refactor: reformat the code

This commit is contained in:
jeefo 2024-05-05 01:06:56 +03:00
commit 009bdf2f3e
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GPG key ID: D696786B81B667C8
15 changed files with 852 additions and 850 deletions

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@ -233,9 +233,9 @@ bool Bot::seesEnemy (edict_t *player) {
}
if ((ignoreFieldOfView || isInViewCone (player->v.origin))
&& frustum.check (m_viewFrustum, player)
&& !isBehindSmokeClouds (player->v.origin)
&& checkBodyParts (player)) {
&& frustum.check (m_viewFrustum, player)
&& !isBehindSmokeClouds (player->v.origin)
&& checkBodyParts (player)) {
return true;
}
return false;
@ -275,7 +275,7 @@ bool Bot::lookupEnemies () {
&& m_shootTime + 1.5f > game.time ();
if (!(m_aimFlags & (AimFlags::Enemy | AimFlags::PredictPath | AimFlags::Danger))
&& !denyLastEnemy && seesEntity (m_lastEnemyOrigin, true)) {
&& !denyLastEnemy && seesEntity (m_lastEnemyOrigin, true)) {
m_aimFlags |= AimFlags::LastEnemy;
}
}
@ -287,9 +287,9 @@ bool Bot::lookupEnemies () {
// is player is alive
if (m_enemyUpdateTime > game.time ()
&& m_enemy->v.origin.distanceSq (pev->origin) < nearestDistanceSq
&& util.isAlive (player)
&& seesEnemy (player)) {
&& m_enemy->v.origin.distanceSq (pev->origin) < nearestDistanceSq
&& util.isAlive (player)
&& seesEnemy (player)) {
newEnemy = player;
}
@ -336,10 +336,10 @@ bool Bot::lookupEnemies () {
// search the world for players...
for (const auto &client : util.getClients ()) {
if (!(client.flags & ClientFlags::Used)
|| !(client.flags & ClientFlags::Alive)
|| client.team == m_team
|| client.ent == ent ()
|| !client.ent) {
|| !(client.flags & ClientFlags::Alive)
|| client.team == m_team
|| client.ent == ent ()
|| !client.ent) {
continue;
}
player = client.ent;
@ -374,7 +374,7 @@ bool Bot::lookupEnemies () {
}
}
m_enemyUpdateTime = game.time () + (usesKnife () ? 1.25f : 0.85f);
if (game.isNullEntity (newEnemy) && !game.isNullEntity (shieldEnemy)) {
newEnemy = shieldEnemy;
}
@ -433,9 +433,9 @@ bool Bot::lookupEnemies () {
}
if (other->m_seeEnemyTime + 2.0f < game.time ()
&& game.isNullEntity (other->m_lastEnemy)
&& util.isVisible (pev->origin, other->ent ())
&& other->isInViewCone (pev->origin)) {
&& game.isNullEntity (other->m_lastEnemy)
&& util.isVisible (pev->origin, other->ent ())
&& other->isInViewCone (pev->origin)) {
other->m_lastEnemy = newEnemy;
other->m_lastEnemyOrigin = newEnemy->v.origin;
@ -478,8 +478,8 @@ bool Bot::lookupEnemies () {
// if no enemy visible check if last one shoot able through wall
if (cv_shoots_thru_walls
&& rg.chance (conf.getDifficultyTweaks (m_difficulty)->seenThruPct)
&& isPenetrableObstacle (newEnemy->v.origin)) {
&& rg.chance (conf.getDifficultyTweaks (m_difficulty)->seenThruPct)
&& isPenetrableObstacle (newEnemy->v.origin)) {
m_seeEnemyTime = game.time ();
@ -496,13 +496,13 @@ bool Bot::lookupEnemies () {
// check if bots should reload...
