Fix eslint rule 'comma-spacing'

eslint --no-config-lookup --fix --rule '""comma-spacing: 1'

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser 2025-05-03 15:12:09 +02:00
parent 7ab9416acc
commit fd0f7cc270
No known key found for this signature in database
10 changed files with 24 additions and 24 deletions

View file

@ -192,7 +192,7 @@ GameSettings.prototype.Attributes.PlayerColor = class PlayerColor extends GameSe
GameSettings.prototype.Attributes.PlayerColor.prototype.DefaultColors = [
{ "r": 10, "g": 10, "b": 190 },
{ "r": 230, "g": 10, "b": 10 },
{ "r": 125 , "g": 235, "b": 15 },
{ "r": 125, "g": 235, "b": 15 },
{ "r": 255, "g": 255, "b": 55 },
{ "r": 130, "g": 0, "b": 230 },
{ "r": 255, "g": 130, "b": 0 },

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@ -90,7 +90,7 @@ Math.atan = function(a)
/**
* Approximation of arctangent of y/x, returns angle from -pi to pi
*/
Math.atan2 = function(y,x)
Math.atan2 = function(y, x)
{
// get unsigned x,y for ease of calculation, this means all angles are in the range [0, pi/2]
var ux = Math.abs(x);

View file

@ -161,11 +161,11 @@ function* GenerateMap(mapSettings) {
0,
[Math.floor(fractionToTiles(0.01))]),
[
new LayeredPainter([tHill,tMainTerrain], [Math.floor(elevRand / 3), 40]),
new LayeredPainter([tHill, tMainTerrain], [Math.floor(elevRand / 3), 40]),
new SmoothElevationPainter(ELEVATION_SET, elevRand, Math.floor(elevRand / 3)),
new TileClassPainter(clHill)
],
[avoidClasses(clPlayer, 16),stayClasses(clLand, 28)]);
[avoidClasses(clPlayer, 16), stayClasses(clLand, 28)]);
}
const nonMountainPosition = Vector2D.add(mapCenter, new Vector2D(0, fractionToTiles(0.10)).rotate(startAngle).rotate(Math.PI)).round();
@ -192,7 +192,7 @@ function* GenerateMap(mapSettings) {
new SmoothElevationPainter(ELEVATION_SET, elevRand, randIntInclusive(18, 30)),
new TileClassPainter(clMountain)
],
[avoidClasses(clNotMountain,2, clMountain, 3)]);
[avoidClasses(clNotMountain, 2, clMountain, 3)]);
}
for (let m = 0; m < randIntInclusive(100, 180); ++m) {
const elevRand = randIntInclusive(24, 38);
@ -218,7 +218,7 @@ function* GenerateMap(mapSettings) {
const [forestTrees, stragglerTrees] = getTreeCounts(...rBiomeTreeCount(1));
createDefaultForests(
[tMainTerrain, tForestFloor1, tForestFloor2, pForest1, pForest2],
[avoidClasses(clPlayer, 20, clForest, 17, clMountain, 8, clBaseResource,2), stayClasses(clLand, 4)],
[avoidClasses(clPlayer, 20, clForest, 17, clMountain, 8, clBaseResource, 2), stayClasses(clLand, 4)],
clForest,
forestTrees);
@ -227,8 +227,8 @@ function* GenerateMap(mapSettings) {
g_Map.log("Creating dirt patches");
createLayeredPatches(
[scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)],
[[tMainTerrain,tTier1Terrain],[tTier1Terrain,tTier2Terrain], [tTier2Terrain,tTier3Terrain]],
[1,1],
[[tMainTerrain, tTier1Terrain], [tTier1Terrain, tTier2Terrain], [tTier2Terrain, tTier3Terrain]],
[1, 1],
[avoidClasses(clForest, 0, clDirt, 5, clPlayer, 12), stayClasses(clLand, 5)],
scaleByMapSize(15, 45),
clDirt);

View file

@ -138,7 +138,7 @@ function* GenerateMap(mapSettings)
0,
[Math.floor(fractionToTiles(0.01))]),
[
new LayeredPainter([tCliff, tHill,tMainTerrain], [Math.floor(elevRand / 8), 40]),
new LayeredPainter([tCliff, tHill, tMainTerrain], [Math.floor(elevRand / 8), 40]),
new SmoothElevationPainter(ELEVATION_SET, elevRand, randIntInclusive(18, 25)),
new TileClassPainter(clHill)
],

