Minor refactoring.

This commit is contained in:
jeefo 2019-05-31 11:34:32 +03:00
commit 9eaca5a27b
12 changed files with 165 additions and 162 deletions

View file

@ -398,7 +398,7 @@ bool Bot::lookupEnemies (void) {
return false;
}
Vector Bot::getBodyOffserError (float distance) {
Vector Bot::getBodyOffsetError (float distance) {
if (engine.isNullEntity (m_enemy)) {
return Vector::null ();
}
@ -417,7 +417,7 @@ const Vector &Bot::getEnemyBodyOffset (void) {
// the purpose of this function, is to make bot aiming not so ideal. it's mutate m_enemyOrigin enemy vector
// returned from visibility check function.
auto headOffset = [] (edict_t *e) {
const auto headOffset = [] (edict_t *e) {
return e->v.absmin.z + e->v.size.z * 0.81f;
};
@ -449,7 +449,7 @@ const Vector &Bot::getEnemyBodyOffset (void) {
// if we only suspect an enemy behind a wall take the worst skill
if (!m_visibility && (m_states & STATE_SUSPECT_ENEMY)) {
aimPos += getBodyOffserError (distance);
aimPos += getBodyOffsetError (distance);
}
else {
// now take in account different parts of enemy body
@ -457,7 +457,7 @@ const Vector &Bot::getEnemyBodyOffset (void) {
int headshotFreq[5] = { 20, 40, 60, 80, 100 };
// now check is our skill match to aim at head, else aim at enemy body
if ((rng.getInt (1, 100) < headshotFreq[m_difficulty]) || usesPistol ()) {
if (rng.chance (headshotFreq[m_difficulty]) || usesPistol ()) {
aimPos.z = headOffset (m_enemy) + getEnemyBodyOffsetCorrection (distance);
}
else {
@ -480,7 +480,7 @@ const Vector &Bot::getEnemyBodyOffset (void) {
// add some error to unskilled bots
if (m_difficulty < 3) {
m_enemyOrigin += getBodyOffserError (distance);
m_enemyOrigin += getBodyOffsetError (distance);
}
return m_enemyOrigin;
}
@ -796,7 +796,7 @@ void Bot::selectWeapons (float distance, int index, int id, int choosen) {
if (distance < MAX_SPRAY_DISTANCE || m_blindTime > engine.timebase ()) {
if (id == WEAPON_KNIFE) {
if (distance < 64.0f) {
if (rng.getInt (1, 100) < 30 || hasShield ()) {
if (rng.chance (30) || hasShield ()) {
pev->button |= IN_ATTACK; // use primary attack
}
else {
@ -914,7 +914,7 @@ void Bot::fireWeapons (void) {
m_reloadState = RELOAD_PRIMARY;
m_reloadCheckTime = engine.timebase ();
if (rng.getInt (0, 100) < cr::abs (m_difficulty * 25 - 100)) {
if (rng.chance (cr::abs (m_difficulty * 25 - 100))) {
pushRadioMessage (RADIO_NEED_BACKUP);
}
}
@ -1080,7 +1080,7 @@ void Bot::attackMovement (void) {
}
else {
if (m_lastFightStyleCheck + 3.0f < engine.timebase ()) {
if (rng.getInt (0, 100) < 50) {
if (rng.chance (50)) {
m_fightStyle = FIGHT_STRAFE;
}
else {
@ -1105,7 +1105,7 @@ void Bot::attackMovement (void) {
m_combatStrafeDir = STRAFE_DIR_RIGHT;
}
if (rng.getInt (1, 100) < 30) {
if (rng.chance (30)) {
m_combatStrafeDir = (m_combatStrafeDir == STRAFE_DIR_LEFT ? STRAFE_DIR_RIGHT : STRAFE_DIR_LEFT);
}
m_strafeSetTime = engine.timebase () + rng.getFloat (0.5f, 3.0f);