cargo fmt after updating new toolchain

This commit is contained in:
Marcel Märtens 2023-10-05 20:06:05 +02:00
parent cb25a409d5
commit 8e95cb944d
31 changed files with 163 additions and 168 deletions

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@ -1809,18 +1809,16 @@ impl Client {
// significant changes to this code. Here is the approximate order of
// things. Please update it as this code changes.
//
// 1) Collect input from the frontend, apply input effects to the state
// of the game
// 1) Collect input from the frontend, apply input effects to the state of the
// game
// 2) Handle messages from the server
// 3) Go through any events (timer-driven or otherwise) that need handling
// and apply them to the state of the game
// 4) Perform a single LocalState tick (i.e: update the world and entities
// in the world)
// 5) Go through the terrain update queue and apply all changes
// to the terrain
// 3) Go through any events (timer-driven or otherwise) that need handling and
// apply them to the state of the game
// 4) Perform a single LocalState tick (i.e: update the world and entities in
// the world)
// 5) Go through the terrain update queue and apply all changes to the terrain
// 6) Sync information to the server
// 7) Finish the tick, passing actions of the main thread back
// to the frontend
// 7) Finish the tick, passing actions of the main thread back to the frontend
// 1) Handle input from frontend.
// Pass character actions from frontend input to the player's entity.

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@ -118,14 +118,17 @@ pub fn members<'a>(
) -> impl Iterator<Item = (specs::Entity, Role)> + 'a {
(entities, groups, alignments, uids)
.join()
.filter(move |&(_e, g, _a, _u)| (*g == group)).map(|(e, _g, a, u)| (
.filter(move |&(_e, g, _a, _u)| (*g == group))
.map(|(e, _g, a, u)| {
(
e,
if matches!(a, Alignment::Owned(owner) if owner != u) {
Role::Pet
} else {
Role::Member
},
))
)
})
}
// TODO: optimize add/remove for massive NPC groups

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@ -121,16 +121,8 @@ impl Hands {
Hands::InHands((mainhand, offhand)) => {
let mut from_spec = |i: &ItemSpec| i.try_to_item(rng);
let mainhand = mainhand
.as_ref()
.map(&mut from_spec)
.transpose()?
.flatten();
let offhand = offhand
.as_ref()
.map(&mut from_spec)
.transpose()?
.flatten();
let mainhand = mainhand.as_ref().map(&mut from_spec).transpose()?.flatten();
let offhand = offhand.as_ref().map(&mut from_spec).transpose()?.flatten();
Ok((mainhand, offhand))
},
Hands::Choice(pairs) => {

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@ -133,8 +133,12 @@ pub fn distribute_many<T: Copy + Eq + Hash, I>(
let Some(mut give) = participants
.iter()
.map(|participant| (total_item_amount as f32 * participant.weight / total_weight).ceil() as u32 - participant.recieved_count)
.min() else {
.map(|participant| {
(total_item_amount as f32 * participant.weight / total_weight).ceil() as u32
- participant.recieved_count
})
.min()
else {
tracing::error!("Tried to distribute items to no participants.");
return;
};
@ -152,8 +156,7 @@ pub fn distribute_many<T: Copy + Eq + Hash, I>(
let participant_count = participants.len();
let Some(winner) = participants
.get_mut(index) else {
let Some(winner) = participants.get_mut(index) else {
tracing::error!("Tried to distribute items to no participants.");
return;
};

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@ -381,7 +381,8 @@ impl Link for VolumeMounting {
Volume::Entity(uid) => {
let Some(riders) = entity(uid)
.filter(|entity| is_alive(*entity))
.and_then(|entity| volume_riders.get(entity)) else {
.and_then(|entity| volume_riders.get(entity))
else {
return false;
};
riders

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@ -86,10 +86,10 @@ impl<V, S: VolSize, M> Chunk<V, S, M> {
//
// Rationales:
//
// 1. We have code in the implementation that assumes it. In particular,
// code using `.count_ones()`.
// 2. The maximum group size is `256x256x256`, because there's code that
// stores group relative indices as `u8`.
// 1. We have code in the implementation that assumes it. In particular, code
// using `.count_ones()`.
// 2. The maximum group size is `256x256x256`, because there's code that stores
// group relative indices as `u8`.
// 3. There's code that stores group indices as `u8`.
debug_assert!(S::SIZE.x.is_power_of_two());
debug_assert!(S::SIZE.y.is_power_of_two());