if ((m_aimFlags <= AimFlags::PredictPath
&& m_seeEnemyTime + 3.0f < game.time ()
&& !(m_states & (Sense::SeeingEnemy | Sense::HearingEnemy))
&& game.isNullEntity (m_lastEnemy)
&& game.isNullEntity (m_enemy)
&& getCurrentTaskId () != Task::ShootBreakable
&& getCurrentTaskId () != Task::PlantBomb
&& getCurrentTaskId () != Task::DefuseBomb) || bots.isRoundOver ()) {
&& m_seeEnemyTime + 3.0f < game.time ()
&& !(m_states & (Sense::SeeingEnemy | Sense::HearingEnemy))
&& game.isNullEntity (m_lastEnemy)
&& game.isNullEntity (m_enemy)
&& getCurrentTaskId () != Task::ShootBreakable
&& getCurrentTaskId () != Task::PlantBomb
&& getCurrentTaskId () != Task::DefuseBomb) || bots.isRoundOver ()) {
if (!m_reloadState) {
m_reloadState = Reload::Primary;
@ -532,7 +532,7 @@ Vector Bot::getBodyOffsetError (float distance) {
m_aimLastError = Vector (rg (mins.x * hitError, maxs.x * hitError), rg (mins.y * hitError, maxs.y * hitError), rg (mins.z * hitError * 0.5f, maxs.z * hitError * 0.5f));
const auto &aimError = conf.getDifficultyTweaks (m_difficulty) ->aimError;
const auto &aimError = conf.getDifficultyTweaks (m_difficulty)->aimError;
m_aimLastError += Vector (rg (-aimError.x, aimError.x), rg (-aimError.y, aimError.y), rg (-aimError.z, aimError.z));
m_aimErrorTime = game.time () + rg (0.4f, 0.8f);
@ -643,7 +643,7 @@ Vector Bot::getCustomHeight (float distance) {
{ 0.0f, 0.0f, 0.0f }, // melee
{ 0.5f, -0.1f, -1.5f }, // pistol
{ 6.5f, 6.0f, -2.0f }, // shotgun
{ 0.5f -7.5f, -9.5f }, // zoomrifle
{ 0.5f - 7.5f, -9.5f }, // zoomrifle
{ 0.5f, -7.5f, -9.5f }, // rifle
{ 0.5f, -7.5f, -9.5f }, // smg
{ 0.0f, -2.5f, -6.0f }, // sniper
@ -696,7 +696,7 @@ bool Bot::isFriendInLineOfFire (float distance) {
const auto friendDistanceSq = client.ent->v.origin.distanceSq (pev->origin);
if (friendDistanceSq <= distanceSq
&& util.getConeDeviation (ent (), client.ent->v.origin) > friendDistanceSq / (friendDistanceSq + cr::sqrf (33.0f))) {
&& util.getConeDeviation (ent (), client.ent->v.origin) > friendDistanceSq / (friendDistanceSq + cr::sqrf (33.0f))) {
return true;
}
}
@ -992,7 +992,7 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
// we're should stand still before firing sniper weapons, else sniping is useless..
if (usesSniper () && (m_aimFlags & (AimFlags::Enemy | AimFlags::LastEnemy))
&& !m_isReloading && pev->velocity.lengthSq () > 0.0f) {
&& !m_isReloading && pev->velocity.lengthSq () > 0.0f) {
if (!cr::fzero (pev->velocity.x) || !cr::fzero (pev->velocity.y) || !cr::fzero (pev->velocity.z)) {
m_moveSpeed = 0.0f;
@ -1101,12 +1101,12 @@ void Bot::fireWeapons () {
// use knife if near and good difficulty (l33t dude!)
