RCS0056 - roslynator_max_line_length = 160

This commit is contained in:
RoosterDragon
2024-07-27 16:09:46 +01:00
committed by Matthias Mailänder
parent 9d5d2ab493
commit 0649f3dc32
129 changed files with 606 additions and 245 deletions

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@@ -100,8 +100,12 @@ namespace OpenRA.Mods.Common.Traits
return;
playerBuildings = world.ActorsHavingTrait<Building>().Where(a => a.Owner == player).ToArray();
var excessPowerBonus = baseBuilder.Info.ExcessPowerIncrement * (playerBuildings.Length / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
minimumExcessPower = (baseBuilder.Info.MinimumExcessPower + excessPowerBonus).Clamp(baseBuilder.Info.MinimumExcessPower, baseBuilder.Info.MaximumExcessPower);
var excessPowerBonus =
baseBuilder.Info.ExcessPowerIncrement *
(playerBuildings.Length / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
minimumExcessPower =
(baseBuilder.Info.MinimumExcessPower + excessPowerBonus)
.Clamp(baseBuilder.Info.MinimumExcessPower, baseBuilder.Info.MaximumExcessPower);
// PERF: Queue only one actor at a time per category
itemQueuedThisTick = false;
@@ -344,7 +348,9 @@ namespace OpenRA.Mods.Common.Traits
var buildingVariantInfo = actorInfo.TraitInfoOrDefault<PlaceBuildingVariantsInfo>();
var variants = buildingVariantInfo?.Actors ?? Array.Empty<string>();
var count = playerBuildings.Count(a => a.Info.Name == name || variants.Contains(a.Info.Name)) + (baseBuilder.BuildingsBeingProduced.TryGetValue(name, out var num) ? num : 0);
var count = playerBuildings.Count(a =>
a.Info.Name == name || variants.Contains(a.Info.Name)) +
(baseBuilder.BuildingsBeingProduced.TryGetValue(name, out var num) ? num : 0);
// Do we want to build this structure?
if (count * 100 > frac.Value * playerBuildings.Length)

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@@ -148,7 +148,8 @@ namespace OpenRA.Mods.Common.Traits
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, enemy.Location, BlockedByActor.Immovable, laneBias: false);
var cells = pathFinder.FindPathToTargetCell(
minelayer.Actor, new[] { minelayer.Actor.Location }, enemy.Location, BlockedByActor.Immovable, laneBias: false);
if (cells != null && cells.Count != 0)
{
AIUtils.BotDebug($"{player}: try find a location to lay mine.");
@@ -192,7 +193,8 @@ namespace OpenRA.Mods.Common.Traits
foreach (var minelayer in minelayers)
{
var cells = pathFinder.FindPathToTargetCell(minelayer.Actor, new[] { minelayer.Actor.Location }, minelayingPosition, BlockedByActor.Immovable, laneBias: false);
var cells = pathFinder.FindPathToTargetCell(
minelayer.Actor, new[] { minelayer.Actor.Location }, minelayingPosition, BlockedByActor.Immovable, laneBias: false);
if (cells != null && cells.Count != 0)
{
orderedActors.Add(minelayer.Actor);

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@@ -24,10 +24,16 @@ namespace OpenRA.Mods.Common.Traits
[Desc("What support power does this decision apply to?")]
public readonly string OrderName = "AirstrikePowerInfoOrder";
[Desc("What is the coarse scan radius of this power?", "For finding the general target area, before doing a detail scan", "Should be 10 or more to avoid lag")]
[Desc(
"What is the coarse scan radius of this power?",
"For finding the general target area, before doing a detail scan",
"Should be 10 or more to avoid lag")]
public readonly int CoarseScanRadius = 20;
[Desc("What is the fine scan radius of this power?", "For doing a detailed scan in the general target area.", "Minimum is 1")]
[Desc(
"What is the fine scan radius of this power?",
"For doing a detailed scan in the general target area.",
"Minimum is 1")]
public readonly int FineScanRadius = 2;
[FieldLoader.LoadUsing(nameof(LoadConsiderations))]

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@@ -111,7 +111,9 @@ namespace OpenRA.Mods.Common.Traits
waitingPowers[sp] += 10;
// Note: SelectDirectionalTarget uses uint.MaxValue in ExtraData to indicate that the player did not pick a direction.
bot.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true, ExtraData = uint.MaxValue });
bot.QueueOrder(
new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false)
{ SuppressVisualFeedback = true, ExtraData = uint.MaxValue });
}
}

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@@ -23,7 +23,8 @@ namespace OpenRA.Mods.Common.Traits
// Reason: If this is less than SquadSize, the bot might get stuck between not producing more units due to this,
// but also not creating squads since there aren't enough idle units.
[Desc("If > 0, only produce units as long as there are less than this amount of units idling inside the base.",
"Beware: if it is less than squad size, e.g. the `SquadSize` from `SquadManagerBotModule`, the bot might get stuck as there aren't enough idle units to create squad.")]
"Beware: if it is less than squad size, e.g. the `SquadSize` from `SquadManagerBotModule`, " +
"the bot might get stuck as there aren't enough idle units to create squad.")]
public readonly int IdleBaseUnitsMaximum = -1;
[Desc("Production queues AI uses for producing units.")]