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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@ -79,17 +79,17 @@ void Bot::checkDarkness () {
const auto tid = getCurrentTaskId ();
if (!flashOn &&
tid != Task::Camp
&& tid != Task::Attack
&& m_heardSoundTime + 3.0f < game.time ()
&& m_flashLevel > 30
&& ((skyColor > 50.0f && lightLevel < 10.0f) || (skyColor <= 50.0f && lightLevel < 40.0f))) {
tid != Task::Camp
&& tid != Task::Attack
&& m_heardSoundTime + 3.0f < game.time ()
&& m_flashLevel > 30
&& ((skyColor > 50.0f && lightLevel < 10.0f) || (skyColor <= 50.0f && lightLevel < 40.0f))) {
pev->impulse = 100;
}
else if (flashOn
&& (((lightLevel > 15.0f && skyColor > 50.0f) || (lightLevel > 45.0f && skyColor <= 50.0f))
|| tid == Task::Camp || tid == Task::Attack || m_flashLevel <= 0 || m_heardSoundTime + 3.0f >= game.time ())) {
&& (((lightLevel > 15.0f && skyColor > 50.0f) || (lightLevel > 45.0f && skyColor <= 50.0f))
|| tid == Task::Camp || tid == Task::Attack || m_flashLevel <= 0 || m_heardSoundTime + 3.0f >= game.time ())) {
pev->impulse = 100;
}
@ -201,9 +201,9 @@ void Bot::updateLookAngles () {
// just force directioon
if (m_difficulty == Difficulty::Expert
&& (m_aimFlags & AimFlags::Enemy)
&& (m_wantsToFire || usesSniper ())
&& cv_whose_your_daddy) {
&& (m_aimFlags & AimFlags::Enemy)
&& (m_wantsToFire || usesSniper ())
&& cv_whose_your_daddy) {
pev->v_angle = direction;
pev->v_angle.clampAngles ();
@ -300,8 +300,8 @@ void Bot::updateLookAnglesNewbie (const Vector &direction, float delta) {
else {
// is it time for bot to randomize the aim direction again (more often where moving) ?
if (m_randomizeAnglesTime < game.time ()
&& ((pev->velocity.length () > 1.0f
&& m_angularDeviation.length () < 5.0f) || m_angularDeviation.length () < 1.0f)) {
&& ((pev->velocity.length () > 1.0f
&& m_angularDeviation.length () < 5.0f) || m_angularDeviation.length () < 1.0f)) {
// is the bot standing still ?
if (pev->velocity.length () < 1.0f) {
@ -428,10 +428,10 @@ void Bot::setAimDirection () {
// don't switch view right away after loosing focus with current enemy
if ((m_shootTime + 1.5f > game.time () || m_seeEnemyTime + 1.5 > game.time ())
&& m_forgetLastVictimTimer.elapsed ()
&& !m_lastEnemyOrigin.empty ()
&& util.isAlive (m_lastEnemy)
&& game.isNullEntity (m_enemy)) {
&& m_forgetLastVictimTimer.elapsed ()
&& !m_lastEnemyOrigin.empty ()
&& util.isAlive (m_lastEnemy)
&& game.isNullEntity (m_enemy)) {
flags |= AimFlags::LastEnemy;
}
@ -543,11 +543,11 @@ void Bot::setAimDirection () {
if (m_moveToGoal && m_seeEnemyTime + 4.0f < game.time ()
&& !m_isStuck && !(pev->button & IN_DUCK)
&& m_currentNodeIndex != kInvalidNodeIndex
&& !(m_pathFlags & (NodeFlag::Ladder | NodeFlag::Crouch))
&& m_pathWalk.hasNext () && !isOnLadder ()
&& pev->origin.distanceSq (destOrigin) < cr::sqrf (512.0f)) {
&& !m_isStuck && !(pev->button & IN_DUCK)
&& m_currentNodeIndex != kInvalidNodeIndex
&& !(m_pathFlags & (NodeFlag::Ladder | NodeFlag::Crouch))
&& m_pathWalk.hasNext () && !isOnLadder ()
&& pev->origin.distanceSq (destOrigin) < cr::sqrf (512.0f)) {
const auto nextPathIndex = m_pathWalk.next ();
const auto nextPathX2 = m_pathWalk.nextX2 ();
@ -573,8 +573,8 @@ void Bot::setAimDirection () {
const auto dangerIndex = practice.getIndex (m_team, m_currentNodeIndex, m_currentNodeIndex);
if (graph.exists (dangerIndex)
&& vistab.visible (m_currentNodeIndex, dangerIndex)
&& !(graph[dangerIndex].flags & NodeFlag::Crouch)) {
&& vistab.visible (m_currentNodeIndex, dangerIndex)
&& !(graph[dangerIndex].flags & NodeFlag::Crouch)) {
if (pev->origin.distanceSq (graph[dangerIndex].origin) < cr::sqrf (512.0f)) {
m_lookAt = destOrigin;