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forked from mirrors/0ad

Fix eslint rule 'spaced-comment'

Manual fixes needed for:
eslint --no-config-lookup --rule '"spaced-comment": ["warn", "always"]'

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser
2025-05-17 10:04:07 +02:00
parent 52ee6ad470
commit 4e5cdc87b9
11 changed files with 56 additions and 55 deletions
+2 -2
View File
@@ -344,11 +344,11 @@ global.RunHardwareDetection = function(settings)
if (settings.renderer_backend.name != 'gl' && settings.renderer_backend.name != 'glarb')
return;
//print(JSON.stringify(settings, null, 1)+"\n");
// print(JSON.stringify(settings, null, 1)+"\n");
var output = RunDetection(settings);
//print(JSON.stringify(output, null, 1)+"\n");
// print(JSON.stringify(output, null, 1)+"\n");
for (var i = 0; i < output.warnings.length; ++i)
warn(output.warnings[i]);
@@ -1,13 +1,13 @@
/////////////////////////////////////////////////////////////////////
// Vector2D
//
// Class for representing and manipulating 2D vectors
//
/////////////////////////////////////////////////////////////////////
// TODO: Type errors if v not instanceof Vector classes
// TODO: Possibly implement in C++
/**
* @class Vector2D
* @brief Class for representing and manipulating 2D vectors
*
* @param {number} x First coordinate value, defaults to 0.
* @param {number} y Second coordinate value, defaults to 0.
*/
function Vector2D(x = 0, y = 0)
{
this.set(x, y);
@@ -252,13 +252,14 @@ Vector2D.dot = function(v1, v2)
return v1.x * v2.x + v1.y * v2.y;
};
/////////////////////////////////////////////////////////////////////
// Vector3D
//
// Class for representing and manipulating 3D vectors
//
/////////////////////////////////////////////////////////////////////
/**
* @class Vector3D
* @brief Class for representing and manipulating 3D vectors
*
* @param {number} x First coordinate value, defaults to 0.
* @param {number} y Second coordinate value, defaults to 0.
* @param {number} z Third coordinate value, defaults to 0.
*/
function Vector3D(x = 0, y = 0, z = 0)
{
this.set(x, y, z);
@@ -510,8 +510,9 @@ function getPlayerIDs()
return Array.from(Array(getNumPlayers()), (_, index) => index + 1);
}
/*** Sorts an array of player IDs by team index. Players without teams come first.
* Randomize order for players of the same team.
/**
* Sorts an array of player IDs by team index.
* Players without teams come first. Randomize order for players of the same team.
*/
function sortPlayers(playerIDs)
{
@@ -14,13 +14,13 @@ function modPos(num, m)
return p;
}
/////////////////////////////////////////////////////////////////////
// Noise2D
//
// Class representing 2D noise with a given base frequency
//
/////////////////////////////////////////////////////////////////////
/**
* @class Noise2D
* @brief Class representing 2D noise with a given base frequency
*
* @param {number} freq - The base frequency (grid resolution) of the noise.
* Determines the number of gradient vectors along each axis.
*/
function Noise2D(freq)
{
freq = Math.floor(freq);
@@ -64,13 +64,14 @@ Noise2D.prototype.get = function(x, y)
return (a + ey*(b-a)) * 0.5 + 0.5;
};
/////////////////////////////////////////////////////////////////////
// Noise3D
//
// Class representing 3D noise with given base frequencies
//
/////////////////////////////////////////////////////////////////////
/**
* @class Noise3D
* @brief Class representing 3D noise with given base frequencies
*
* @param {number} freq - The base frequency (grid resolution) of the noise.
* Determines the number of gradient vectors along the first to axis.
* @param {number} vfreq - The base frequency for the third dimension.
*/
function Noise3D(freq, vfreq)
{
freq = Math.floor(freq);
@@ -42,9 +42,9 @@ var g_Camera = {
"Declination": 0.523599
};
////////////////////////////////////////////////////////////////////////////
//
// Sun, Sky and Terrain
////////////////////////////////////////////////////////////////////////////
//
function setSkySet(set)
{
@@ -71,9 +71,9 @@ function setAmbientColor(r, g, b)
g_Environment.AmbientColor = { "r": r, "g": g, "b": b, "a": 0 };
}
////////////////////////////////////////////////////////////////////////////
//
// Water
