Merge branch 'tygyh/Resolve-all-'#-allow(clippy--for_loops_over_fallibles)]'-error-supressions' into 'master'

Resolve all '#[allow(clippy::or_fun_call)]' error supressions

See merge request veloren/veloren!2607
This commit is contained in:
Marcel 2021-07-15 12:24:11 +00:00
commit 6fb0395fd0
14 changed files with 23 additions and 35 deletions

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@ -44,7 +44,6 @@ pub struct ClientInit {
} }
impl ClientInit { impl ClientInit {
#[allow(clippy::op_ref)] // TODO: Pending review in #587 #[allow(clippy::op_ref)] // TODO: Pending review in #587
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn new( pub fn new(
connection_args: ConnectionArgs, connection_args: ConnectionArgs,
username: String, username: String,

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@ -15,7 +15,6 @@ use vek::*;
// /// NOTE: bone_idx must be in [0, 15] (may be bumped to [0, 31] at some // /// NOTE: bone_idx must be in [0, 15] (may be bumped to [0, 31] at some
// /// point). // /// point).
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
// TODO: this function name... // TODO: this function name...
pub fn generate_mesh_base_vol_terrain<'a: 'b, 'b, V: 'a>( pub fn generate_mesh_base_vol_terrain<'a: 'b, 'b, V: 'a>(
vol: V, vol: V,
@ -65,7 +64,9 @@ where
let get_opacity = |vol: &mut V, pos: Vec3<i32>| vol.get(pos).map_or(true, |vox| vox.is_empty()); let get_opacity = |vol: &mut V, pos: Vec3<i32>| vol.get(pos).map_or(true, |vox| vox.is_empty());
let should_draw = |vol: &mut V, pos: Vec3<i32>, delta: Vec3<i32>, uv| { let should_draw = |vol: &mut V, pos: Vec3<i32>, delta: Vec3<i32>, uv| {
should_draw_greedy(pos, delta, uv, |vox| { should_draw_greedy(pos, delta, uv, |vox| {
vol.get(vox).map(|vox| *vox).unwrap_or(Cell::empty()) vol.get(vox)
.map(|vox| *vox)
.unwrap_or_else(|_| Cell::empty())
}) })
}; };
let create_opaque = |atlas_pos, pos, norm| { let create_opaque = |atlas_pos, pos, norm| {
@ -97,7 +98,9 @@ where
let (glowy, shiny) = cell let (glowy, shiny) = cell
.map(|c| (c.is_glowy(), c.is_shiny())) .map(|c| (c.is_glowy(), c.is_shiny()))
.unwrap_or_default(); .unwrap_or_default();
let col = cell.and_then(|vox| vox.get_color()).unwrap_or(Rgb::zero()); let col = cell
.and_then(|vox| vox.get_color())
.unwrap_or_else(Rgb::zero);
TerrainVertex::make_col_light_figure(light, glowy, shiny, col) TerrainVertex::make_col_light_figure(light, glowy, shiny, col)
}, },
}); });
@ -111,7 +114,6 @@ where
(Mesh::new(), Mesh::new(), Mesh::new(), bounds) (Mesh::new(), Mesh::new(), Mesh::new(), bounds)
} }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn generate_mesh_base_vol_sprite<'a: 'b, 'b, V: 'a>( pub fn generate_mesh_base_vol_sprite<'a: 'b, 'b, V: 'a>(
vol: V, vol: V,
(greedy, opaque_mesh, vertical_stripes): ( (greedy, opaque_mesh, vertical_stripes): (
@ -162,7 +164,7 @@ where
for y in -1..greedy_size.y + 1 { for y in -1..greedy_size.y + 1 {
for z in -1..greedy_size.z + 1 { for z in -1..greedy_size.z + 1 {
let wpos = lower_bound + Vec3::new(x, y, z); let wpos = lower_bound + Vec3::new(x, y, z);
let block = vol.get(wpos).map(|b| *b).unwrap_or(Cell::empty()); let block = vol.get(wpos).map(|b| *b).unwrap_or_else(|_| Cell::empty());
flat[i] = block; flat[i] = block;
i += 1; i += 1;
} }
@ -197,8 +199,9 @@ where
} }
}; };
let get_glow = |_flat: &mut _, _pos: Vec3<i32>| 0.0; let get_glow = |_flat: &mut _, _pos: Vec3<i32>| 0.0;
let get_color = let get_color = move |flat: &mut _, pos: Vec3<i32>| {
move |flat: &mut _, pos: Vec3<i32>| flat_get(flat, pos).get_color().unwrap_or(Rgb::zero()); flat_get(flat, pos).get_color().unwrap_or_else(Rgb::zero)
};
let get_opacity = move |flat: &mut _, pos: Vec3<i32>| flat_get(flat, pos).is_empty(); let get_opacity = move |flat: &mut _, pos: Vec3<i32>| flat_get(flat, pos).is_empty();
let should_draw = move |flat: &mut _, pos: Vec3<i32>, delta: Vec3<i32>, uv| { let should_draw = move |flat: &mut _, pos: Vec3<i32>, delta: Vec3<i32>, uv| {
should_draw_greedy_ao(vertical_stripes, pos, delta, uv, |vox| flat_get(flat, vox)) should_draw_greedy_ao(vertical_stripes, pos, delta, uv, |vox| flat_get(flat, vox))
@ -238,7 +241,6 @@ where
(Mesh::new(), Mesh::new(), Mesh::new(), ()) (Mesh::new(), Mesh::new(), Mesh::new(), ())
} }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn generate_mesh_base_vol_particle<'a: 'b, 'b, V: 'a>( pub fn generate_mesh_base_vol_particle<'a: 'b, 'b, V: 'a>(
vol: V, vol: V,
greedy: &'b mut GreedyMesh<'a>, greedy: &'b mut GreedyMesh<'a>,
@ -285,12 +287,14 @@ where
vol.get(pos) vol.get(pos)
.ok() .ok()
.and_then(|vox| vox.get_color()) .and_then(|vox| vox.get_color())
.unwrap_or(Rgb::zero()) .unwrap_or_else(Rgb::zero)
}; };
let get_opacity = |vol: &mut V, pos: Vec3<i32>| vol.get(pos).map_or(true, |vox| vox.is_empty()); let get_opacity = |vol: &mut V, pos: Vec3<i32>| vol.get(pos).map_or(true, |vox| vox.is_empty());
let should_draw = |vol: &mut V, pos: Vec3<i32>, delta: Vec3<i32>, uv| { let should_draw = |vol: &mut V, pos: Vec3<i32>, delta: Vec3<i32>, uv| {
should_draw_greedy(pos, delta, uv, |vox| { should_draw_greedy(pos, delta, uv, |vox| {
vol.get(vox).map(|vox| *vox).unwrap_or(Cell::empty()) vol.get(vox)
.map(|vox| *vox)
.unwrap_or_else(|_| Cell::empty())
}) })
}; };
let create_opaque = |_atlas_pos, pos: Vec3<f32>, norm| ParticleVertex::new(pos, norm); let create_opaque = |_atlas_pos, pos: Vec3<f32>, norm| ParticleVertex::new(pos, norm);

