Kotz's editorconfig styles slightly modified. Target typed new usage. Brackets in expressions used for clarity.

This commit is contained in:
Kwoth
2021-12-26 02:52:09 +01:00
parent 68741ec484
commit d18f9429c6
172 changed files with 921 additions and 494 deletions

View File

@@ -52,7 +52,7 @@ public sealed class Connect4Game : IDisposable
public event Func<Connect4Game, Task> OnGameFailedToStart;
public event Func<Connect4Game, Result, Task> OnGameEnded;
private readonly SemaphoreSlim _locker = new SemaphoreSlim(1, 1);
private readonly SemaphoreSlim _locker = new(1, 1);
private readonly Options _options;
private readonly ICurrencyService _cs;
private readonly NadekoRandom _rng;
@@ -154,8 +154,8 @@ public sealed class Connect4Game : IDisposable
if (CurrentPhase == Phase.Ended || CurrentPhase == Phase.Joining)
return false;
if (!(_players[0].Value.UserId == userId && CurrentPhase == Phase.P1Move
|| _players[1].Value.UserId == userId && CurrentPhase == Phase.P2Move))
if (!((_players[0].Value.UserId == userId && CurrentPhase == Phase.P1Move)
|| (_players[1].Value.UserId == userId && CurrentPhase == Phase.P2Move)))
return false;
if (inputCol < 0 || inputCol > NumberOfColumns) //invalid input
@@ -187,12 +187,12 @@ public sealed class Connect4Game : IDisposable
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[i + j * NumberOfRows];
var first = _gameState[i + (j * NumberOfRows)];
if (first != Field.Empty)
{
for (var k = 1; k < 4; k++)
{
var next = _gameState[i + k + j * NumberOfRows];
var next = _gameState[i + k + (j * NumberOfRows)];
if (next == first)
{
if (k == 3)
@@ -217,12 +217,12 @@ public sealed class Connect4Game : IDisposable
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[j + i * NumberOfRows];
var first = _gameState[j + (i * NumberOfRows)];
if (first != Field.Empty)
{
for (var k = 1; k < 4; k++)
{
var next = _gameState[j + (i + k) * NumberOfRows];
var next = _gameState[j + ((i + k) * NumberOfRows)];
if (next == first)
if (k == 3)
EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
@@ -245,7 +245,7 @@ public sealed class Connect4Game : IDisposable
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[row + col * NumberOfRows];
var first = _gameState[row + (col * NumberOfRows)];
if (first != Field.Empty)
{
@@ -264,7 +264,7 @@ public sealed class Connect4Game : IDisposable
if (curCol < 0 || curCol >= NumberOfColumns)
break;
var cur = _gameState[curRow + curCol * NumberOfRows];
var cur = _gameState[curRow + (curCol * NumberOfRows)];
if (cur == first)
same++;
else break;
@@ -291,7 +291,7 @@ public sealed class Connect4Game : IDisposable
if (curCol < 0 || curCol >= NumberOfColumns)
break;
var cur = _gameState[curRow + curCol * NumberOfRows];
var cur = _gameState[curRow + (curCol * NumberOfRows)];
if (cur == first)
same++;
else break;