.NET Format Style Fixes

This commit is contained in:
chompDev
2025-06-21 13:45:45 +00:00
committed by Format Bot
parent 21bd868abe
commit 203e30a637
2 changed files with 27 additions and 15 deletions
@@ -350,7 +350,7 @@ public class LocationLootGenerator(
containerDistribution.Add(new ProbabilityObject<string, double>(x, value, value));
}
chosenContainerIds.AddRange(containerDistribution.Draw((int) containerData.ChosenCount));
chosenContainerIds.AddRange(containerDistribution.Draw((int)containerData.ChosenCount));
return chosenContainerIds;
}
@@ -703,7 +703,8 @@ public class LocationLootGenerator(
LooseLoot dynamicLootDist,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
string locationName,
Dictionary<string, int> spawnLimitedLoot)
Dictionary<string, int> spawnLimitedLoot
)
{
List<SpawnpointTemplate> loot = [];
List<Spawnpoint> dynamicForcedSpawnPoints = [];
@@ -730,7 +731,13 @@ public class LocationLootGenerator(
);
// Add forced loot to results
AddForcedLoot(loot, dynamicForcedSpawnPoints, locationName, staticAmmoDist, spawnLimitedLoot);
AddForcedLoot(
loot,
dynamicForcedSpawnPoints,
locationName,
staticAmmoDist,
spawnLimitedLoot
);
// Draw from random distribution
var desiredSpawnPointCount = Math.Round(
@@ -797,7 +804,7 @@ public class LocationLootGenerator(
if (randomSpawnPointCount > 0 && spawnPointArray.Count > 0)
// Add randomly chosen spawn points
{
foreach (var si in spawnPointArray.Draw((int) randomSpawnPointCount, false))
foreach (var si in spawnPointArray.Draw((int)randomSpawnPointCount, false))
{
chosenSpawnPoints.Add(spawnPointArray.Data(si));
}
@@ -920,7 +927,11 @@ public class LocationLootGenerator(
);
// If count reaches max, skip adding item to loot
if (counterTrackerHelper.IncrementCount(createItemResult.Items.FirstOrDefault().Template))
if (
counterTrackerHelper.IncrementCount(
createItemResult.Items.FirstOrDefault().Template
)
)
{
continue;
}
@@ -932,7 +943,6 @@ public class LocationLootGenerator(
spawnPoint.Template.Items = createItemResult.Items;
loot.Add(spawnPoint.Template);
}
return loot;
@@ -951,9 +961,9 @@ public class LocationLootGenerator(
List<Spawnpoint> forcedSpawnPoints,
string locationName,
Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
Dictionary<string, int> spawnLimitedLoot)
Dictionary<string, int> spawnLimitedLoot
)
{
if (spawnLimitedLoot is not null)
// Process loot items defined as requiring only 1 spawn position as they appear in multiple positions on the map
{