clippy code-quality conformance

This commit is contained in:
horblegorble 2024-06-17 01:11:05 +10:00
parent d81676a3a1
commit d8ea2c2689

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@ -4789,9 +4789,9 @@ impl<'a> AgentData<'a> {
// timers // timers
enum ActionStateTimers { enum ActionStateTimers {
SinceFirebreath = 0, Firebreath = 0,
SinceCloseMixup, CloseMixup,
SinceFarPumpkin, FarPumpkin,
} }
// line of sight check // line of sight check
@ -4812,18 +4812,18 @@ impl<'a> AgentData<'a> {
// handle timers // handle timers
match self.char_state { match self.char_state {
CharacterState::BasicBeam(_) => { CharacterState::BasicBeam(_) => {
agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize] = 0.0; agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
}, },
CharacterState::BasicRanged(_) => { CharacterState::BasicRanged(_) => {
agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize] = 0.0; agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::SinceFarPumpkin as usize] = 0.0; agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
}, },
_ => { _ => {
agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize] += agent.combat_state.timers[ActionStateTimers::Firebreath as usize] +=
read_data.dt.0; read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize] += agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] +=
read_data.dt.0; read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::SinceFarPumpkin as usize] += agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] +=
read_data.dt.0; read_data.dt.0;
}, },
} }
@ -4860,12 +4860,12 @@ impl<'a> AgentData<'a> {
{ {
// keep using firebreath under short time limit // keep using firebreath under short time limit
controller.push_basic_input(InputKind::Secondary); controller.push_basic_input(InputKind::Secondary);
} else if agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize] } else if agent.combat_state.timers[ActionStateTimers::CloseMixup as usize]
> CLOSE_MIXUP_COOLDOWN > CLOSE_MIXUP_COOLDOWN
// for now, no line of sight check for consitency in attacks // for now, no line of sight check for consitency in attacks
{ {
// mix up close range attacks // mix up close range attacks
if agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize] if agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
< FIREBREATH_COOLDOWN < FIREBREATH_COOLDOWN
{ {
// if on firebreath cooldown, throw pumpkin // if on firebreath cooldown, throw pumpkin
@ -4890,12 +4890,12 @@ impl<'a> AgentData<'a> {
// keep using firebreath under full time limit // keep using firebreath under full time limit
controller.push_basic_input(InputKind::Secondary); controller.push_basic_input(InputKind::Secondary);
} else if attack_data.angle < 30.0 } else if attack_data.angle < 30.0
&& agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize] && agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
> FIREBREATH_COOLDOWN > FIREBREATH_COOLDOWN
{ {
// start using firebreath // start using firebreath
controller.push_basic_input(InputKind::Secondary); controller.push_basic_input(InputKind::Secondary);
} else if agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize] } else if agent.combat_state.timers[ActionStateTimers::CloseMixup as usize]
> CLOSE_MIXUP_COOLDOWN > CLOSE_MIXUP_COOLDOWN
{ {
// throw pumpkin // throw pumpkin
@ -4905,7 +4905,7 @@ impl<'a> AgentData<'a> {
// long range (with line of sight) // long range (with line of sight)
else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2) else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2)
&& line_of_sight_with_target() && line_of_sight_with_target()
&& agent.combat_state.timers[ActionStateTimers::SinceFarPumpkin as usize] && agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize]
> FAR_PUMPKIN_COOLDOWN > FAR_PUMPKIN_COOLDOWN
{ {
// throw pumpkin // throw pumpkin
@ -4914,7 +4914,7 @@ impl<'a> AgentData<'a> {
// closing gap // closing gap
// 0.4 multiplier tuned to get comfortably in melee range // 0.4 multiplier tuned to get comfortably in melee range
if !(attack_data.dist_sqrd < (attack_data.body_dist + 0.4 * MELEE_RANGE).powi(2)) { if attack_data.dist_sqrd > (attack_data.body_dist + 0.4 * MELEE_RANGE).powi(2) {
self.path_toward_target( self.path_toward_target(
agent, agent,
controller, controller,