veloren/server/agent/src/attack.rs

4147 lines
166 KiB
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use crate::{consts::MAX_PATH_DIST, data::*, util::entities_have_line_of_sight};
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use common::{
comp::{
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ability::{self, Ability, AbilityKind, ActiveAbilities, AuxiliaryAbility, Capability},
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buff::BuffKind,
item::tool::AbilityContext,
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skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction, ControlEvent,
Controller, InputKind,
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},
path::TraversalConfig,
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states::{self_buff, sprite_summon, utils::StageSection},
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terrain::Block,
util::Dir,
vol::ReadVol,
};
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use rand::{prelude::SliceRandom, Rng};
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use specs::saveload::MarkerAllocator;
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use std::{f32::consts::PI, time::Duration};
use vek::*;
impl<'a> AgentData<'a> {
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// Intended for any agent that has one attack, that attack is a melee attack,
// and the agent is able to freely walk around
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pub fn handle_simple_melee(
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&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
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if attack_data.in_min_range() && attack_data.angle < 30.0 {
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controller.push_basic_input(InputKind::Primary);
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controller.inputs.move_dir = Vec2::zero();
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Full,
None,
);
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if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
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&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& rng.gen::<f32>() < 0.02
{
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controller.push_basic_input(InputKind::Roll);
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}
}
}
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// Intended for any agent that has one attack, that attack is a melee attack,
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// and the agent is able to freely fly around
pub fn handle_simple_flying_melee(
&self,
_agent: &mut Agent,
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controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
_rng: &mut impl Rng,
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) {
// Fly to target
let dir_to_target = ((tgt_data.pos.0 + Vec3::unit_z() * 1.5) - self.pos.0)
.try_normalized()
.unwrap_or_else(Vec3::zero);
let speed = 1.0;
controller.inputs.move_dir = dir_to_target.xy() * speed;
// Always fly! If the floor can't touch you, it can't hurt you...
controller.push_basic_input(InputKind::Fly);
// Flee from the ground! The internet told me it was lava!
// If on the ground, jump with every last ounce of energy, holding onto all that
// is dear in life and straining for the wide open skies.
if self.physics_state.on_ground.is_some() {
controller.push_basic_input(InputKind::Jump);
} else {
// Only fly down if close enough to target in the xy plane
// Otherwise fly towards the target bouncing around a 5 block altitude
let mut maintain_altitude = |altitude| {
if read_data
.terrain
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * altitude))
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some())
{
// Fly up
controller.inputs.move_z = 1.0;
} else {
// Fly down
controller.inputs.move_z = -1.0;
}
};
if (tgt_data.pos.0 - self.pos.0).xy().magnitude_squared() > (5.0_f32).powi(2) {
// If above 5 blocks, fly down
maintain_altitude(5.0);
} else {
maintain_altitude(2.0);
// Attack if in range
if attack_data.dist_sqrd < 3.5_f32.powi(2) && attack_data.angle < 150.0 {
controller.push_basic_input(InputKind::Primary);
}
}
}
}
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// Intended for any agent that has one attack, that attack is a melee attack,
// the agent is able to freely walk around, and the agent is trying to attack
// from behind its target
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pub fn handle_simple_backstab(
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&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
// Handle attacking of agent
if attack_data.in_min_range() && attack_data.angle < 30.0 {
controller.push_basic_input(InputKind::Primary);
controller.inputs.move_dir = Vec2::zero();
}
// Handle movement of agent
let target_ori = agent
.target
.and_then(|t| read_data.orientations.get(t.target))
.map(|ori| ori.look_vec())
.unwrap_or_default();
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let dist = attack_data.dist_sqrd.sqrt();
