Make logger automatically put a newline (#675)

at the end of the line
remove all the newlines in log calls
This commit is contained in:
Aaron Kimbrell
2022-07-24 21:26:51 -05:00
committed by GitHub
parent a7fb6eb3f3
commit e97ae92624
86 changed files with 1249 additions and 1252 deletions

View File

@@ -38,7 +38,7 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id)
auto componentQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius FROM BaseCombatAIComponent WHERE id = ?;");
componentQuery.bind(1, (int) id);
auto componentResult = componentQuery.execQuery();
if (!componentResult.eof())
@@ -76,7 +76,7 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id)
auto skillQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT skillID, cooldown, behaviorID FROM SkillBehavior WHERE skillID IN (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
skillQuery.bind(1, (int) parent->GetLOT());
auto result = skillQuery.execQuery();
while (!result.eof()) {
@@ -254,7 +254,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
}
skillComponent->CalculateUpdate(deltaTime);
if (m_Disabled) return;
if (m_StunTime > 0.0f)
@@ -362,19 +362,19 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
if (m_Target == LWOOBJID_EMPTY)
{
m_State = AiState::idle;
return;
}
m_Downtime = 0.5f;
auto* target = GetTargetEntity();
if (target != nullptr)
{
LookAt(target->GetPosition());
}
for (auto i = 0; i < m_SkillEntries.size(); ++i)
{
auto entry = m_SkillEntries.at(i);
@@ -413,11 +413,11 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
if (m_MovementAI) reference = m_MovementAI->ApproximateLocation();
auto* target = GetTargetEntity();
if (target != nullptr && !m_DirtyThreat)
{
const auto targetPosition = target->GetPosition();
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) < m_HardTetherRadius * m_HardTetherRadius)
{
return m_Target;
@@ -492,7 +492,7 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
}
std::vector<LWOOBJID> deadThreats {};
for (const auto& threatTarget : m_ThreatEntries)
{
auto* entity = EntityManager::Instance()->GetEntity(threatTarget.first);
@@ -526,7 +526,7 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
}
m_DirtyThreat = false;
if (optimalTarget == nullptr)
{
return LWOOBJID_EMPTY;
@@ -577,7 +577,7 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
auto* entity = EntityManager::Instance()->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("BaseCombatAIComponent", "Invalid entity for checking validity (%llu)!\n", target);
Game::logger->Log("BaseCombatAIComponent", "Invalid entity for checking validity (%llu)!", target);
return false;
}
@@ -591,7 +591,7 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
auto* referenceDestroyable = m_Parent->GetComponent<DestroyableComponent>();
if (referenceDestroyable == nullptr) {
Game::logger->Log("BaseCombatAIComponent", "Invalid reference destroyable component on (%llu)!\n", m_Parent->GetObjectID());
Game::logger->Log("BaseCombatAIComponent", "Invalid reference destroyable component on (%llu)!", m_Parent->GetObjectID());
return false;
}
@@ -601,7 +601,7 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
if (quickbuild != nullptr)
{
const auto state = quickbuild->GetState();
if (state != REBUILD_COMPLETED)
{
return false;
@@ -662,7 +662,7 @@ const NiPoint3& BaseCombatAIComponent::GetStartPosition() const
return m_StartPosition;
}
void BaseCombatAIComponent::ClearThreat()
void BaseCombatAIComponent::ClearThreat()
{
m_ThreatEntries.clear();
@@ -675,12 +675,12 @@ void BaseCombatAIComponent::Wander() {
}
m_MovementAI->SetHaltDistance(0);
const auto& info = m_MovementAI->GetInfo();
const auto div = static_cast<int>(info.wanderDelayMax);
m_Timer = (div == 0 ? 0 : GeneralUtils::GenerateRandomNumber<int>(0, div)) + info.wanderDelayMin; //set a random timer to stay put.
const float radius = info.wanderRadius * sqrt(static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1))); //our wander radius + a bit of random range
const float theta = ((static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1)) * 2 * PI));
@@ -720,7 +720,7 @@ void BaseCombatAIComponent::OnAggro() {
}
m_MovementAI->SetHaltDistance(m_AttackRadius);
NiPoint3 targetPos = target->GetPosition();
NiPoint3 currentPos = m_MovementAI->GetCurrentPosition();
@@ -731,7 +731,7 @@ void BaseCombatAIComponent::OnAggro() {
else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
{
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
}
else //Chase the player's new position
@@ -768,7 +768,7 @@ void BaseCombatAIComponent::OnTether() {
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
m_State = AiState::aggro;
}
else {
@@ -795,7 +795,7 @@ bool BaseCombatAIComponent::GetStunImmune() const
return m_StunImmune;
}
void BaseCombatAIComponent::SetStunImmune(bool value)
void BaseCombatAIComponent::SetStunImmune(bool value)
{
m_StunImmune = value;
}
@@ -805,7 +805,7 @@ float BaseCombatAIComponent::GetTetherSpeed() const
return m_TetherSpeed;
}
void BaseCombatAIComponent::SetTetherSpeed(float value)
void BaseCombatAIComponent::SetTetherSpeed(float value)
{
m_TetherSpeed = value;
}
@@ -816,7 +816,7 @@ void BaseCombatAIComponent::Stun(const float time) {
}
m_StunTime = time;
m_Stunned = true;
}
@@ -848,13 +848,13 @@ bool BaseCombatAIComponent::GetDistabled() const
return m_Disabled;
}
void BaseCombatAIComponent::Sleep()
void BaseCombatAIComponent::Sleep()
{
m_dpEntity->SetSleeping(true);
m_dpEntityEnemy->SetSleeping(true);
}
void BaseCombatAIComponent::Wake()
void BaseCombatAIComponent::Wake()
{
m_dpEntity->SetSleeping(false);
m_dpEntityEnemy->SetSleeping(false);