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@ -84,7 +84,9 @@ pub(crate) fn wasi_fd_write(
let Ok(cio) = iov_addr
.add_offset(i)
.and_then(|p| p.read(&memory.view(&store)))
else { return Errno::Memviolation as i32; };
else {
return Errno::Memviolation as i32;
};
if let Err(e) = print_impl(env.data(), &store, cio.buf, cio.buf_len) {
return e as i32;
}

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@ -53,27 +53,35 @@ impl<'a> System<'a> for Sys {
// For each mount...
for (entity, is_mount, body) in (&entities, &is_mounts, bodies.maybe()).join() {
// ...find the rider...
let Some((inputs_and_actions, rider)) = id_maps
.uid_entity(is_mount.rider)
.and_then(|rider| {
controllers
.get_mut(rider)
.map(|c| (
// Only take inputs and actions from the rider if the mount is not intelligent (TODO: expand the definition of 'intelligent').
let Some((inputs_and_actions, rider)) =
id_maps.uid_entity(is_mount.rider).and_then(|rider| {
controllers.get_mut(rider).map(|c| {
(
// Only take inputs and actions from the rider if the mount is not
// intelligent (TODO: expand the definition of 'intelligent').
if !matches!(body, Some(Body::Humanoid(_))) {
let actions = c.actions.extract_if(|action| match action {
let actions = c
.actions
.extract_if(|action| match action {
ControlAction::StartInput { input: i, .. }
| ControlAction::CancelInput(i) => matches!(i, InputKind::Jump | InputKind::Fly | InputKind::Roll),
_ => false
}).collect();
| ControlAction::CancelInput(i) => matches!(
i,
InputKind::Jump | InputKind::Fly | InputKind::Roll
),
_ => false,
})
.collect();
Some((c.inputs.clone(), actions))
} else {
None
},
rider,
))
)
})
else { continue };
})
else {
continue;
};
// ...apply the mount's position/ori/velocity to the rider...
let pos = positions.get(entity).copied();

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@ -94,7 +94,9 @@ impl Data {
.faction
.and_then(|f| this.factions.get(f))
.map(|f| f.good_or_evil)
else { continue };
else {
continue;
};
let rand_wpos = |rng: &mut SmallRng, matches_plot: fn(&PlotKind) -> bool| {
let wpos2d = site2
@ -257,18 +259,23 @@ impl Data {
let Some(species) = [
Some(comp::body::biped_large::Species::Ogre),
Some(comp::body::biped_large::Species::Cyclops),
Some(comp::body::biped_large::Species::Wendigo).filter(|_| biome == BiomeKind::Taiga),
Some(comp::body::biped_large::Species::Wendigo)
.filter(|_| biome == BiomeKind::Taiga),
Some(comp::body::biped_large::Species::Cavetroll),
Some(comp::body::biped_large::Species::Mountaintroll).filter(|_| biome == BiomeKind::Mountain),
Some(comp::body::biped_large::Species::Swamptroll).filter(|_| biome == BiomeKind::Swamp),
Some(comp::body::biped_large::Species::Mountaintroll)
.filter(|_| biome == BiomeKind::Mountain),
Some(comp::body::biped_large::Species::Swamptroll)
.filter(|_| biome == BiomeKind::Swamp),
Some(comp::body::biped_large::Species::Blueoni),
Some(comp::body::biped_large::Species::Redoni),
Some(comp::body::biped_large::Species::Tursus).filter(|_| chunk.temp < CONFIG.snow_temp),
Some(comp::body::biped_large::Species::Tursus)
.filter(|_| chunk.temp < CONFIG.snow_temp),
]
.into_iter()
.flatten()
.choose(&mut rng)
else { continue };
.choose(&mut rng) else {
continue;
};
this.npcs.create_npc(Npc::new(
rng.gen(),

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@ -2924,7 +2924,8 @@ impl<'a> AgentData<'a> {
{
agent.action_state.counters[FCounters::SummonThreshold as usize] -=
SUMMON_THRESHOLD;
agent.action_state.conditions[Conditions::AttackToggle as usize] = !agent.action_state.conditions[Conditions::AttackToggle as usize];
agent.action_state.conditions[Conditions::AttackToggle as usize] =
!agent.action_state.conditions[Conditions::AttackToggle as usize];
}
} else {
// If target is in melee range use flamecrush

