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Update ExplorationBehavior.cpp

Added missing bracked and changed indenting to make it less confusing.
Xilmi 1 vuosi sitten
vanhempi
sitoutus
69b64a3241
1 muutettua tiedostoa jossa 19 lisäystä ja 18 poistoa
  1. 19 18
      AI/Nullkiller/Behaviors/ExplorationBehavior.cpp

+ 19 - 18
AI/Nullkiller/Behaviors/ExplorationBehavior.cpp

@@ -37,26 +37,27 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * ai) const
 	{
 		switch (obj->ID.num)
 		{
-		case Obj::REDWOOD_OBSERVATORY:
-		case Obj::PILLAR_OF_FIRE:
-		{
-			auto rObj = dynamic_cast<const CRewardableObject*>(obj);
-			if (!rObj->wasScouted(ai->playerID))
-				tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 200)).addNext(CaptureObject(obj))));
-			break;
-		}
-		case Obj::MONOLITH_ONE_WAY_ENTRANCE:
-		case Obj::MONOLITH_TWO_WAY:
-		case Obj::SUBTERRANEAN_GATE:
-		case Obj::WHIRLPOOL:
-		{
-			auto tObj = dynamic_cast<const CGTeleport*>(obj);
-			for (auto exit : cb->getTeleportChannelExits(tObj->channel))
+			case Obj::REDWOOD_OBSERVATORY:
+			case Obj::PILLAR_OF_FIRE:
+			{
+				auto rObj = dynamic_cast<const CRewardableObject*>(obj);
+				if (!rObj->wasScouted(ai->playerID))
+					tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 200)).addNext(CaptureObject(obj))));
+				break;
+			}
+			case Obj::MONOLITH_ONE_WAY_ENTRANCE:
+			case Obj::MONOLITH_TWO_WAY:
+			case Obj::SUBTERRANEAN_GATE:
+			case Obj::WHIRLPOOL:
 			{
-				if (exit != tObj->id)
+				auto tObj = dynamic_cast<const CGTeleport*>(obj);
+				for (auto exit : cb->getTeleportChannelExits(tObj->channel))
 				{
-					if (!cb->isVisible(cb->getObjInstance(exit)))
-						tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
+					if (exit != tObj->id)
+					{
+						if (!cb->isVisible(cb->getObjInstance(exit)))
+							tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
+					}
 				}
 			}
 		}