Even more clippy fixes

This commit is contained in:
jiminycrick 2020-11-09 17:10:08 -08:00
parent bc1059610b
commit ddd970b986
3 changed files with 21 additions and 25 deletions

View File

@ -188,7 +188,7 @@ impl MusicMgr {
})
.filter(|track| {
let mut result = false;
if track.biomes.len() > 0 {
if !track.biomes.is_empty() {
for biome in track.biomes.iter() {
if biome.0 == current_biome {
result = true;
@ -205,7 +205,7 @@ impl MusicMgr {
// on the biome
let new_maybe_track = maybe_tracks.choose_weighted(&mut rng, |track| {
let mut chance = 0;
if track.biomes.len() > 0 {
if !track.biomes.is_empty() {
for biome in track.biomes.iter() {
if biome.0 == current_biome {
chance = biome.1;

View File

@ -146,11 +146,10 @@ impl EventMapper for BlockEventMapper {
for sounds in sounds.iter() {
// If the timing condition is false, continue
// or if the player is far enough underground, continue
if !(sounds.cond)(state) || player_pos.0.z < (terrain_alt - 30.0) {
continue;
// Hack to reduce the number of birdcalls (too many leaf blocks)
} else if (sounds.sfx == SfxEvent::Birdcall || sounds.sfx == SfxEvent::Owl)
&& thread_rng().gen_bool(0.995)
if !(sounds.cond)(state)
|| player_pos.0.z < (terrain_alt - 30.0)
|| ((sounds.sfx == SfxEvent::Birdcall || sounds.sfx == SfxEvent::Owl)
&& thread_rng().gen_bool(0.995))
{
continue;
}

View File

@ -61,28 +61,25 @@ impl EventMapper for CampfireEventMapper {
.join()
.filter(|(_, _, e_pos)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
{
match body {
Body::Object(object::Body::CampfireLit) => {
let state = self.event_history.entry(entity).or_default();
if let Body::Object(object::Body::CampfireLit) = body {
let state = self.event_history.entry(entity).or_default();
let mapped_event = SfxEvent::Campfire;
let mapped_event = SfxEvent::Campfire;
// Check for SFX config entry for this movement
if Self::should_emit(state, triggers.get_key_value(&mapped_event)) {
sfx_emitter.emit(SfxEventItem::new(
mapped_event.clone(),
Some(pos.0),
Some(0.25),
));
// Check for SFX config entry for this movement
if Self::should_emit(state, triggers.get_key_value(&mapped_event)) {
sfx_emitter.emit(SfxEventItem::new(
mapped_event.clone(),
Some(pos.0),
Some(0.25),
));
state.time = Instant::now();
}
state.time = Instant::now();
}
// update state to determine the next event. We only record the time (above) if
// it was dispatched
state.event = mapped_event;
},
_ => {},
// update state to determine the next event. We only record the time (above) if
// it was dispatched
state.event = mapped_event;
}
}
self.cleanup(player_entity);