View file

@ -95,7 +95,7 @@ ChainPlacer.prototype.place = function(constraint)
Math.abs(this.centerPosition.y - pos.y) > this.maxDistance))
continue;
if (gotRet[at(pos.x,pos.y)] != 1)
if (gotRet[at(pos.x, pos.y)] != 1)
continue;
if (pos.x > 0 && gotRet[at(pos.x - 1, pos.y)] == 0 ||

View file

@ -38,7 +38,7 @@ ClumpPlacer.prototype.place = function(constraint)
let perim = 4 * radius * 2 * Math.PI;
let intPerim = Math.ceil(perim);
let ctrlPts = 1 + Math.floor(1.0/Math.max(this.smoothness,1.0/intPerim));
let ctrlPts = 1 + Math.floor(1.0/Math.max(this.smoothness, 1.0/intPerim));
if (ctrlPts > radius * 2 * Math.PI)
ctrlPts = Math.floor(radius * 2 * Math.PI) + 1;

View file

@ -5,7 +5,7 @@ Trigger.prototype.IntroductionMessage = function(data)
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [1,2],
"players": [1, 2],
"message": markForTranslation("Collect the treasures before your enemy does! May the better win!"),
"translateMessage": true
});
@ -24,7 +24,7 @@ Trigger.prototype.TreasureCollected = function(data)
(this.treasureCount.players[otherPlayer] == this.treasureCount.maximum / 2) )
{
cmpGUIInterface.PushNotification({
"players": [1,2],
"players": [1, 2],
"message": markForTranslation("No winner yet, prepare for battle!"),
"translateMessage": true
});
@ -87,7 +87,7 @@ Trigger.prototype.BattleMessage = function()
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [1,2],
"players": [1, 2],
"message": markForTranslation("Defeat your enemy to win!"),
"translateMessage": true
});
@ -110,7 +110,7 @@ Trigger.prototype.Victory = function(playerID)
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
// TODO: It would be nice to get the total number of treasure on the map automatically somehow
cmpTrigger.treasureCount = { "players": { "1":0,"2":0 }, "maximum": 36 };
cmpTrigger.treasureCount = { "players": { "1":0, "2":0 }, "maximum": 36 };
cmpTrigger.state = "start";
cmpTrigger.DoAfterDelay(2000, "IntroductionMessage", {});
cmpTrigger.RegisterTrigger("OnTreasureCollected", "TreasureCollected", { "enabled": true });

View file

@ -71,7 +71,7 @@ Trigger.prototype.IntervalAction = function(data)
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "dialog",
"players": [1,2,3,4,5,6,7,8],
"players": [1, 2, 3, 4, 5, 6, 7, 8],
"dialogName": "yes-no",
"data": {
"text": {

View file

@ -347,7 +347,7 @@ BuildingAI.prototype.FireArrows = function()
for (let target of this.targetUnits)
addTarget(target);
// Sort targets by preference and then by proximity.
targets.sort( (a,b) => {
targets.sort( (a, b) => {
if (a.preference > b.preference)
return 1;
else if (a.preference < b.preference)

View file

@ -1670,7 +1670,7 @@ function ClusterEntities(ents, separationDistance)
for (let i = matrix.length - 1; i >= 0 && !closeClusters; --i)
for (let j = i - 1; j >= 0 && !closeClusters; --j)
if (matrix[i][j] < distSq)
closeClusters = [i,j];
closeClusters = [i, j];
// if no more close clusters found, just return all found clusters so far
if (!closeClusters)
@ -1694,16 +1694,16 @@ function ClusterEntities(ents, separationDistance)
}
// remove the rows and columns in the matrix for the merged clusters,
// and the clusters themselves from the cluster list
clusters.splice(closeClusters[0],1);
clusters.splice(closeClusters[1],1);
matrix.splice(closeClusters[0],1);
matrix.splice(closeClusters[1],1);
clusters.splice(closeClusters[0], 1);
clusters.splice(closeClusters[1], 1);
matrix.splice(closeClusters[0], 1);
matrix.splice(closeClusters[1], 1);
for (let i = 0; i < matrix.length; ++i)
{
if (matrix[i].length > closeClusters[0])
matrix[i].splice(closeClusters[0],1);
matrix[i].splice(closeClusters[0], 1);
if (matrix[i].length > closeClusters[1])
matrix[i].splice(closeClusters[1],1);
matrix[i].splice(closeClusters[1], 1);
}
// add a new row of distances to the matrix and the new cluster
clusters.push(newCluster);