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Convert game/core/component.h variables to snake_case

Co-authored-by: djeada <[email protected]>
copilot-swe-agent[bot] 1 settimana fa
parent
commit
17118a3e49
1 ha cambiato i file con 59 aggiunte e 59 eliminazioni
  1. 59 59
      game/core/component.h

+ 59 - 59
game/core/component.h

@@ -33,11 +33,11 @@ inline constexpr float kHoldStandUpDuration = 2.0F;
 class TransformComponent : public Component {
 public:
   TransformComponent(float x = 0.0F, float y = 0.0F, float z = 0.0F,
-                     float rotX = 0.0F, float rotY = 0.0F, float rotZ = 0.0F,
-                     float scale_x = 1.0F, float scaleY = 1.0F,
+                     float rot_x = 0.0F, float rot_y = 0.0F, float rot_z = 0.0F,
+                     float scale_x = 1.0F, float scale_y = 1.0F,
                      float scale_z = 1.0F)
-      : position{x, y, z}, rotation{rotX, rotY, rotZ},
-        scale{scale_x, scaleY, scale_z} {}
+      : position{x, y, z}, rotation{rot_x, rot_y, rot_z},
+        scale{scale_x, scale_y, scale_z} {}
 
   struct Vec3 {
     float x, y, z;
@@ -46,22 +46,22 @@ public:
   Vec3 rotation;
   Vec3 scale;
 
-  float desiredYaw = 0.0F;
-  bool hasDesiredYaw = false;
+  float desired_yaw = 0.0F;
+  bool has_desired_yaw = false;
 };
 
 class RenderableComponent : public Component {
 public:
   enum class MeshKind { None, Quad, Plane, Cube, Capsule, Ring };
 
-  RenderableComponent(std::string meshPath, std::string texturePath)
-      : meshPath(std::move(meshPath)), texturePath(std::move(texturePath)) {
+  RenderableComponent(std::string mesh_path, std::string texture_path)
+      : mesh_path(std::move(mesh_path)), texture_path(std::move(texture_path)) {
     color.fill(1.0F);
   }
 
-  std::string meshPath;
-  std::string texturePath;
-  std::string rendererId;
+  std::string mesh_path;
+  std::string texture_path;
+  std::string renderer_id;
   bool visible{true};
   MeshKind mesh{MeshKind::Cube};
   std::array<float, 3> color{};
@@ -89,17 +89,17 @@ class MovementComponent : public Component {
 public:
   MovementComponent() = default;
 
-  bool hasTarget{false};
+  bool has_target{false};
   float target_x{0.0F}, target_y{0.0F};
-  float goalX{0.0F}, goalY{0.0F};
+  float goal_x{0.0F}, goal_y{0.0F};
   float vx{0.0F}, vz{0.0F};
   std::vector<std::pair<float, float>> path;
-  bool pathPending{false};
-  std::uint64_t pendingRequestId{0};
-  float repathCooldown{0.0F};
+  bool path_pending{false};
+  std::uint64_t pending_request_id{0};
+  float repath_cooldown{0.0F};
 
-  float lastGoalX{0.0F}, lastGoalY{0.0F};
-  float timeSinceLastPathRequest{0.0F};
+  float last_goal_x{0.0F}, last_goal_y{0.0F};
+  float time_since_last_path_request{0.0F};
 };
 
 class AttackComponent : public Component {
@@ -110,49 +110,49 @@ public:
                   int damage = Defaults::kAttackDefaultDamage,
                   float cooldown = 1.0F)
       : range(range), damage(damage), cooldown(cooldown),
-        meleeRange(Defaults::kAttackMeleeRange), meleeDamage(damage),
-        meleeCooldown(cooldown),
-        max_heightDifference(Defaults::kAttackHeightTolerance) {}
+        melee_range(Defaults::kAttackMeleeRange), melee_damage(damage),
+        melee_cooldown(cooldown),
+        max_height_difference(Defaults::kAttackHeightTolerance) {}
 
   float range;
   int damage;
   float cooldown;
-  float timeSinceLast{0.0F};
+  float time_since_last{0.0F};
 
-  float meleeRange;
-  int meleeDamage;
-  float meleeCooldown;
+  float melee_range;
+  int melee_damage;
+  float melee_cooldown;
 