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let in_front_of_target = target_ori.dot(self.pos.0 - tgt_data.pos.0) > 0.0;
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if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
// If in front of the target, circle to try and get behind, else just make a
// beeline for the back of the agent
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let vec_to_target = (tgt_data.pos.0 - self.pos.0).xy();
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if in_front_of_target {
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let theta = (PI / 2. - dist * 0.1).max(0.0);
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// Checks both CW and CCW rotation
let potential_move_dirs = [
vec_to_target
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.rotated_z(theta)
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.try_normalized()
.unwrap_or_default(),
vec_to_target
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.rotated_z(-theta)
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.try_normalized()
.unwrap_or_default(),
];
// Finds shortest path to get behind
if let Some(move_dir) = potential_move_dirs
.iter()
.find(|move_dir| target_ori.xy().dot(**move_dir) < 0.0)
{
controller.inputs.move_dir = *move_dir;
}
} else {
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// Aim for a point a given distance behind the target to prevent sideways
// movement
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let move_target = tgt_data.pos.0.xy() - dist / 2. * target_ori.xy();
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controller.inputs.move_dir = (move_target - self.pos.0)
.try_normalized()
.unwrap_or_default();
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}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Full,
None,
);
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}
}
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pub fn handle_elevated_ranged(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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let line_of_sight_with_target = || {
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
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};
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let elevation = self.pos.0.z - tgt_data.pos.0.z;
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const PREF_DIST: f32 = 30_f32;
if attack_data.angle_xy < 30.0
&& (elevation > 10.0 || attack_data.dist_sqrd > PREF_DIST.powi(2))
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&& line_of_sight_with_target()
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{
controller.push_basic_input(InputKind::Primary);
} else if attack_data.dist_sqrd < (PREF_DIST / 2.).powi(2) {
// Attempt to move quickly away from target if too close
if let Some((bearing, _)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
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let flee_dir = -bearing.xy().try_normalized().unwrap_or_else(Vec2::zero);
let pos = self.pos.0.xy().with_z(self.pos.0.z + 1.5);
if read_data
.terrain
.ray(pos, pos + flee_dir * 2.0)
.until(|b| b.is_solid() || b.get_sprite().is_none())
.cast()
.0
> 1.0
{
// If able to flee, flee
controller.inputs.move_dir = flee_dir;
if !self.char_state.is_attack() {
controller.inputs.look_dir = -controller.inputs.look_dir;
}
} else {
// Otherwise, fight to the death
controller.push_basic_input(InputKind::Primary);
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}
}
} else if attack_data.dist_sqrd < PREF_DIST.powi(2) {
// Attempt to move away from target if too close, while still attacking
if let Some((bearing, _)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
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if line_of_sight_with_target() {
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controller.push_basic_input(InputKind::Primary);
}
controller.inputs.move_dir =
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero);
}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Full,
None,
);
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}
}
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pub fn handle_axe_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
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enum ActionStateTimers {
TimerHandleAxeAttack = 0,
}
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let has_leap = || self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap));
let has_energy = |need| self.energy.current() > need;
let use_leap = |controller: &mut Controller| {
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controller.push_basic_input(InputKind::Ability(0));
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};
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if attack_data.in_min_range() && attack_data.angle < 45.0 {
controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] > 5.0 {
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controller.push_cancel_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] = 0.0;
