Make code more compact

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Alayan-stk-2 2018-04-11 05:35:50 +02:00 committed by GitHub
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commit 3f5ab23e50
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@ -1541,39 +1541,18 @@ void SkiddingAI::handleCake(int item_skill)
float fire_ahead = 0.0f; float fire_ahead = 0.0f;
float fire_behind = 0.0f; float fire_behind = 0.0f;
if (kart_behind_is_close) if (kart_behind_is_close) fire_behind += 25.0f - m_distance_behind;
{ else fire_behind -= 100.0f;
fire_behind += 25.0f - m_distance_behind;
} if (kart_ahead_is_close) fire_ahead += 30.0f - m_distance_ahead; //prefer targetting ahead
else else fire_ahead -= 100.0f;
{
fire_behind -= 100.0f;
}
if (kart_ahead_is_close)
{
fire_ahead += 30.0f - m_distance_ahead; //prefer targetting ahead
}
else
{
fire_ahead -= 100.0f;
}
// Don't fire on an invulnerable kart. // Don't fire on an invulnerable kart.
if (m_kart_behind != NULL) if (m_kart_behind && m_kart_behind->isInvulnerable())
{ fire_behind -= 100.0f;
if (m_kart_behind->isInvulnerable())
{
fire_behind -= 100.0f;
}
}
if (m_kart_ahead != NULL) if (m_kart_ahead && m_kart_ahead->isInvulnerable())
{ fire_ahead -= 100.0f;
if (m_kart_ahead->isInvulnerable())
{
fire_ahead -= 100.0f;
}
}
// Don't fire at a kart that is slower than us. Reason is that // Don't fire at a kart that is slower than us. Reason is that
// we can either save the cake for later since we will overtake // we can either save the cake for later since we will overtake
@ -1582,36 +1561,25 @@ void SkiddingAI::handleCake(int item_skill)
// kart is faster). // kart is faster).
if(item_skill >= 3) if(item_skill >= 3)
{ {
if (kart_behind_is_slow) if (kart_behind_is_slow) fire_behind -= 50.0f;
{ else fire_behind += 25.0f;
fire_behind -= 50.0f;
} if (kart_ahead_is_slow) fire_ahead -= 50.0f;
else else fire_ahead += 25.0f;
{
fire_behind += 25.0f;
}
if (kart_ahead_is_slow)
{
fire_ahead -= 50.0f;
}
else
{
fire_ahead += 25.0f;
}
} }
//Try to take out a kart which has a swatter in priority //Try to take out a kart which has a swatter in priority
if (item_skill>=4) if (item_skill>=4)
{ {
bool kart_behind_has_swatter = false; bool kart_behind_has_swatter = false;
if (m_kart_behind != NULL) if (m_kart_behind)
{ {
kart_behind_has_swatter = (m_kart_behind->getAttachment()->getType() kart_behind_has_swatter = (m_kart_behind->getAttachment()->getType()
== Attachment::ATTACH_SWATTER); == Attachment::ATTACH_SWATTER);
} }
bool kart_ahead_has_swatter = false; bool kart_ahead_has_swatter = false;
if (m_kart_ahead != NULL) if (m_kart_ahead)
{ {
kart_ahead_has_swatter = (m_kart_ahead->getAttachment()->getType() kart_ahead_has_swatter = (m_kart_ahead->getAttachment()->getType()
== Attachment::ATTACH_SWATTER); == Attachment::ATTACH_SWATTER);
@ -1620,22 +1588,13 @@ void SkiddingAI::handleCake(int item_skill)
//If it is slower, the swatter is more dangerous //If it is slower, the swatter is more dangerous
if (kart_ahead_has_swatter) if (kart_ahead_has_swatter)
{ {
if (kart_ahead_is_slow) if (kart_ahead_is_slow) fire_ahead += 75.0f;
{ else fire_ahead += 15.0f;
fire_ahead += 75.0f;
}
else
{
fire_ahead += 15.0f;
}
} }
//If it is slower, we can wait for it to get faster and closer before firing //If it is slower, we can wait for it to get faster and closer before firing
if (kart_behind_has_swatter) if (kart_behind_has_swatter)
{ {
if (!kart_behind_is_slow) if (!kart_behind_is_slow) fire_behind += 25.0f;
{
fire_behind += 25.0f;
}
} }
} }
@ -1692,12 +1651,12 @@ void SkiddingAI::handleCake(int item_skill)
*/ */
void SkiddingAI::handleBowling(int item_skill) void SkiddingAI::handleBowling(int item_skill)
{ {
// Leave more time between bowling balls, since they are // Leave more time between bowling balls, since they are
// slower, so it should take longer to hit something which // slower, so it should take longer to hit something which
// can result in changing our target. // can result in changing our target.
if(item_skill == 2 && m_time_since_last_shot < 5.0f) return; if(item_skill == 2 && m_time_since_last_shot < 5.0f) return;
if(item_skill >= 3 && m_time_since_last_shot < 3.0f) return; if(item_skill >= 3 && m_time_since_last_shot < 3.0f) return;
// Consider angle towards karts // Consider angle towards karts
bool straight_behind = false; bool straight_behind = false;
bool straight_ahead = false; bool straight_ahead = false;
@ -1719,21 +1678,11 @@ void SkiddingAI::handleBowling(int item_skill)
} }
// Don't fire if the kart we are aiming at is invulnerable. // Don't fire if the kart we are aiming at is invulnerable.
if (m_kart_behind != NULL) if (m_kart_behind && m_kart_behind->isInvulnerable())
{ straight_behind = false;
if (m_kart_behind->isInvulnerable())
{
straight_behind = false;
}
}
if (m_kart_ahead != NULL) if (m_kart_ahead && m_kart_ahead->isInvulnerable())
{ straight_ahead = false;
if (m_kart_ahead->isInvulnerable())
{
straight_ahead = false;
}
}
//Don't fire on a kart straight ahead with a bubblegum shield //Don't fire on a kart straight ahead with a bubblegum shield
if (item_skill == 5) if (item_skill == 5)