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@ -4,13 +4,7 @@
clippy::needless_pass_by_ref_mut //until we find a better way for specs
)]
#![deny(clippy::clone_on_ref_ptr)]
#![feature(
box_patterns,
let_chains,
never_type,
option_zip,
unwrap_infallible
)]
#![feature(box_patterns, let_chains, never_type, option_zip, unwrap_infallible)]
pub mod automod;
mod character_creator;
@ -711,22 +705,20 @@ impl Server {
// significant changes to this code. Here is the approximate order of
// things. Please update it as this code changes.
//
// 1) Collect input from the frontend, apply input effects to the
// state of the game
// 2) Go through any events (timer-driven or otherwise) that need handling
// and apply them to the state of the game
// 3) Go through all incoming client network communications, apply them to
// the game state
// 4) Perform a single LocalState tick (i.e: update the world and entities
// in the world)
// 5) Go through the terrain update queue and apply all changes to
// the terrain
// 1) Collect input from the frontend, apply input effects to the state of the
// game
// 2) Go through any events (timer-driven or otherwise) that need handling and
// apply them to the state of the game
// 3) Go through all incoming client network communications, apply them to the
// game state
// 4) Perform a single LocalState tick (i.e: update the world and entities in
// the world)
// 5) Go through the terrain update queue and apply all changes to the terrain
// 6) Send relevant state updates to all clients
// 7) Check for persistence updates related to character data, and message the
// relevant entities
// 8) Update Metrics with current data
// 9) Finish the tick, passing control of the main thread back
// to the frontend
// 9) Finish the tick, passing control of the main thread back to the frontend
// 1) Build up a list of events for this frame, to be passed to the frontend.
let mut frontend_events = Vec::new();

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@ -875,8 +875,12 @@ impl StateExt for State {
let mut automod = self.ecs().write_resource::<AutoMod>();
let client = self.ecs().read_storage::<Client>();
let player = self.ecs().read_storage::<Player>();
let Some(client) = client.get(entity) else { return true };
let Some(player) = player.get(entity) else { return true };
let Some(client) = client.get(entity) else {
return true;
};
let Some(player) = player.get(entity) else {
return true;
};
match automod.validate_chat_msg(
player.uuid(),

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@ -885,11 +885,7 @@ fn remembers_fight_with(
// read_data: &ReadData,
// agent: &mut Agent,
// target: EcsEntity,
// ) {
// rtsim_entity.is_some().then(|| {
// read_data
// .stats
// .get(target)
// ) { rtsim_entity.is_some().then(|| { read_data .stats .get(target)
// .map(|stats| agent.add_fight_to_memory(&stats.name,
// read_data.time.0)) });
// }

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@ -61,8 +61,8 @@ impl<'a> System<'a> for Sys {
// To update subscriptions
// 1. Iterate through clients
// 2. Calculate current chunk position
// 3. If chunk is different (use fuzziness) or the client view distance
// has changed continue, otherwise return
// 3. If chunk is different (use fuzziness) or the client view distance has
// changed continue, otherwise return
// 4. Iterate through subscribed regions
// 5. Check if region is still in range (use fuzziness)
// 6. If not in range

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@ -83,11 +83,14 @@ impl<'a> System<'a> for Sys {
.join()
{
let portal_pos = positions.get(teleporting.portal);
let Some(Object::Portal { target, requires_no_aggro, .. }) = objects
.get(teleporting.portal)
let Some(Object::Portal {
target,
requires_no_aggro,
..
}) = objects.get(teleporting.portal)
else {
cancel_teleporting.push(entity);
continue
continue;
};
if portal_pos.map_or(true, |portal_pos| {

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@ -1487,9 +1487,7 @@ impl<'a> Widget for Crafting<'a> {
});
}
let can_perform = repair_slot
.item(self.inventory)
.map_or(false, can_repair);
let can_perform = repair_slot.item(self.inventory).map_or(false, can_repair);
(repair_slot.slot, None, can_perform)
},

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@ -515,9 +515,7 @@ impl BuffIconKind {
}
impl PartialOrd for BuffIconKind {
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
Some(self.cmp(other))
}
fn partial_cmp(&self, other: &Self) -> Option<Ordering> { Some(self.cmp(other)) }
}
impl Ord for BuffIconKind {

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@ -39,7 +39,11 @@ impl Add<Vertex> for Vertex {
fn add(self, other: Self) -> Self::Output {
Self {
pos: [self.pos[0] + other.pos[0], self.pos[1] + other.pos[1], self.pos[2] + other.pos[2]],
pos: [
self.pos[0] + other.pos[0],
self.pos[1] + other.pos[1],
self.pos[2] + other.pos[2],
],
}
}
}

