mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
Codestyle fix (#1797)
Warning: Dont change this PR as draft to make it testable DONT REVIEW UNTIL Codestyle C++ workflow dont pass
This commit is contained in:
@@ -1894,13 +1894,13 @@ bool BGTactics::selectObjective(bool reset)
|
||||
bool isDefender = role < defendersProhab;
|
||||
bool isAdvanced = !isDefender && role > 8;
|
||||
|
||||
const auto& attackObjectives =
|
||||
auto const& attackObjectives =
|
||||
(team == TEAM_HORDE) ? AV_AttackObjectives_Horde : AV_AttackObjectives_Alliance;
|
||||
const auto& defendObjectives =
|
||||
auto const& defendObjectives =
|
||||
(team == TEAM_HORDE) ? AV_DefendObjectives_Horde : AV_DefendObjectives_Alliance;
|
||||
|
||||
uint32 destroyedNodes = 0;
|
||||
for (const auto& [nodeId, _] : defendObjectives)
|
||||
for (auto const& [nodeId, _] : defendObjectives)
|
||||
if (av->GetAVNodeInfo(nodeId).State == POINT_DESTROYED)
|
||||
destroyedNodes++;
|
||||
|
||||
@@ -2000,7 +2000,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
std::vector<GameObject*> contestedObjectives;
|
||||
std::vector<GameObject*> availableObjectives;
|
||||
|
||||
for (const auto& [nodeId, goId] : defendObjectives)
|
||||
for (auto const& [nodeId, goId] : defendObjectives)
|
||||
{
|
||||
const BG_AV_NodeInfo& node = av->GetAVNodeInfo(nodeId);
|
||||
if (node.State == POINT_DESTROYED)
|
||||
@@ -2026,7 +2026,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
if (!BgObjective)
|
||||
{
|
||||
uint32 towersDown = 0;
|
||||
for (const auto& [nodeId, _] : attackObjectives)
|
||||
for (auto const& [nodeId, _] : attackObjectives)
|
||||
if (av->GetAVNodeInfo(nodeId).State == POINT_DESTROYED)
|
||||
towersDown++;
|
||||
|
||||
@@ -2053,7 +2053,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
{
|
||||
std::vector<GameObject*> candidates;
|
||||
|
||||
for (const auto& [nodeId, goId] : attackObjectives)
|
||||
for (auto const& [nodeId, goId] : attackObjectives)
|
||||
{
|
||||
const BG_AV_NodeInfo& node = av->GetAVNodeInfo(nodeId);
|
||||
GameObject* go = bg->GetBGObject(goId);
|
||||
@@ -2105,13 +2105,13 @@ bool BGTactics::selectObjective(bool reset)
|
||||
Position objPos = BgObjective->GetPosition();
|
||||
|
||||
Optional<uint8> linkedNodeId;
|
||||
for (const auto& [nodeId, goId] : attackObjectives)
|
||||
for (auto const& [nodeId, goId] : attackObjectives)
|
||||
if (bg->GetBGObject(goId) == BgObjective)
|
||||
linkedNodeId = nodeId;
|
||||
|
||||
if (!linkedNodeId)
|
||||
{
|
||||
for (const auto& [nodeId, goId] : defendObjectives)
|
||||
for (auto const& [nodeId, goId] : defendObjectives)
|
||||
if (bg->GetBGObject(goId) == BgObjective)
|
||||
linkedNodeId = nodeId;
|
||||
}
|
||||
@@ -2543,7 +2543,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
float bestDist = FLT_MAX;
|
||||
uint32 bestTrigger = 0;
|
||||
|
||||
for (const auto& [nodeId, _, areaTrigger] : EY_AttackObjectives)
|
||||
for (auto const& [nodeId, _, areaTrigger] : EY_AttackObjectives)
|
||||
{
|
||||
if (!IsOwned(nodeId))
|
||||
continue;
|
||||
@@ -2610,7 +2610,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
// --- PRIORITY 2: Nearby unowned contested node ---
|
||||
if (!foundObjective)
|
||||
{
|
||||
for (const auto& [nodeId, _, __] : EY_AttackObjectives)
|
||||
for (auto const& [nodeId, _, __] : EY_AttackObjectives)
|
||||
{
|
||||
if (IsOwned(nodeId))
|
||||
continue;
|
||||
@@ -2711,7 +2711,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
if (!foundObjective && strategy == EY_STRATEGY_FLAG_FOCUS)
|
||||
{
|
||||
bool ownsAny = false;
|
||||
for (const auto& [nodeId, _, __] : EY_AttackObjectives)
|
||||
for (auto const& [nodeId, _, __] : EY_AttackObjectives)
|
||||
{
|
||||
if (IsOwned(nodeId))
|
||||
{
|
||||
@@ -2739,7 +2739,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
float bestDist = FLT_MAX;
|
||||
Optional<uint32> bestNode;
|
||||
|
||||
for (const auto& [nodeId, _, __] : EY_AttackObjectives)
|
||||
for (auto const& [nodeId, _, __] : EY_AttackObjectives)
|
||||
{
|
||||
if (IsOwned(nodeId))
|
||||
continue;
|
||||
@@ -2974,7 +2974,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
uint32 len = end(IC_AttackObjectives) - begin(IC_AttackObjectives);
|
||||
for (uint32 i = 0; i < len; i++)
|
||||
{
|
||||
const auto& objective =
|
||||
auto const& objective =
|
||||
IC_AttackObjectives[(i + role) %
|
||||
len]; // use role to determine which objective checked first
|
||||
if (isleOfConquestBG->GetICNodePoint(objective.first).nodeState != NODE_STATE_CONTROLLED_H)
|
||||
@@ -3126,7 +3126,7 @@ bool BGTactics::selectObjective(bool reset)
|
||||
uint32 len = end(IC_AttackObjectives) - begin(IC_AttackObjectives);
|
||||
for (uint32 i = 0; i < len; i++)
|
||||
{
|
||||
const auto& objective =
|
||||
auto const& objective =
|
||||
IC_AttackObjectives[(i + role) %
|
||||
len]; // use role to determine which objective checked first
|
||||
if (isleOfConquestBG->GetICNodePoint(objective.first).nodeState != NODE_STATE_CONTROLLED_H)
|
||||
|
||||
Reference in New Issue
Block a user