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@ -228,7 +228,6 @@ fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
#[allow(clippy::many_single_char_names)] #[allow(clippy::many_single_char_names)]
#[allow(clippy::type_complexity)] #[allow(clippy::type_complexity)]
#[allow(clippy::needless_range_loop)] // TODO: Pending review in #587 #[allow(clippy::needless_range_loop)] // TODO: Pending review in #587
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn generate_mesh<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug + 'static>( pub fn generate_mesh<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug + 'static>(
vol: &'a VolGrid2d<V>, vol: &'a VolGrid2d<V>,
(range, max_texture_size, _boi): (Aabb<i32>, Vec2<u16>, &'a BlocksOfInterest), (range, max_texture_size, _boi): (Aabb<i32>, Vec2<u16>, &'a BlocksOfInterest),
@ -381,7 +380,8 @@ pub fn generate_mesh<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug + '
} }
}; };
let get_glow = |_: &mut (), pos: Vec3<i32>| glow(pos + range.min); let get_glow = |_: &mut (), pos: Vec3<i32>| glow(pos + range.min);
let get_color = |_: &mut (), pos: Vec3<i32>| flat_get(pos).get_color().unwrap_or(Rgb::zero()); let get_color =
|_: &mut (), pos: Vec3<i32>| flat_get(pos).get_color().unwrap_or_else(Rgb::zero);
let get_opacity = |_: &mut (), pos: Vec3<i32>| !flat_get(pos).is_opaque(); let get_opacity = |_: &mut (), pos: Vec3<i32>| !flat_get(pos).is_opaque();
let flat_get = |pos| flat_get(pos); let flat_get = |pos| flat_get(pos);
let should_draw = |_: &mut (), pos: Vec3<i32>, delta: Vec3<i32>, _uv| { let should_draw = |_: &mut (), pos: Vec3<i32>, delta: Vec3<i32>, _uv| {

