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Fixed drawRoundedRectangle issue and improve TargetHUD #811
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📝 Walkthrough📝 WalkthroughWalkthroughThe pull request introduces modifications to the Changes
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Actionable comments posted: 5
📜 Review details
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Review profile: ASSERTIVE
📒 Files selected for processing (2)
- src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/RavenNewTargetHUD.java (1 hunks)
- src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/RavenTargetHUD.java (2 hunks)
🔇 Additional comments (3)
src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/RavenNewTargetHUD.java (1)
72-89
: Rendering shadows and blur effects correctlyThe implementation of
drawBloomShadow
andGaussianBlur
enhances the visual quality of the target HUD. The shadows and blur are applied appropriately, and the parameters are correctly utilized.src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/RavenTargetHUD.java (2)
98-101
: LGTMThe rendering logic for the health bar with gradient is correctly implemented and follows best practices.
104-104
: Potential overlap in health bar renderingAt line 104, you are drawing a rounded rectangle over the health bar which may overwrite the gradient rendered earlier. If
healthColor.isToggled()
istrue
, this could negate the gradient effect.Please check if this rendering is intended or if it overwrites the previous gradient. If unintended, consider adjusting the rendering logic to preserve the gradient.
src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/RavenNewTargetHUD.java
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Actionable comments posted: 3
🧹 Outside diff range comments (2)
src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/MyauTargetHUD.java (2)
Line range hint
41-137
: Suggestion: Refactor therender
method for improved maintainability.While the recent changes improve the functionality, the
render
method is quite complex and handles multiple responsibilities. Consider the following refactoring suggestions to enhance readability and maintainability:
Extract magic numbers into named constants.
Break down the method into smaller, focused methods. For example:
calculateLayoutDimensions()
renderBackground()
renderHealthBar()
renderPlayerInfo()
renderPlayerAvatar()
Use more descriptive variable names instead of
n2
,n3
, etc.Here's a sketch of how you might start refactoring:
private static final int BACKGROUND_ALPHA = 60; private static final int HEALTH_BAR_HEIGHT = 4; // ... other constants ... @Override public void render(@NotNull EntityLivingBase target) { String targetName = getFormattedTargetName(target); String targetHealth = getFormattedTargetHealth(target); ScaledResolution scaledResolution = new ScaledResolution(mc); LayoutDimensions dimensions = calculateLayoutDimensions(scaledResolution, targetName); renderBackground(dimensions); renderHealthBar(target, dimensions); renderPlayerInfo(targetName, targetHealth, dimensions); renderPlayerAvatar(target, dimensions); } private LayoutDimensions calculateLayoutDimensions(ScaledResolution scaledResolution, String targetName) { // ... calculation logic ... } private void renderBackground(LayoutDimensions dimensions) { // ... background rendering logic ... } // ... other methods ...This refactoring would make the code more modular, easier to understand, and simpler to maintain or extend in the future.
Line range hint
1-137
: Summary: Good functionality improvements, consider refactoring for better maintainability.The changes to the health bar calculation improve the precision of health display, especially for low health values. This enhances the user experience and provides more accurate visual feedback.
However, the
render
method and the overall class structure could benefit from refactoring to improve readability, maintainability, and adherence to clean code principles. The suggested improvements include:
- Extracting magic numbers to named constants.
- Breaking down the
render
method into smaller, focused methods.- Using more descriptive variable names.
These refactoring suggestions aim to make the code more modular and easier to understand, maintain, and extend in the future.
If you'd like assistance in implementing these refactoring suggestions or have any questions about the proposed changes, please let me know. I'd be happy to provide more detailed guidance or even draft some of the refactored code for you.
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📒 Files selected for processing (2)
- src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/MyauTargetHUD.java (1 hunks)
- src/main/java/keystrokesmod/utility/render/RenderUtils.java (1 hunks)
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src/main/java/keystrokesmod/utility/render/RenderUtils.java (1)
741-741
: Improved parameter naming enhances code readabilityRenaming the parameters from generic names to descriptive ones (
x
,y
,x2
,y2
,radius
,color
) improves the readability and maintainability of the code.
src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/MyauTargetHUD.java
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Actionable comments posted: 1
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Actionable comments posted: 2
🧹 Outside diff range comments (1)
src/main/java/keystrokesmod/utility/render/RenderUtils.java (1)
Line range hint
794-840
: Add parameter validation indrawRoundedGradientRect
The method
drawRoundedGradientRect
lacks validation for its input parametersx
,y
,x2
, andy2
. Ifx2 <= x
ory2 <= y
, this could result in negative width or height, leading to unexpected rendering issues. Consider adding checks to ensure thatx2 > x
andy2 > y
.
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Actionable comments posted: 0
🧹 Outside diff range comments (1)
src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/MyauTargetHUD.java (1)
Line range hint
1-138
: Suggestions for improving code quality and maintainability
Consistent naming conventions: Standardize variable names to follow Java conventions (e.g.,
targetName
,targetHealth
instead ofTargetName
,TargetHealth
).Extract magic numbers and hardcoded values into named constants:
private static final int HEALTH_BAR_HEIGHT = 4; private static final int NAME_OFFSET_Y = -4; private static final int HEALTH_OFFSET_Y = 6;Consider breaking down the
render
method into smaller, more focused methods:private void drawBackground() { ... } private void drawHealthBar(float health, int x1, int x2, int y) { ... } private void drawPlayerInfo(EntityLivingBase target, int x, int y) { ... } private void drawPlayerHead(AbstractClientPlayer player, double x, double y) { ... }Use
final
for variables that aren't reassigned to make the code's intent clearer.Consider using a
record
orclass
to encapsulate the rendering coordinates and dimensions, making it easier to pass around and manipulate.These changes would improve the overall code quality, making it more maintainable and easier to understand for future developers.
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- src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/MyauTargetHUD.java (2 hunks)
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src/main/java/keystrokesmod/module/impl/render/targetvisual/targethud/MyauTargetHUD.java (2)
59-59
: Verify intention: Removal of green color code for target healthThe green color code prefix ("§a") has been removed from the
TargetHealth
string. This change might affect the visual representation of the target's health. Was this intentional to allow for more flexible coloring based on health status?
88-90
: Approved: Improved precision for low health displayThe changes enhance the health bar's responsiveness to extremely low health values, providing more accurate visual feedback. This is a good improvement for user experience.
As suggested in a previous review, consider extracting the health threshold (0.01) to a named constant for better readability and easier future adjustments. For example:
+ private static final float MIN_HEALTH_THRESHOLD = 0.01f; - float healthBar = (float) (int) (n14 + (n13 - n14) * (1.0 - ((health < 0.01)? 0 : health))); + float healthBar = (float) (int) (n14 + (n13 - n14) * (1.0 - ((health < MIN_HEALTH_THRESHOLD)? 0 : health)));This change would make the code more self-documenting and easier to maintain.
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Summary by CodeRabbit
New Features
Bug Fixes