Made use of Math.Clamp to simplify logic across server
Made all fence rep clamping use min/max values from config instead of magic values
This commit is contained in:
@@ -86,13 +86,13 @@ public class BotLevelGenerator(
|
||||
var minPossibleLevel = levelOverride is not null
|
||||
? Math.Min(
|
||||
Math.Max(levelDetails.Min, levelOverride.Min), // Biggest between json min and the botgen min
|
||||
maxAvailableLevel // Fallback if value above is crazy (default is 79)
|
||||
maxAvailableLevel // Fallback if value above is crazy
|
||||
)
|
||||
: Math.Min(levelDetails.Min, maxAvailableLevel); // Not pmc with override or non-pmc
|
||||
: Math.Clamp(levelDetails.Min, 1, maxAvailableLevel); // Not pmc with override or non-pmc
|
||||
|
||||
// Create a max limit PMCs level cannot go above
|
||||
var maxPossibleLevel = levelOverride is not null
|
||||
? Math.Min(levelOverride.Max, maxAvailableLevel) // Was a PMC and they have a level override
|
||||
? Math.Min(levelOverride.Max, maxAvailableLevel) // Is PMC and have a level override
|
||||
: Math.Min(levelDetails.Max, maxAvailableLevel); // Not pmc with override or non-pmc
|
||||
|
||||
// Get min level relative to player if value exists
|
||||
@@ -108,8 +108,8 @@ public class BotLevelGenerator(
|
||||
: 1 + botGenerationDetails.BotRelativeLevelDeltaMin.Value;
|
||||
|
||||
// Bound the level to the min/max possible
|
||||
maxLevel = Math.Min(Math.Max(maxLevel, minPossibleLevel), maxPossibleLevel);
|
||||
minLevel = Math.Min(Math.Max(minLevel, minPossibleLevel), maxPossibleLevel);
|
||||
maxLevel = Math.Clamp(maxLevel, minPossibleLevel, maxPossibleLevel);
|
||||
minLevel = Math.Clamp(minLevel, minPossibleLevel, maxPossibleLevel);
|
||||
|
||||
return new MinMax<int>(minLevel, maxLevel);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user