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@ -80,7 +80,6 @@ pub struct Shadow {
impl Globals { impl Globals {
/// Create global consts from the provided parameters. /// Create global consts from the provided parameters.
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587 #[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
pub fn new( pub fn new(
view_mat: Mat4<f32>, view_mat: Mat4<f32>,
@ -140,7 +139,7 @@ impl Globals {
medium: [if medium.is_liquid() { 1 } else { 0 }; 4], medium: [if medium.is_liquid() { 1 } else { 0 }; 4],
select_pos: select_pos select_pos: select_pos
.map(|sp| Vec4::from(sp) + Vec4::unit_w()) .map(|sp| Vec4::from(sp) + Vec4::unit_w())
.unwrap_or(Vec4::zero()) .unwrap_or_else(Vec4::zero)
.into_array(), .into_array(),
gamma_exposure: [gamma, exposure, 0.0, 0.0], gamma_exposure: [gamma, exposure, 0.0, 0.0],
ambiance, ambiance,

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@ -36,7 +36,6 @@ use common::{
resources::DeltaTime, resources::DeltaTime,
states::utils::StageSection, states::utils::StageSection,
terrain::TerrainChunk, terrain::TerrainChunk,
util::Dir,
vol::RectRasterableVol, vol::RectRasterableVol,
}; };
use common_base::span; use common_base::span;
@ -488,8 +487,6 @@ impl FigureMgr {
} }
} }
#[allow(clippy::or_fun_call)]
// TODO: Pending review in #587
pub fn maintain( pub fn maintain(
&mut self, &mut self,
renderer: &mut Renderer, renderer: &mut Renderer,
@ -617,9 +614,7 @@ impl FigureMgr {
// Velocity relative to the current ground // Velocity relative to the current ground
let rel_vel = anim::vek::Vec3::<f32>::from(vel.0 - physics.ground_vel); let rel_vel = anim::vek::Vec3::<f32>::from(vel.0 - physics.ground_vel);
let look_dir = controller let look_dir = controller.map(|c| c.inputs.look_dir).unwrap_or_default();
.map(|c| c.inputs.look_dir)
.unwrap_or(Dir::default());
let is_player = scene_data.player_entity == entity; let is_player = scene_data.player_entity == entity;
let player_camera_mode = if is_player { let player_camera_mode = if is_player {
camera_mode camera_mode
@ -723,7 +718,7 @@ impl FigureMgr {
(c / (1.0 + DAMAGE_FADE_COEFFICIENT * h.last_change.0)) as f32 (c / (1.0 + DAMAGE_FADE_COEFFICIENT * h.last_change.0)) as f32
}) })
}) })
.unwrap_or(vek::Rgba::broadcast(1.0)) .unwrap_or_else(|| vek::Rgba::broadcast(1.0))
// Highlight targeted collectible entities // Highlight targeted collectible entities
* if item.is_some() && scene_data.target_entity.map_or(false, |e| e == entity) { * if item.is_some() && scene_data.target_entity.map_or(false, |e| e == entity) {
vek::Rgba::new(5.0, 5.0, 5.0, 1.0) vek::Rgba::new(5.0, 5.0, 5.0, 1.0)

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@ -166,7 +166,6 @@ impl assets::Asset for SpriteSpec {
} }
/// Function executed by worker threads dedicated to chunk meshing. /// Function executed by worker threads dedicated to chunk meshing.
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
/// skip_remesh is either None (do the full remesh, including recomputing the /// skip_remesh is either None (do the full remesh, including recomputing the
/// light map), or Some((light_map, glow_map)). /// light map), or Some((light_map, glow_map)).

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@ -1400,7 +1400,6 @@ impl Window {
pub fn needs_refresh_resize(&mut self) { self.needs_refresh_resize = true; } pub fn needs_refresh_resize(&mut self) { self.needs_refresh_resize = true; }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn logical_size(&self) -> Vec2<f64> { pub fn logical_size(&self) -> Vec2<f64> {
let (w, h) = self let (w, h) = self
.window .window

