SelectedDungeons = dungeons;
}
void LfgPlayerData::SetSelectedDungeons(LfgDungeonSet const& dungeons)
{
m_SelectedDungeons = dungeons;
}
void LfgPlayerData::SetRandomPlayersCount(uint8 count)
{
m_randomPlayers = count;
}
void LfgPlayerData::SetRandomPlayersCount(uint8 count)
{
m_randomPlayers = count;
}
uint8 LfgPlayerData::GetRandomPlayersCount() const
{
return m_randomPlayers;
}
uint8 LfgPlayerData::GetRandomPlayersCount() const
{
return m_randomPlayers;
}
LfgState LfgPlayerData::GetState() const
{
return m_State;
}
LfgState LfgPlayerData::GetState() const
{
return m_State;
}
LfgState LfgPlayerData::GetOldState() const
{
return m_OldState;
}
LfgState LfgPlayerData::GetOldState() const
{
return m_OldState;
}
const LfgLockMap& LfgPlayerData::GetLockedDungeons() const
{
return m_LockedDungeons;
}
const LfgLockMap& LfgPlayerData::GetLockedDungeons() const
{
return m_LockedDungeons;
}
TeamId LfgPlayerData::GetTeam() const
{
return m_TeamId;
}
TeamId LfgPlayerData::GetTeam() const
{
return m_TeamId;
}
uint64 LfgPlayerData::GetGroup() const
{
return m_Group;
}
uint64 LfgPlayerData::GetGroup() const
{
return m_Group;
}
uint8 LfgPlayerData::GetRoles() const
{
return m_Roles;
}
uint8 LfgPlayerData::GetRoles() const
{
return m_Roles;
}
std::string const& LfgPlayerData::GetComment() const
{
return m_Comment;
}
std::string const& LfgPlayerData::GetComment() const
{
return m_Comment;
}
LfgDungeonSet const& LfgPlayerData::GetSelectedDungeons() const
{
return m_SelectedDungeons;
}
LfgDungeonSet const& LfgPlayerData::GetSelectedDungeons() const
{
return m_SelectedDungeons;
}
} // namespace lfg