.NET Format Style Fixes

This commit is contained in:
chompDev
2025-06-22 08:05:18 +00:00
committed by Format Bot
parent d68228b5c9
commit e64243a0c5
4 changed files with 12 additions and 20 deletions
@@ -193,10 +193,7 @@ public class RepeatableQuestGenerator(
var targetPool = questTypePool.Pool.Elimination;
targetsConfig = targetsConfig.Filter(x => targetPool.Targets.ContainsKey(x.Key));
if (
targetsConfig.Count == 0
|| targetsConfig.All(x => x.Data?.IsBoss ?? false)
)
if (targetsConfig.Count == 0 || targetsConfig.All(x => x.Data?.IsBoss ?? false))
{
// There are no more targets left for elimination; delete it as a possible quest type
// also if only bosses are left we need to leave otherwise it's a guaranteed boss elimination
@@ -329,8 +326,7 @@ public class RepeatableQuestGenerator(
!eliminationConfig.DistLocationBlacklist.Contains(x.Id)
);
// if the boss spawns on nom-blacklisted locations and the current location is allowed we can generate a distance kill requirement
isDistanceRequirementAllowed =
isDistanceRequirementAllowed && allowedSpawns.Any();
isDistanceRequirementAllowed = isDistanceRequirementAllowed && allowedSpawns.Any();
}
if (
@@ -500,10 +496,7 @@ public class RepeatableQuestGenerator(
);
}
return _randomUtil.RandInt(
eliminationConfig.MinKills,
eliminationConfig.MaxKills + 1
);
return _randomUtil.RandInt(eliminationConfig.MinKills, eliminationConfig.MaxKills + 1);
}
protected double DifficultyWeighing(
@@ -706,10 +699,7 @@ public class RepeatableQuestGenerator(
}
// Store the indexes of items we are asking player to supply
var distinctItemsToRetrieveCount = _randomUtil.GetInt(
1,
completionConfig.UniqueItemCount
);
var distinctItemsToRetrieveCount = _randomUtil.GetInt(1, completionConfig.UniqueItemCount);
var chosenRequirementItemsTpls = new List<string>();
var usedItemIndexes = new HashSet<int>();
for (var i = 0; i < distinctItemsToRetrieveCount; i++)
@@ -130,9 +130,9 @@ public class RepeatableQuestRewardGenerator(
}
if (
traderWhitelistDetails.RewardCanBeWeapon &&
_randomUtil.GetChance100(traderWhitelistDetails.WeaponRewardChancePercent)
)
traderWhitelistDetails.RewardCanBeWeapon
&& _randomUtil.GetChance100(traderWhitelistDetails.WeaponRewardChancePercent)
)
{
var chosenWeapon = GetRandomWeaponPresetWithinBudget(
itemRewardBudget.Value,
@@ -613,7 +613,9 @@ public record EliminationConfig : BaseQuestConfig
/// If a weapon category requirement is chosen, pick from these categories
/// </summary>
[JsonPropertyName("weaponCategoryRequirements")]
public required List<ProbabilityObject<string, List<string>>> WeaponCategoryRequirements { get; set; }
public required List<
ProbabilityObject<string, List<string>>
> WeaponCategoryRequirements { get; set; }
/// <summary>
/// If a weapon requirement is chosen, pick from these weapons
@@ -639,7 +641,6 @@ public record BossInfo
[JsonExtensionData]
public Dictionary<string, object> ExtensionData { get; set; }
/// <summary>
/// Is this target a boss
/// </summary>
@@ -99,7 +99,8 @@ public class MathUtil
/// <param name="x">Support points in x (of same length as y)</param>
/// <param name="y">Support points in y (of same length as x)</param>
/// <returns>Interpolated value at xp, or null if xp is out of bounds</returns>
public T? Interp1<T>(T xp, IReadOnlyList<T> x, IReadOnlyList<T> y) where T : INumber<T>
public T? Interp1<T>(T xp, IReadOnlyList<T> x, IReadOnlyList<T> y)
where T : INumber<T>
{
if (xp > x[^1]) // ^1 is the last index in C#
{