////////////////////////////////////////////////////////////////////////////
//
function setWaterColor(r, g, b)
{
@@ -110,9 +110,9 @@ function setWindAngle(m)
g_Environment.Water.WaterBody.WindAngle = m;
}
////////////////////////////////////////////////////////////////////////////
//
// Fog (numerical arguments between 0 and 1)
////////////////////////////////////////////////////////////////////////////
//
function setFogFactor(s)
{
@@ -129,9 +129,9 @@ function setFogColor(r, g, b)
g_Environment.Fog.FogColor = { "r": r, "g": g, "b": b, "a": 0 };
}
////////////////////////////////////////////////////////////////////////////
//
// Post Processing (numerical arguments between 0 and 1)
////////////////////////////////////////////////////////////////////////////
//
function setPPBrightness(s)
{
@@ -270,7 +270,7 @@ function createObjectGroup(group, player, constraints)
/**
* Create an avoid constraint for the given classes by the given distances
*/
function avoidClasses(/*class1, dist1, class2, dist2, etc*/)
function avoidClasses(/* class1, dist1, class2, dist2, etc */)
{
const ar = [];
for (let i = 0; i < arguments.length/2; ++i)
@@ -286,7 +286,7 @@ function avoidClasses(/*class1, dist1, class2, dist2, etc*/)
/**
* Create a stay constraint for the given classes by the given distances
*/
function stayClasses(/*class1, dist1, class2, dist2, etc*/)
function stayClasses(/* class1, dist1, class2, dist2, etc */)
{
const ar = [];
for (let i = 0; i < arguments.length/2; ++i)
@@ -302,7 +302,7 @@ function stayClasses(/*class1, dist1, class2, dist2, etc*/)
/**
* Create a border constraint for the given classes by the given distances
*/
function borderClasses(/*class1, idist1, odist1, class2, idist2, odist2, etc*/)
function borderClasses(/* class1, idist1, odist1, class2, idist2, odist2, etc */)
{
const ar = [];
for (let i = 0; i < arguments.length/3; ++i)
@@ -43,9 +43,9 @@ ClumpPlacer.prototype.place = function(constraint)
if (ctrlPts > radius * 2 * Math.PI)
ctrlPts = Math.floor(radius * 2 * Math.PI) + 1;
const noise = new Float32Array(intPerim); //float32
const ctrlCoords = new Float32Array(ctrlPts+1); //float32
const ctrlVals = new Float32Array(ctrlPts+1); //float32
const noise = new Float32Array(intPerim); // float32
const ctrlCoords = new Float32Array(ctrlPts+1); // float32
const ctrlVals = new Float32Array(ctrlPts+1); // float32
// Generate some interpolated noise
for (let i=0; i < ctrlPts; i++)
@@ -1,8 +1,8 @@
warn("loading the triggers file");
///////////////////////
// Trigger listeners //
///////////////////////
//
// Trigger listeners
//
// every function just logs when it gets fired, and shows the data
Trigger.prototype.StructureBuiltAction = function(data)
@@ -371,7 +371,6 @@ Trigger.prototype.Setup = function()
{
const start = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime();
// /*
let gx = 100;
let gy = 100;
for (const key in experiments)
@@ -384,8 +383,7 @@ Trigger.prototype.Setup = function()
gy += 150;
}
}
/**/
//perf_experiments.LotsaLocalCollisions.spawn();
// perf_experiments.LotsaLocalCollisions.spawn();
/*
let time = 0;
for (let key in perf_experiments)
@@ -1341,7 +1341,7 @@ function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd)
}
lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup();
//warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup);
// warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup);
}
var i = 0;
@@ -1405,7 +1405,7 @@ function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd)
if (i > 0)
{
//warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup);
// warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup);
var cmpPreviousObstruction = Engine.QueryInterface(pieces[i-1].ent, IID_Obstruction);
// TODO: ensure that cmpPreviousObstruction exists
// TODO: ensure that the previous obstruction does not yet have a secondary control group set
@@ -191,7 +191,7 @@ function GetWallSegmentsRec(d, candidateSegments, minOverlap, maxOverlap, t, dis
if (r < rLowerBound)
{
// we've allocated too much wall length, pop the last segment and try the next
//warn("Distance so far exceeds target, trying next level");
// warn("Distance so far exceeds target, trying next level");
segments.pop();
continue;
}