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wrap && conditions in parentheses when near ||

Andrey Filipenkov 3 年之前
父節點
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1d57c40740

+ 4 - 4
AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.cpp

@@ -63,7 +63,7 @@ void DangerHitMapAnalyzer::updateHitMap()
 				auto & node = hitMap[pos.x][pos.y][pos.z];
 
 				if(tileDanger > node.maximumDanger.danger
-					|| tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn)
+					|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
 				{
 					node.maximumDanger.danger = tileDanger;
 					node.maximumDanger.turn = turn;
@@ -71,7 +71,7 @@ void DangerHitMapAnalyzer::updateHitMap()
 				}
 
 				if(turn < node.fastestDanger.turn
-					|| turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger)
+					|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
 				{
 					node.fastestDanger.danger = tileDanger;
 					node.fastestDanger.turn = turn;
@@ -101,8 +101,8 @@ uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath &
 	int turn = path.turn();
 	const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
 
-	return info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger)
-		|| info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger);
+	return (info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger))
+		|| (info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger));
 }
 
 const HitMapNode & DangerHitMapAnalyzer::getObjectTreat(const CGObjectInstance * obj) const

+ 1 - 1
AI/Nullkiller/Analyzers/ObjectClusterizer.cpp

@@ -149,7 +149,7 @@ bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
 
 	const int3 pos = obj->visitablePos();
 
-	if(obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj)
+	if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
 		|| obj->wasVisited(ai->playerID))
 	{
 		return false;

+ 6 - 6
AI/Nullkiller/Behaviors/DefenceBehavior.cpp

@@ -106,10 +106,10 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 		{
 			if(path.getHeroStrength() > treat.danger)
 			{
-				if(path.turn() <= treat.turn && dayOfWeek + treat.turn < 6 && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger)
-					|| path.exchangeCount == 1 && path.turn() < treat.turn
+				if((path.turn() <= treat.turn && dayOfWeek + treat.turn < 6 && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
+					|| (path.exchangeCount == 1 && path.turn() < treat.turn)
 					|| path.turn() < treat.turn - 1
-					|| path.turn() < treat.turn && treat.turn >= 2)
+					|| (path.turn() < treat.turn && treat.turn >= 2))
 				{
 					logAi->debug(
 						"Hero %s can eliminate danger for town %s using path %s.",
@@ -217,7 +217,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				// dismiss creatures we are not able to pick to be able to hide in garrison
 				if(town->garrisonHero
 					|| town->getUpperArmy()->stacksCount() == 0
-					|| town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL)
+					|| (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
 				{
 					tasks.push_back(
 						Goals::sptr(Composition()
@@ -228,7 +228,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				continue;
 			}
 				
-			if(treat.turn == 0 || path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger)
+			if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
 			{
 				if(ai->nullkiller->arePathHeroesLocked(path))
 				{
@@ -294,4 +294,4 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 	}
 
 	logAi->debug("Found %d tasks", tasks.size());
-}
+}

+ 3 - 3
AI/Nullkiller/Behaviors/StartupBehavior.cpp

@@ -55,7 +55,7 @@ const CGHeroInstance * getNearestHero(const CGTownInstance * town)
 	if(shortestPath.nodes.size() > 1
 		|| shortestPath.turn() != 0
 		|| shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
-		|| town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get())
+		|| (town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
 		return nullptr;
 
 	return shortestPath.targetHero;
@@ -76,7 +76,7 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
 
 	for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
 	{
-		if(obj->ID == Obj::RESOURCE && obj->subID == Res::GOLD
+		if((obj->ID == Obj::RESOURCE && obj->subID == Res::GOLD)
 			|| obj->ID == Obj::TREASURE_CHEST
 			|| obj->ID == Obj::CAMPFIRE
 			|| obj->ID == Obj::WATER_WHEEL)
@@ -162,7 +162,7 @@ Goals::TGoalVec StartupBehavior::decompose() const
 				auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
 
 				if(visitingHeroScore > garrisonHeroScore
-					|| ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN)
+					|| (ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
 				{
 					if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
 					{

+ 1 - 1
AI/Nullkiller/Pathfinding/AINodeStorage.cpp

@@ -558,7 +558,7 @@ bool AINodeStorage::selectNextActor()
 	for(auto actor = actors.begin(); actor != actors.end(); actor++)
 	{
 		if(actor->get()->armyValue > currentActor->get()->armyValue
-			|| actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor)
+			|| (actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor))
 		{
 			continue;
 		}

+ 1 - 1
server/CGameHandler.cpp

@@ -5585,7 +5585,7 @@ bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
 			auto topArmy = dialog->exchangingArmies.at(0);
 			auto bottomArmy = dialog->exchangingArmies.at(1);
 
-			if (topArmy == o1 && bottomArmy == o2 || bottomArmy == o1 && topArmy == o2)
+			if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
 				return true;
 		}
 	}