if (cv_stab_close_enemies && m_difficulty >= Difficulty::Normal
&& m_healthValue > 80.0f
&& !game.isNullEntity (m_enemy)
&& m_healthValue >= m_enemy->v.health
&& distance < 100.0f
&& !isOnLadder ()
&& !isGroupOfEnemies (pev->origin)) {
&& m_healthValue > 80.0f
&& !game.isNullEntity (m_enemy)
&& m_healthValue >= m_enemy->v.health
&& distance < 100.0f
&& !isOnLadder ()
&& !isGroupOfEnemies (pev->origin)) {
selectWeapons (distance, selectIndex, selectId, choosenWeapon);
return;
@ -1346,8 +1346,8 @@ void Bot::attackMovement () {
// fire hurts friend value here is from previous frame, but acceptable, and saves us alot of cpu cycles
if (approach < 30 || m_fireHurtsFriend || ((usesPistol () || usesShotgun ())
&& distance < pistolStrafeDistance
&& isInViewCone (m_enemyOrigin))) {
&& distance < pistolStrafeDistance
&& isInViewCone (m_enemyOrigin))) {
m_fightStyle = Fight::Strafe;
}
m_lastFightStyleCheck = game.time ();
@ -1428,10 +1428,10 @@ void Bot::attackMovement () {
}
if (m_difficulty >= Difficulty::Normal
&& (m_jumpTime + 5.0f < game.time ()
&& isOnFloor ()
&& rg (0, 1000) < (m_isReloading ? 8 : 2)
&& pev->velocity.length2d () > 150.0f) && !usesSniper ()) {
&& (m_jumpTime + 5.0f < game.time ()
&& isOnFloor ()
&& rg (0, 1000) < (m_isReloading ? 8 : 2)
&& pev->velocity.length2d () > 150.0f) && !usesSniper ()) {
pev->button |= IN_JUMP;
}
@ -1443,14 +1443,14 @@ void Bot::attackMovement () {
m_duckTime = game.time () + m_frameInterval * 3.0f;
}
else if ((distance > kSprayDistanceX2 && hasPrimaryWeapon ())
&& isFullView
&& getCurrentTaskId () != Task::SeekCover
&& getCurrentTaskId () != Task::Hunt) {
&& isFullView
&& getCurrentTaskId () != Task::SeekCover
&& getCurrentTaskId () != Task::Hunt) {
const int enemyNearestIndex = graph.getNearest (m_enemy->v.origin);
if (vistab.visible (m_currentNodeIndex, enemyNearestIndex, VisIndex::Crouch)
&& vistab.visible (enemyNearestIndex, m_currentNodeIndex, VisIndex::Crouch)) {
&& vistab.visible (enemyNearestIndex, m_currentNodeIndex, VisIndex::Crouch)) {
m_duckTime = game.time () + m_frameInterval * 3.0f;
}
}
@ -1828,11 +1828,11 @@ void Bot::checkReload () {
// we're should not reload, while doing next tasks
const bool uninterruptibleTask = (tid == Task::PlantBomb
|| tid == Task::DefuseBomb
|| tid == Task::PickupItem
|| tid == Task::ThrowExplosive
|| tid == Task::ThrowFlashbang
|| tid == Task::ThrowSmoke);
|| tid == Task::DefuseBomb
|| tid == Task::PickupItem
|| tid == Task::ThrowExplosive
|| tid == Task::ThrowFlashbang
|| tid == Task::ThrowSmoke);
// do not check for reload
if (uninterruptibleTask || m_isUsingGrenade || usesKnife ()) {
@ -2112,10 +2112,10 @@ void Bot::checkGrenadesThrow () {
// special condition if we're have valid current enemy
if (!isGrenadeMode && ((m_states & Sense::SeeingEnemy)
&& util.isAlive (m_enemy)
&& ((m_enemy->v.button | m_enemy->v.oldbuttons) & IN_ATTACK)
&& util.isVisible (pev->origin, m_enemy))
&& util.isInViewCone (pev->origin, m_enemy)) {
&& util.isAlive (m_enemy)
&& ((m_enemy->v.button | m_enemy->v.oldbuttons) & IN_ATTACK)
&& util.isVisible (pev->origin, m_enemy))
&& util.isInViewCone (pev->origin, m_enemy)) {
// do not throw away grenades if anyone is attacking us
distanceSq = kInfiniteDistance;
@ -2183,7 +2183,8 @@ void Bot::checkGrenadesThrow () {
}
break;
case Weapon::Flashbang: {
case Weapon::Flashbang:
{
const int nearest = graph.getNearest (m_lastEnemy->v.velocity.get2d () + m_lastEnemy->v.origin);
if (nearest != kInvalidNodeIndex) {