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@ -1484,27 +1484,13 @@ impl Renderer {
// _bones: &Consts<figure::BoneData>,
// _lod: &lod_terrain::LodData,
// _locals: &Consts<shadow::Locals>,
// ) {
// // FIXME: Consider reenabling at some point.
// /* let (point_shadow_maps, directed_shadow_maps) =
// if let Some(shadow_map) = &mut self.shadow_map {
// (
// (
// shadow_map.point_res.clone(),
// shadow_map.point_sampler.clone(),
// ),
// (
// shadow_map.directed_res.clone(),
// shadow_map.directed_sampler.clone(),
// ),
// )
// } else {
// (
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// )
// };
// let model = &model.opaque;
// ) { // FIXME: Consider reenabling at some point. /* let (point_shadow_maps,
// directed_shadow_maps) = if let Some(shadow_map) = &mut self.shadow_map { (
// ( shadow_map.point_res.clone(), shadow_map.point_sampler.clone(), ), (
// shadow_map.directed_res.clone(), shadow_map.directed_sampler.clone(), ), )
// } else { ( (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
// (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()), ) }; let
// model = &model.opaque;
// self.encoder.draw(
// &gfx::Slice {

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@ -445,7 +445,9 @@ impl<'frame> Drawer<'frame> {
/// pending uploads.
fn run_ui_premultiply_passes(&mut self) {
prof_span!("run_ui_premultiply_passes");
let Some(premultiply_alpha) = self.borrow.pipelines.premultiply_alpha() else { return };
let Some(premultiply_alpha) = self.borrow.pipelines.premultiply_alpha() else {
return;
};
let encoder = self.encoder.as_mut().unwrap();
let device = self.borrow.device;

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@ -59,7 +59,7 @@ impl Interactable {
volume_pos: VolumePos,
interaction: Interaction,
) -> Option<Self> {
let block= volume_pos.get_block(terrain, id_maps, colliders)?;
let block = volume_pos.get_block(terrain, id_maps, colliders)?;
let block_interaction = match interaction {
Interaction::Collect => {
// Check if this is an unlockable sprite
@ -114,9 +114,9 @@ impl Interactable {
/// interact with if the interact key is pressed
/// Selected in the following order:
/// 1) Targeted items, in order of nearest under cursor:
/// (a) entity (if within range)
/// (b) collectable
/// (c) can be mined, and is a mine sprite (Air) not a weak rock.
/// a) entity (if within range)
/// b) collectable
/// c) can be mined, and is a mine sprite (Air) not a weak rock.
/// 2) outside of targeted cam ray
/// -> closest of nearest interactable entity/block
pub(super) fn select_interactable(

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@ -196,10 +196,7 @@ fn palette(conn: Connection) -> Result<(), Box<dyn Error>> {
let kind = BlockKind::from_str(&row.get::<_, String>(0)?)?;
let rgb: Rgb<u8> = Rgb::new(row.get(1)?, row.get(2)?, row.get(3)?);
let count: i64 = row.get(4)?;
block_colors
.entry(kind)
.or_default()
.push((rgb, count));
block_colors.entry(kind).or_default().push((rgb, count));
}
for (_, v) in block_colors.iter_mut() {
v.sort_by(|a, b| b.1.cmp(&a.1));

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@ -1569,7 +1569,9 @@ fn walk_in_all_dirs(
let adjacents = NEIGHBORS.map(|dir| a + dir);
let Some(a_chunk) = sim.get(a) else { return potential };
let Some(a_chunk) = sim.get(a) else {
return potential;
};
let mut chunks = [None; 8];
for i in 0..8 {
if loc_suitable_for_walking(sim, adjacents[i]) {

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@ -145,7 +145,9 @@ impl Tunnel {
}
fn biome_at(&self, wpos: Vec3<i32>, info: &CanvasInfo) -> Biome {
let Some(col) = info.col_or_gen(wpos.xy()) else { return Biome::default() };
let Some(col) = info.col_or_gen(wpos.xy()) else {
return Biome::default();
};
// Below the ground
let below = ((col.alt - wpos.z as f32) / 120.0).clamped(0.0, 1.0);

