From 70c8ca8d37de0b8d4496cc80b3887acdb8dbf162 Mon Sep 17 00:00:00 2001 From: Nathan Lovato Date: Thu, 28 Nov 2019 09:19:52 +0100 Subject: [PATCH] Use parentheses for all asserts --- .../Steering/Behaviors/Individual/FollowHeatmapBehavior2D.gd | 4 ++-- game/src/AI/Steering/Behaviors/PrioritySteering2D.gd | 2 +- game/src/AI/Steering/SteeringBehavior2D.gd | 2 +- game/src/Autoload/Settings.gd | 2 +- game/src/Objects/MovingPlatform/MovingPlatform.gd | 2 +- game/src/Objects/MovingPlatform/Waypoints.gd | 4 ++-- game/src/Player/LedgeWallDetector.gd | 4 ++-- game/src/Player/Skin.gd | 4 ++-- game/src/Player/States/Die.gd | 2 +- game/src/Player/States/Ledge.gd | 4 ++-- game/src/Player/States/Spawn.gd | 2 +- 11 files changed, 16 insertions(+), 16 deletions(-) diff --git a/game/src/AI/Steering/Behaviors/Individual/FollowHeatmapBehavior2D.gd b/game/src/AI/Steering/Behaviors/Individual/FollowHeatmapBehavior2D.gd index f51b532..302623b 100644 --- a/game/src/AI/Steering/Behaviors/Individual/FollowHeatmapBehavior2D.gd +++ b/game/src/AI/Steering/Behaviors/Individual/FollowHeatmapBehavior2D.gd @@ -15,7 +15,7 @@ var _last_velocity: = Vector2(0, 0) func _ready() -> void: _heatmap = get_tree().root.find_node("Heatmap", true, false) - assert _heatmap + assert(_heatmap) func _calculate_steering_internal(steering: SteeringMotion2D) -> SteeringMotion2D: @@ -31,4 +31,4 @@ func _calculate_steering_internal(steering: SteeringMotion2D) -> SteeringMotion2 steering.velocity = _last_velocity steering.angular_velocity = 0 - return steering \ No newline at end of file + return steering diff --git a/game/src/AI/Steering/Behaviors/PrioritySteering2D.gd b/game/src/AI/Steering/Behaviors/PrioritySteering2D.gd index 9ef2e08..1f254bf 100644 --- a/game/src/AI/Steering/Behaviors/PrioritySteering2D.gd +++ b/game/src/AI/Steering/Behaviors/PrioritySteering2D.gd @@ -21,7 +21,7 @@ var last_child_index: = 0 Returns the child whose motion was non-zero. Returns null if no children produced an acceleration. """ func get_last_selected_child() -> SteeringBehavior2D: - assert last_child_index >= 0 + assert(last_child_index >= 0) return get_child(last_child_index) as SteeringBehavior2D diff --git a/game/src/AI/Steering/SteeringBehavior2D.gd b/game/src/AI/Steering/SteeringBehavior2D.gd index a6d8112..8ddae0f 100644 --- a/game/src/AI/Steering/SteeringBehavior2D.gd +++ b/game/src/AI/Steering/SteeringBehavior2D.gd @@ -28,7 +28,7 @@ func calculate_steering(steering: SteeringMotion2D) -> SteeringMotion2D: Returns the actor upon which the behaviors are acting, to access their position in space. """ func get_actor() -> Node2D: - assert controller + assert(controller) return controller.actor diff --git a/game/src/Autoload/Settings.gd b/game/src/Autoload/Settings.gd index 5e6cf45..5bed464 100644 --- a/game/src/Autoload/Settings.gd +++ b/game/src/Autoload/Settings.gd @@ -74,7 +74,7 @@ to aim the hook. Replaces the Input map actions """ func set_aim_stick(value: int) -> void: - assert value in [AimStick.LEFT, AimStick.RIGHT] + assert(value in [AimStick.LEFT, AimStick.RIGHT]) var setting: int = ProjectSettings.get_setting('debug/testing/controls/aim_stick') if value == setting: return diff --git a/game/src/Objects/MovingPlatform/MovingPlatform.gd b/game/src/Objects/MovingPlatform/MovingPlatform.gd index 5b6b6b6..d3c8ec6 100644 --- a/game/src/Objects/MovingPlatform/MovingPlatform.gd +++ b/game/src/Objects/MovingPlatform/MovingPlatform.gd @@ -12,7 +12,7 @@ var target_position: = Vector2() func _ready() -> void: if not waypoints: print("Missing