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} else if agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize]
> 2.5
&& has_energy(10.0)
{
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
read_data.dt.0;
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} else if has_leap() && has_energy(45.0) && rng.gen_bool(0.5) {
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controller.push_basic_input(InputKind::Ability(0));
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agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
read_data.dt.0;
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} else {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerHandleAxeAttack as usize] +=
read_data.dt.0;
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}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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if attack_data.dist_sqrd < 32.0f32.powi(2)
&& has_leap()
&& has_energy(50.0)
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
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{
use_leap(controller);
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& rng.gen::<f32>() < 0.02
{
controller.push_basic_input(InputKind::Roll);
}
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}
}
pub fn handle_hammer_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
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enum ActionStateTimers {
TimerHandleHammerAttack = 0,
}
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let has_leap = || {
self.skill_set
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
};
let has_energy = |need| self.energy.current() > need;
let use_leap = |controller: &mut Controller| {
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controller.push_basic_input(InputKind::Ability(0));
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};
if attack_data.in_min_range() && attack_data.angle < 45.0 {
controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timers[ActionStateTimers::TimerHandleHammerAttack as usize] > 4.0
{
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controller.push_cancel_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerHandleHammerAttack as usize] =
0.0;
} else if agent.action_state.timers[ActionStateTimers::TimerHandleHammerAttack as usize]
> 3.0
{
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerHandleHammerAttack as usize] +=
read_data.dt.0;
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} else if has_leap() && has_energy(50.0) && rng.gen_bool(0.9) {
use_leap(controller);
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agent.action_state.timers[ActionStateTimers::TimerHandleHammerAttack as usize] +=
read_data.dt.0;
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} else {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerHandleHammerAttack as usize] +=
read_data.dt.0;
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}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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if attack_data.dist_sqrd < 32.0f32.powi(2)
&& has_leap()
&& has_energy(50.0)
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
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{
use_leap(controller);
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& rng.gen::<f32>() < 0.02
{
controller.push_basic_input(InputKind::Roll);
}
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}
}
pub fn handle_sword_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
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const INT_COUNTER_STANCE: usize = 0;
use ability::SwordStance;
let stance = |stance| match stance {
1 => SwordStance::Offensive,
2 => SwordStance::Defensive,
3 => SwordStance::Mobility,
4 => SwordStance::Crippling,
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5 => SwordStance::Cleaving,
6 => SwordStance::Parrying,
7 => SwordStance::Heavy,
8 => SwordStance::Reaching,
_ => SwordStance::Balanced,
};
if !agent.action_state.initialized {
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// TODO: Don't always assume that if they have skill checked for, they have
// entire set of necessary skills to take full advantage of AI. Make sure to
// change this to properly query for all required skills when AI dynamically get
// new skills and don't have pre-created skill sets.
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agent.action_state.int_counters[INT_COUNTER_STANCE] = if self
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.skill_set
.has_skill(Skill::Sword(SwordSkill::CripplingFinisher))
{
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// Hack to make cleaving stance come up less often because agents cannot use it
// effectively due to only considering a single target
// Remove when agents properly consider multiple targets
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// (stance, weight)
let options = [(4, 3), (5, 1), (6, 3), (7, 3), (8, 3)];
options.choose_weighted(rng, |x| x.1).map_or(0, |x| x.0)
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// rng.gen_range(4..9)
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} else if self