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@ -636,31 +636,31 @@ impl m32 {
///
/// This algorithm does this in four steps:
///
/// 1. Sort the nodes in h by height (so the lowest node by altitude is first
/// in the list, and the highest node by altitude is last).
/// 1. Sort the nodes in h by height (so the lowest node by altitude is first in
/// the list, and the highest node by altitude is last).
/// 2. Iterate through the list in *reverse.* For each node, we compute its
/// drainage area as the sum of the drainage areas of its "children" nodes
/// (i.e. the nodes with directed edges to this node). To do this
/// efficiently, we start with the "leaves" (the highest nodes), which
/// have no neighbors higher than them, hence no directed edges to them.
/// We add their area to themselves, and then to all neighbors that they
/// flow into (their "ancestors" in the flow graph); currently, this just
/// means the node immediately downhill of this node. As we go lower, we
/// know that all our "children" already had their areas computed, which
/// means that we can repeat the process in order to derive all the final
/// areas.
/// efficiently, we start with the "leaves" (the highest nodes), which have
/// no neighbors higher than them, hence no directed edges to them. We add
/// their area to themselves, and then to all neighbors that they flow into
/// (their "ancestors" in the flow graph); currently, this just means the
/// node immediately downhill of this node. As we go lower, we know that all
/// our "children" already had their areas computed, which means that we can
/// repeat the process in order to derive all the final areas.
/// 3. Now, iterate through the list in *order.* Whether we used the filling
/// method to compute a "filled" version of each depression, or used the lake
/// connection algorithm described in [1], each node is guaranteed to have
/// zero or one drainage edges out, representing the direction of water flow
/// for that node. For nodes i with zero drainage edges out (boundary nodes
/// and lake bottoms) we set the slope to 0 (so the change in altitude is
/// uplift(i))
/// For nodes with at least one drainage edge out, we take advantage of the
/// fact that we are computing new heights in order and rewrite our equation
/// as (letting j = downhill[i], A[i] be the computed area of point i,
/// p(i) be the x-y position of point i,
/// flux(i) = k * A[i]^m / ((p(i) - p(j)).magnitude()), and δt = 1):
/// uplift(i)).
///
/// For nodes with at least one drainage edge out, we take
/// advantage of the fact that we are computing new heights in order and
/// rewrite our equation as (letting j = downhill[i], A[i] be the computed
/// area of point i, p(i) be the x-y position of point i, flux(i) = k *
/// A[i]^m / ((p(i) - p(j)).magnitude()), and δt = 1):
///
/// h[i](t + dt) = h[i](t) + δt * (uplift[i] + flux(i) * h[j](t + δt)) / (1 +
/// flux(i) * δt).

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@ -53,8 +53,8 @@ pub fn map_edge_factor(map_size_lg: MapSizeLg, posi: usize) -> f32 {
/// At some point, we should probably contribute this back to stats-rs.
///
/// 1. [https://www.r-bloggers.com/sums-of-random-variables/][1],
/// 2. Sadooghi-Alvandi, S., A. Nematollahi, & R. Habibi, 2009.
/// On the Distribution of the Sum of Independent Uniform Random Variables.
/// 2. Sadooghi-Alvandi, S., A. Nematollahi, & R. Habibi, 2009. On the
/// Distribution of the Sum of Independent Uniform Random Variables.
/// Statistical Papers, 50, 171-175.
/// 3. [https://en.wikipedia.org/wiki/Cumulative_distribution_function][3]
///

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@ -61,8 +61,9 @@ impl Citadel {
.filter_map(|rpos| Some(grid.get(pos + rpos)?.as_ref()?.alt))
.min()
{
let Some(Some(cell)) = grid.get_mut(pos)
else { continue };
let Some(Some(cell)) = grid.get_mut(pos) else {
continue;
};
if min_alt < cell.alt {
cell.colonade = Some(min_alt);
}

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@ -294,12 +294,7 @@ impl GnarlingFortification {
.collect::<Vec<_>>();
let wall_segments = outer_wall_segments
.into_iter()
.chain(
wall_connections
.iter()
.copied()
.zip(inner_tower_locs),
)
.chain(wall_connections.iter().copied().zip(inner_tower_locs))
.collect::<Vec<_>>();
Self {

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@ -1703,8 +1703,8 @@ impl Structure for House {
//1 => {
// painter.prim(Primitive::Aabb(Aabb {
// min: Vec2::new(stair_origin.x, stair_origin.y
// + 10).with_z(alt + previous_floor_height),
// max: Vec2::new(stair_origin.x + stair_width,
// + 10).with_z(alt + previous_floor_height), max:
// Vec2::new(stair_origin.x + stair_width,
// stair_origin.y + 12).with_z(alt + previous_height +
// 1), }))
//},
@ -1719,8 +1719,8 @@ impl Structure for House {
//_ => {
// painter.prim(Primitive::Aabb(Aabb {
// min: Vec2::new(stair_origin.x, stair_origin.y
// + 10).with_z(alt + previous_floor_height),
// max: Vec2::new(stair_origin.x + stair_width,
// + 10).with_z(alt + previous_floor_height), max:
// Vec2::new(stair_origin.x + stair_width,
// stair_origin.y + 12).with_z(alt + previous_height +
// 1), }))
//},