Waypoints node for %s: %s" % [name, get_path()]) - assert waypoints + assert(waypoints) set_physics_process(false) return position = waypoints.get_start_position() diff --git a/game/src/Objects/MovingPlatform/Waypoints.gd b/game/src/Objects/MovingPlatform/Waypoints.gd index c5c2388..f951d41 100644 --- a/game/src/Objects/MovingPlatform/Waypoints.gd +++ b/game/src/Objects/MovingPlatform/Waypoints.gd @@ -34,7 +34,7 @@ func _draw() -> void: var triangles: = [] var last_point: = Vector2.ZERO for child in get_children(): - assert child is Node2D + assert(child is Node2D) points.append(child.position) if points.size() > 1: var center: Vector2 = (child.position + last_point) / 2 @@ -83,5 +83,5 @@ func set_editor_process(value: bool) -> void: func set_mode(value: int) -> void: -# assert value in Mode +# assert(value in Mode) mode = value diff --git a/game/src/Player/LedgeWallDetector.gd b/game/src/Player/LedgeWallDetector.gd index f46472d..ad23b59 100644 --- a/game/src/Player/LedgeWallDetector.gd +++ b/game/src/Player/LedgeWallDetector.gd @@ -13,8 +13,8 @@ export var is_active: = true func _ready(): - assert ray_top.cast_to.x >= 0 - assert ray_bottom.cast_to.x >= 0 + assert(ray_top.cast_to.x >= 0) + assert(ray_bottom.cast_to.x >= 0) func _unhandled_input(event: InputEvent) -> void: diff --git a/game/src/Player/Skin.gd b/game/src/Player/Skin.gd index e47bf33..ef48b9d 100644 --- a/game/src/Player/Skin.gd +++ b/game/src/Player/Skin.gd @@ -30,10 +30,10 @@ func play(name: String, data: Dictionary = {}) -> void: """ Plays the requested animation and safeguards against errors """ - assert name in anim.get_animation_list() + assert(name in anim.get_animation_list()) anim.stop() if name == "ledge": - assert 'from' in data + assert('from' in data) position = data.from anim.play(name) diff --git a/game/src/Player/States/Die.gd b/game/src/Player/States/Die.gd index 709a30f..51d4b71 100644 --- a/game/src/Player/States/Die.gd +++ b/game/src/Player/States/Die.gd @@ -9,7 +9,7 @@ func _on_Player_animation_finished(anim_name: String) -> void: func enter(msg: Dictionary = {}) -> void: - assert "last_checkpoint" in msg + assert("last_checkpoint" in msg) last_checkpoint = msg.last_checkpoint owner.camera_rig.is_active = true owner.skin.play("die") diff --git a/game/src/Player/States/Ledge.gd b/game/src/Player/States/Ledge.gd index 176161c..62ca388 100644 --- a/game/src/Player/States/Ledge.gd +++ b/game/src/Player/States/Ledge.gd @@ -10,7 +10,7 @@ func _on_Skin_animation_finished(name: String) -> void: func enter(msg: Dictionary = {}) -> void: - assert "move_state" in msg and msg.move_state is State + assert("move_state" in msg and msg.move_state is State) owner.skin.connect("animation_finished", self, "_on_Skin_animation_finished") @@ -23,4 +23,4 @@ func enter(msg: Dictionary = {}) -> void: func exit() -> void: - owner.skin.disconnect("animation_finished", self, "_on_Skin_animation_finished") \ No newline at end of file + owner.skin.disconnect("animation_finished", self, "_on_Skin_animation_finished") diff --git a/game/src/Player/States/Spawn.gd b/game/src/Player/States/Spawn.gd index d117bf3..96af7b6 100644 --- a/game/src/Player/States/Spawn.gd +++ b/game/src/Player/States/Spawn.gd @@ -9,7 +9,7 @@ func _on_Player_animation_finished(anim_name: String) -> void: func enter(msg: Dictionary = {}) -> void: - assert "last_checkpoint" in msg + assert("last_checkpoint" in msg) owner.stats.set_invulnerable_for_seconds(2) owner.global_position = msg.last_checkpoint.global_position owner.is_active = false