-  CombatMode preferredMode{CombatMode::Auto};
-  CombatMode currentMode{CombatMode::Ranged};
+  CombatMode preferred_mode{CombatMode::Auto};
+  CombatMode current_mode{CombatMode::Ranged};
 
-  bool canMelee{true};
-  bool canRanged{false};
+  bool can_melee{true};
+  bool can_ranged{false};
 
-  float max_heightDifference;
+  float max_height_difference;
 
-  bool inMeleeLock{false};
-  EntityID meleeLockTargetId{0};
+  bool in_melee_lock{false};
+  EntityID melee_lock_target_id{0};
 
-  [[nodiscard]] auto isInMeleeRange(float distance,
+  [[nodiscard]] auto is_in_melee_range(float distance,
                                     float height_diff) const -> bool {
-    return distance <= meleeRange && height_diff <= max_heightDifference;
+    return distance <= melee_range && height_diff <= max_height_difference;
   }
 
-  [[nodiscard]] auto isInRangedRange(float distance) const -> bool {
-    return distance <= range && distance > meleeRange;
+  [[nodiscard]] auto is_in_ranged_range(float distance) const -> bool {
+    return distance <= range && distance > melee_range;
   }
 
-  [[nodiscard]] auto getCurrentDamage() const -> int {
-    return (currentMode == CombatMode::Melee) ? meleeDamage : damage;
+  [[nodiscard]] auto get_current_damage() const -> int {
+    return (current_mode == CombatMode::Melee) ? melee_damage : damage;
   }
 
-  [[nodiscard]] auto getCurrentCooldown() const -> float {
-    return (currentMode == CombatMode::Melee) ? meleeCooldown : cooldown;
+  [[nodiscard]] auto get_current_cooldown() const -> float {
+    return (current_mode == CombatMode::Melee) ? melee_cooldown : cooldown;
   }
 
-  [[nodiscard]] auto getCurrentRange() const -> float {
-    return (currentMode == CombatMode::Melee) ? meleeRange : range;
+  [[nodiscard]] auto get_current_range() const -> float {
+    return (current_mode == CombatMode::Melee) ? melee_range : range;
   }
 };
 
@@ -161,7 +161,7 @@ public:
   AttackTargetComponent() = default;
 
   EntityID target_id{0};
-  bool shouldChase{false};
+  bool should_chase{false};
 };
 
 class PatrolComponent : public Component {
@@ -169,7 +169,7 @@ public:
   PatrolComponent() = default;
 
   std::vector<std::pair<float, float>> waypoints;
-  size_t currentWaypoint{0};
+  size_t current_waypoint{0};
   bool patrolling{false};
 };
 
@@ -185,20 +185,20 @@ public:
 class ProductionComponent : public Component {
 public:
   ProductionComponent()
-      : buildTime(Defaults::kProductionDefaultBuildTime),
+      : build_time(Defaults::kProductionDefaultBuildTime),
 
-        maxUnits(Defaults::kProductionMaxUnits) {}
+        max_units(Defaults::kProductionMaxUnits) {}
 
-  bool inProgress{false};
-  float buildTime;
-  float timeRemaining{0.0F};
-  int producedCount{0};
-  int maxUnits;
+  bool in_progress{false};
+  float build_time;
+  float time_remaining{0.0F};
+  int produced_count{0};
+  int max_units;
   Game::Units::TroopType product_type{Game::Units::TroopType::Archer};
-  float rallyX{0.0F}, rallyZ{0.0F};
-  bool rallySet{false};
-  int villagerCost{1};
-  std::vector<Game::Units::TroopType> productionQueue;
+  float rally_x{0.0F}, rally_z{0.0F};
+  bool rally_set{false};
+  int villager_cost{1};
+  std::vector<Game::Units::TroopType> production_queue;
 };
 
 class AIControlledComponent : public Component {
@@ -208,12 +208,12 @@ public:
 
 class CaptureComponent : public Component {
 public:
-  CaptureComponent() : requiredTime(Defaults::kCaptureRequiredTime) {}
+  CaptureComponent() : required_time(Defaults::kCaptureRequiredTime) {}
 
   int capturing_player_id{-1};
-  float captureProgress{0.0F};
-  float requiredTime;
-  bool isBeingCaptured{false};
+  float capture_progress{0.0F};
+  float required_time;
+  bool is_being_captured{false};
 };
 
 class PendingRemovalComponent : public Component {