clippy, fmt; renaming some enums

This commit is contained in:
horblegorble 2024-06-23 23:57:21 +10:00
parent 74dcd6b41a
commit 75cf72dd4d

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@ -4791,8 +4791,8 @@ impl<'a> AgentData<'a> {
// conditions
enum ActionStateConditions {
FirstVines = 0,
SecondVines,
HasSummonedFirstVines = 0,
HasSummonedSecondVines,
}
// timers
@ -4803,6 +4803,7 @@ impl<'a> AgentData<'a> {
}
// //counters
#[allow(clippy::enum_variant_names)]
enum ActionStateCounters {
CloseMixupCooldown = 0,
MidMixupCooldown,
@ -4864,24 +4865,27 @@ impl<'a> AgentData<'a> {
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
// second vine summon
if health_fraction < SECOND_VINE_CREATION_THRESHOLD
&& !agent.combat_state.conditions[ActionStateConditions::SecondVines as usize]
&& !agent.combat_state.conditions
[ActionStateConditions::HasSummonedSecondVines as usize]
{
controller.push_basic_input(InputKind::Ability(2));
// wait till recovery before finishing
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.combat_state.conditions[ActionStateConditions::SecondVines as usize] = true;
agent.combat_state.conditions
[ActionStateConditions::HasSummonedSecondVines as usize] = true;
}
}
// first vine summon
else if health_fraction < FIRST_VINE_CREATION_THRESHOLD
&& !agent.combat_state.conditions[ActionStateConditions::FirstVines as usize]
&& !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstVines as usize]
{
controller.push_basic_input(InputKind::Ability(1));
// wait till recovery before finishing
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.combat_state.conditions[ActionStateConditions::FirstVines as usize] = true;
agent.combat_state.conditions
[ActionStateConditions::HasSummonedFirstVines as usize] = true;
}
}
// close range
@ -6101,7 +6105,7 @@ impl<'a> AgentData<'a> {
// conditions
enum ActionStateConditions {
FirstTotem = 0,
HasSummonedFirstTotem = 0,
}
// timers
@ -6136,7 +6140,8 @@ impl<'a> AgentData<'a> {
CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover => {
// reset when finished summoning
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] = 0.0;
agent.combat_state.conditions[ActionStateConditions::FirstTotem as usize] = true;
agent.combat_state.conditions
[ActionStateConditions::HasSummonedFirstTotem as usize] = true;
},
CharacterState::Shockwave(_) | CharacterState::BasicRanged(_) => {
// reset heavy attack on either ability
@ -6168,7 +6173,7 @@ impl<'a> AgentData<'a> {
// --- attacks ---
// start by summoning green totem
if !agent.combat_state.conditions[ActionStateConditions::FirstTotem as usize] {
if !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstTotem as usize] {
controller.push_basic_input(InputKind::Ability(2));
}
// on timer, summon a new totem
@ -6214,7 +6219,8 @@ impl<'a> AgentData<'a> {
controller.push_basic_input(InputKind::Ability(0));
}
// randomise in shockwave range
else if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2) {
else if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2)
{
let randomise: u8 = rng.gen_range(1..=2);
match randomise {
1 => controller.push_basic_input(InputKind::Secondary), // barrage