From 2bf8a8c55c726d35d317f2437fd0c36d2be83ae9 Mon Sep 17 00:00:00 2001 From: Thomas Kosel Date: Fri, 30 Jul 2021 10:12:20 +0200 Subject: [PATCH] improving code quality by removing superfluous & --- common/src/comp/character_state.rs | 124 ++++++++++++++--------------- 1 file changed, 62 insertions(+), 62 deletions(-) diff --git a/common/src/comp/character_state.rs b/common/src/comp/character_state.rs index 3145f9d91a..a0f2be1ee5 100644 --- a/common/src/comp/character_state.rs +++ b/common/src/comp/character_state.rs @@ -224,77 +224,77 @@ impl CharacterState { pub fn behavior(&self, j: &JoinData) -> StateUpdate { match &self { - CharacterState::Idle => states::idle::Data.behavior(&j), - CharacterState::Talk => states::talk::Data.behavior(&j), - CharacterState::Climb(data) => data.behavior(&j), - CharacterState::Glide(data) => data.behavior(&j), - CharacterState::GlideWield => states::glide_wield::Data.behavior(&j), - CharacterState::Stunned(data) => data.behavior(&j), - CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j), - CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j), - CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j), - CharacterState::BasicBlock(data) => data.behavior(&j), - CharacterState::Roll(data) => data.behavior(&j), - CharacterState::Wielding => states::wielding::Data.behavior(&j), - CharacterState::Equipping(data) => data.behavior(&j), - CharacterState::ComboMelee(data) => data.behavior(&j), - CharacterState::BasicMelee(data) => data.behavior(&j), - CharacterState::BasicRanged(data) => data.behavior(&j), - CharacterState::Boost(data) => data.behavior(&j), - CharacterState::DashMelee(data) => data.behavior(&j), - CharacterState::LeapMelee(data) => data.behavior(&j), - CharacterState::SpinMelee(data) => data.behavior(&j), - CharacterState::ChargedMelee(data) => data.behavior(&j), - CharacterState::ChargedRanged(data) => data.behavior(&j), - CharacterState::RepeaterRanged(data) => data.behavior(&j), - CharacterState::Shockwave(data) => data.behavior(&j), - CharacterState::BasicBeam(data) => data.behavior(&j), - CharacterState::BasicAura(data) => data.behavior(&j), - CharacterState::Blink(data) => data.behavior(&j), - CharacterState::BasicSummon(data) => data.behavior(&j), - CharacterState::SelfBuff(data) => data.behavior(&j), - CharacterState::SpriteSummon(data) => data.behavior(&j), - CharacterState::UseItem(data) => data.behavior(&j), + CharacterState::Idle => states::idle::Data.behavior(j), + CharacterState::Talk => states::talk::Data.behavior(j), + CharacterState::Climb(data) => data.behavior(j), + CharacterState::Glide(data) => data.behavior(j), + CharacterState::GlideWield => states::glide_wield::Data.behavior(j), + CharacterState::Stunned(data) => data.behavior(j), + CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, j), + CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, j), + CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, j), + CharacterState::BasicBlock(data) => data.behavior(j), + CharacterState::Roll(data) => data.behavior(j), + CharacterState::Wielding => states::wielding::Data.behavior(j), + CharacterState::Equipping(data) => data.behavior(j), + CharacterState::ComboMelee(data) => data.behavior(j), + CharacterState::BasicMelee(data) => data.behavior(j), + CharacterState::BasicRanged(data) => data.behavior(j), + CharacterState::Boost(data) => data.behavior(j), + CharacterState::DashMelee(data) => data.behavior(j), + CharacterState::LeapMelee(data) => data.behavior(j), + CharacterState::SpinMelee(data) => data.behavior(j), + CharacterState::ChargedMelee(data) => data.behavior(j), + CharacterState::ChargedRanged(data) => data.behavior(j), + CharacterState::RepeaterRanged(data) => data.behavior(j), + CharacterState::Shockwave(data) => data.behavior(j), + CharacterState::BasicBeam(data) => data.behavior(j), + CharacterState::BasicAura(data) => data.behavior(j), + CharacterState::Blink(data) => data.behavior(j), + CharacterState::BasicSummon(data) => data.behavior(j), + CharacterState::SelfBuff(data) => data.behavior(j), + CharacterState::SpriteSummon(data) => data.behavior(j), + CharacterState::UseItem(data) => data.behavior(j), } } pub fn handle_event(&self, j: &JoinData, action: ControlAction) -> StateUpdate { match &self { - CharacterState::Idle => states::idle::Data.handle_event(&j, action), - CharacterState::Talk => states::talk::Data.handle_event(&j, action), - CharacterState::Climb(data) => data.handle_event(&j, action), - CharacterState::Glide(data) => data.handle_event(&j, action), - CharacterState::GlideWield => states::glide_wield::Data.handle_event(&j, action), - CharacterState::Stunned(data) => data.handle_event(&j, action), - CharacterState::Sit => states::sit::Data::handle_event(&states::sit::Data, &j, action), + CharacterState::Idle => states::idle::Data.handle_event(j, action), + CharacterState::Talk => states::talk::Data.handle_event(j, action), + CharacterState::Climb(data) => data.handle_event(j, action), + CharacterState::Glide(data) => data.handle_event(j, action), + CharacterState::GlideWield => states::glide_wield::Data.handle_event(j, action), + CharacterState::Stunned(data) => data.handle_event(j, action), + CharacterState::Sit => states::sit::Data::handle_event(&states::sit::Data, j, action), CharacterState::Dance => { - states::dance::Data::handle_event(&states::dance::Data, &j, action) + states::dance::Data::handle_event(&states::dance::Data, j, action) }, CharacterState::Sneak => { - states::sneak::Data::handle_event(&states::sneak::Data, &j, action) + states::sneak::Data::handle_event(&states::sneak::Data, j, action) }, - CharacterState::BasicBlock(data) => data.handle_event(&j, action), - CharacterState::Roll(data) => data.handle_event(&j, action), - CharacterState::Wielding => states::wielding::Data.handle_event(&j, action), - CharacterState::Equipping(data) => data.handle_event(&j, action), - CharacterState::ComboMelee(data) => data.handle_event(&j, action), - CharacterState::BasicMelee(data) => data.handle_event(&j, action), - CharacterState::BasicRanged(data) => data.handle_event(&j, action), - CharacterState::Boost(data) => data.handle_event(&j, action), - CharacterState::DashMelee(data) => data.handle_event(&j, action), - CharacterState::LeapMelee(data) => data.handle_event(&j, action), - CharacterState::SpinMelee(data) => data.handle_event(&j, action), - CharacterState::ChargedMelee(data) => data.handle_event(&j, action), - CharacterState::ChargedRanged(data) => data.handle_event(&j, action), - CharacterState::RepeaterRanged(data) => data.handle_event(&j, action), - CharacterState::Shockwave(data) => data.handle_event(&j, action), - CharacterState::BasicBeam(data) => data.handle_event(&j, action), - CharacterState::BasicAura(data) => data.handle_event(&j, action), - CharacterState::Blink(data) => data.handle_event(&j, action), - CharacterState::BasicSummon(data) => data.handle_event(&j, action), - CharacterState::SelfBuff(data) => data.handle_event(&j, action), - CharacterState::SpriteSummon(data) => data.handle_event(&j, action), - CharacterState::UseItem(data) => data.handle_event(&j, action), + CharacterState::BasicBlock(data) => data.handle_event(j, action), + CharacterState::Roll(data) => data.handle_event(j, action), + CharacterState::Wielding => states::wielding::Data.handle_event(j, action), + CharacterState::Equipping(data) => data.handle_event(j, action), + CharacterState::ComboMelee(data) => data.handle_event(j, action), + CharacterState::BasicMelee(data) => data.handle_event(j, action), + CharacterState::BasicRanged(data) => data.handle_event(j, action), + CharacterState::Boost(data) => data.handle_event(j, action), + CharacterState::DashMelee(data) => data.handle_event(j, action), + CharacterState::LeapMelee(data) => data.handle_event(j, action), + CharacterState::SpinMelee(data) => data.handle_event(j, action), + CharacterState::ChargedMelee(data) => data.handle_event(j, action), + CharacterState::ChargedRanged(data) => data.handle_event(j, action), + CharacterState::RepeaterRanged(data) => data.handle_event(j, action), + CharacterState::Shockwave(data) => data.handle_event(j, action), + CharacterState::BasicBeam(data) => data.handle_event(j, action), + CharacterState::BasicAura(data) => data.handle_event(j, action), + CharacterState::Blink(data) => data.handle_event(j, action), + CharacterState::BasicSummon(data) => data.handle_event(j, action), + CharacterState::SelfBuff(data) => data.handle_event(j, action), + CharacterState::SpriteSummon(data) => data.handle_event(j, action), + CharacterState::UseItem(data) => data.handle_event(j, action), } } }