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@ -5,7 +5,6 @@ use veloren_world::{index::Index, site::Settlement, IndexRef};
const W: usize = 640; const W: usize = 640;
const H: usize = 480; const H: usize = 480;
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
fn main() { fn main() {
let seed = 1337; let seed = 1337;
let index = &Index::new(seed); let index = &Index::new(seed);
@ -32,7 +31,7 @@ fn main() {
let color = settlement let color = settlement
.get_color(index, pos.map(|e| e.floor() as i32)) .get_color(index, pos.map(|e| e.floor() as i32))
.unwrap_or(Rgb::new(35, 50, 20)); .unwrap_or_else(|| Rgb::new(35, 50, 20));
buf[j * W + i] = u32::from_le_bytes([color.b, color.g, color.r, 255]); buf[j * W + i] = u32::from_le_bytes([color.b, color.g, color.r, 255]);
} }

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@ -819,7 +819,6 @@ fn loc_suitable_for_site(sim: &WorldSim, loc: Vec2<i32>) -> bool {
} }
/// Attempt to search for a location that's suitable for site construction /// Attempt to search for a location that's suitable for site construction
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
fn find_site_loc( fn find_site_loc(
ctx: &mut GenCtx<impl Rng>, ctx: &mut GenCtx<impl Rng>,
near: Option<(Vec2<i32>, f32)>, near: Option<(Vec2<i32>, f32)>,
@ -833,7 +832,7 @@ fn find_site_loc(
origin origin
+ (Vec2::new(ctx.rng.gen_range(-1.0..1.0), ctx.rng.gen_range(-1.0..1.0)) + (Vec2::new(ctx.rng.gen_range(-1.0..1.0), ctx.rng.gen_range(-1.0..1.0))
.try_normalized() .try_normalized()
.unwrap_or(Vec2::zero()) .unwrap_or_else(Vec2::zero)
* ctx.rng.gen::<f32>() * ctx.rng.gen::<f32>()
* dist) * dist)
.map(|e| e as i32) .map(|e| e as i32)

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@ -224,7 +224,6 @@ impl World {
+ 0.5 + 0.5
} }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
#[allow(clippy::eval_order_dependence)] #[allow(clippy::eval_order_dependence)]
#[allow(clippy::result_unit_err)] #[allow(clippy::result_unit_err)]
pub fn generate_chunk( pub fn generate_chunk(
@ -252,7 +251,7 @@ impl World {
.get(grid_border + TerrainChunkSize::RECT_SIZE.map(|e| e as i32) / 2) .get(grid_border + TerrainChunkSize::RECT_SIZE.map(|e| e as i32) / 2)
.and_then(|zcache| zcache.as_ref()) .and_then(|zcache| zcache.as_ref())
.map(|zcache| zcache.sample.stone_col) .map(|zcache| zcache.sample.stone_col)
.unwrap_or(index.colors.deep_stone_color.into()), .unwrap_or_else(|| index.colors.deep_stone_color.into()),
); );
let water = Block::new(BlockKind::Water, Rgb::zero()); let water = Block::new(BlockKind::Water, Rgb::zero());

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@ -430,7 +430,6 @@ impl Castle {
} }
} }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn apply_supplement<'a>( pub fn apply_supplement<'a>(
&'a self, &'a self,
// NOTE: Used only for dynamic elements like chests and entities! // NOTE: Used only for dynamic elements like chests and entities!

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@ -73,7 +73,6 @@ impl<T> Skeleton<T> {
} }
#[allow(clippy::logic_bug)] // TODO: Pending review in #587 #[allow(clippy::logic_bug)] // TODO: Pending review in #587
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn sample_closest( pub fn sample_closest(
&self, &self,
pos: Vec3<i32>, pos: Vec3<i32>,
@ -123,6 +122,6 @@ impl<T> Skeleton<T> {
.or(Some((dist_locus, new_bm))); .or(Some((dist_locus, new_bm)));
} }
}); });
min.map(|(_, bm)| bm).unwrap_or(BlockMask::nothing()) min.map(|(_, bm)| bm).unwrap_or_else(BlockMask::nothing)
} }
} }

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@ -265,7 +265,6 @@ impl Settlement {
} }
} }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn place_paths(&mut self, rng: &mut impl Rng) { pub fn place_paths(&mut self, rng: &mut impl Rng) {
const PATH_COUNT: usize = 6; const PATH_COUNT: usize = 6;

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@ -128,7 +128,6 @@ impl Dungeon {
pub fn difficulty(&self) -> u32 { self.difficulty } pub fn difficulty(&self) -> u32 { self.difficulty }
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
pub fn apply_supplement<'a>( pub fn apply_supplement<'a>(
&'a self, &'a self,
// NOTE: Used only for dynamic elements like chests and entities! // NOTE: Used only for dynamic elements like chests and entities!