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Clippy fixes.
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parent
c909a2cb43
commit
e6cd786081
@ -657,14 +657,14 @@ impl<'a> AgentData<'a> {
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} else {
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} else {
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// If the hostile entity is dead or has an invulnerability buff (eg, those
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// If the hostile entity is dead or has an invulnerability buff (eg, those
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// applied in safezones), return to idle
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// applied in safezones), return to idle
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if should_stop_attacking(target, &read_data) {
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if should_stop_attacking(target, read_data) {
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if agent.behavior.can(BehaviorCapability::SPEAK) {
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if agent.behavior.can(BehaviorCapability::SPEAK) {
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let msg = "npc.speech.villager_enemy_killed".to_string();
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let msg = "npc.speech.villager_enemy_killed".to_string();
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event_emitter
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event_emitter
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.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
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.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
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}
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}
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agent.target = None;
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agent.target = None;
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self.idle(agent, controller, &read_data);
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self.idle(agent, controller, read_data);
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// Choose a new target every 10 seconds, but only for
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// Choose a new target every 10 seconds, but only for
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// enemies
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// enemies
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// TODO: This should be more principled. Consider factoring
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// TODO: This should be more principled. Consider factoring
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@ -1400,7 +1400,7 @@ impl<'a> AgentData<'a> {
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})
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})
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.filter_map(|(e, e_pos, e_health, e_stats, e_inventory, e_alignment, _char_state)| {
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.filter_map(|(e, e_pos, e_health, e_stats, e_inventory, e_alignment, _char_state)| {
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// Hostile entities
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// Hostile entities
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try_owner_alignment(self.alignment, &read_data).and_then(|a| try_owner_alignment(e_alignment, &read_data).map(|b| a.hostile_towards(*b))).unwrap_or(false).then(|| (e, e_pos))
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try_owner_alignment(self.alignment, read_data).and_then(|a| try_owner_alignment(e_alignment, read_data).map(|b| a.hostile_towards(*b))).unwrap_or(false).then(|| (e, e_pos))
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.or({
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.or({
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// I'm a guard and a villager is in distress
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// I'm a guard and a villager is in distress
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let other_is_npc = matches!(e_alignment, Some(Alignment::Npc));
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let other_is_npc = matches!(e_alignment, Some(Alignment::Npc));
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@ -3820,7 +3820,7 @@ impl<'a> AgentData<'a> {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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} else {
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} else {
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// TODO: Change this to a search action instead of idle
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// TODO: Change this to a search action instead of idle
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self.idle(agent, controller, &read_data);
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self.idle(agent, controller, read_data);
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}
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}
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} else if is_village_guard {
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} else if is_village_guard {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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@ -3859,14 +3859,14 @@ impl<'a> AgentData<'a> {
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agent.target = build_target(attacker, true, read_data.time.0);
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agent.target = build_target(attacker, true, read_data.time.0);
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if let Some(tgt_pos) = read_data.positions.get(attacker) {
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if let Some(tgt_pos) = read_data.positions.get(attacker) {
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if should_stop_attacking(attacker, &read_data) {
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if should_stop_attacking(attacker, read_data) {
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agent.target = build_target(target, false, read_data.time.0);
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agent.target = build_target(target, false, read_data.time.0);
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self.idle(agent, controller, &read_data);
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self.idle(agent, controller, read_data);
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} else {
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} else {
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let target_data = build_target_data(target, tgt_pos, read_data);
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let target_data = build_target_data(target, tgt_pos, read_data);
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self.attack(agent, controller, &target_data, &read_data);
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self.attack(agent, controller, &target_data, read_data);
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}
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}
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}
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}
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}
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}
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