.skill_set
.has_skill(Skill::Sword(SwordSkill::OffensiveFinisher))
{
rng.gen_range(1..4)
} else {
0
};
let auxiliary_key = ActiveAbilities::active_auxiliary_key(Some(self.inventory));
let mut set_sword_ability = |slot, skill| {
controller.push_event(ControlEvent::ChangeAbility {
slot,
auxiliary_key,
new_ability: AuxiliaryAbility::MainWeapon(skill),
})
};
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match stance(agent.action_state.int_counters[INT_COUNTER_STANCE]) {
SwordStance::Balanced => {
// Balanced finisher
set_sword_ability(0, 8);
},
SwordStance::Offensive => {
// Offensive combo
set_sword_ability(0, 0);
// Offensive advance
set_sword_ability(1, 9);
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// Offensive finisher
set_sword_ability(2, 8);
},
SwordStance::Defensive => {
// Defensive combo
set_sword_ability(0, 3);
// Defensive retreat
set_sword_ability(1, 9);
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// Defensive bulwark
set_sword_ability(2, 10);
},
SwordStance::Mobility => {
// Mobility combo
set_sword_ability(0, 6);
// Mobility feint
set_sword_ability(1, 9);
// Mobility agility
set_sword_ability(2, 10);
},
SwordStance::Crippling => {
// Crippling combo
set_sword_ability(0, 1);
// Crippling finisher
set_sword_ability(1, 8);
// Crippling strike
set_sword_ability(2, 9);
// Crippling gouge
set_sword_ability(3, 10);
},
SwordStance::Cleaving => {
// Cleaving combo
set_sword_ability(0, 2);
// Cleaving finisher
set_sword_ability(1, 8);
// Cleaving spin
set_sword_ability(2, 10);
// Cleaving dive
set_sword_ability(3, 9);
},
SwordStance::Parrying => {
// Parrying combo
set_sword_ability(0, 4);
// Parrying parry
set_sword_ability(1, 10);
// Parrying riposte
set_sword_ability(2, 9);
// Parrying counter
set_sword_ability(3, 8);
},
SwordStance::Heavy => {
// Heavy combo
set_sword_ability(0, 5);
// Heavy finisher
set_sword_ability(1, 8);
// Heavy pommelstrike
set_sword_ability(2, 10);
// Heavy fortitude
set_sword_ability(3, 9);
},
SwordStance::Reaching => {
// Reaching combo
set_sword_ability(0, 7);
// Reaching charge
set_sword_ability(1, 9);
// Reaching flurry
set_sword_ability(2, 8);
// Reaching skewer
set_sword_ability(3, 10);
},
}
agent.action_state.initialized = true;
}
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let advance = |agent: &mut Agent, controller: &mut Controller, dist: f32, angle: f32| {
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if attack_data.dist_sqrd > (dist + self.body.map_or(0.0, |b| b.max_radius())).powi(2)
|| attack_data.angle > angle
{
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
}
};
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const AVERAGE_ROLL_FREQUENCY: f32 = 12.0;
const TIMER_LAST_ROLL: usize = 0;
const CONDITION_RANDOM_ROLL: usize = 0;
const MIN_ENERGY_FOR_ROLL: f32 = 30.0;
if self.energy.current() > MIN_ENERGY_FOR_ROLL {
agent.action_state.timers[TIMER_LAST_ROLL] += read_data.dt.0;
}
if (-agent.action_state.timers[TIMER_LAST_ROLL] / AVERAGE_ROLL_FREQUENCY).exp()
< rng.gen::<f32>() / std::f32::consts::E
{
agent.action_state.conditions[CONDITION_RANDOM_ROLL] = true;
}
if agent.action_state.conditions[CONDITION_RANDOM_ROLL] {
controller.push_basic_input(InputKind::Roll);
advance(agent, controller, 1.0, 30.0);
let random_angle = rng.gen_range(-PI..PI) / 4.0;
controller.inputs.move_dir.rotated_z(random_angle);
}
if matches!(self.char_state, CharacterState::Roll(c) if c.stage_section == StageSection::Recover)
{
agent.action_state.timers[TIMER_LAST_ROLL] = 0.0;
agent.action_state.conditions[CONDITION_RANDOM_ROLL] = false;
}
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// Called when out of energy, or the situation is not right to use another
// ability. Only contains tactics for using M1 and M2
let fallback_rng_1 = rng.gen::<f32>() < 0.67;
let fallback_tactics = |agent: &mut Agent, controller: &mut Controller| {
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const BALANCED_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 40.0,
energy: 0.0,
};
const BALANCED_THRUST: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 4.0,
angle: 8.0,
energy: 0.0,
};
let balanced_thrust_targetable = BALANCED_THRUST.could_use(attack_data, self);
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if (matches!(self.char_state, CharacterState::ChargedMelee(c) if c.charge_amount < 0.95)
|| matches!(
tgt_data.char_state.and_then(|cs| cs.stage_section()),
Some(StageSection::Buildup)
))
&& balanced_thrust_targetable
{
// If target in buildup (and therefore likely to still be around for an attack
// that needs charging), thrust
// Or if already thrusting, keep thrussting
controller.push_basic_input(InputKind::Secondary);
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} else if BALANCED_COMBO.could_use(attack_data, self) && fallback_rng_1 {
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controller.push_basic_input(InputKind::Primary);
} else if balanced_thrust_targetable {
controller.push_basic_input(InputKind::Secondary);
}
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advance(agent, controller, 1.5, BALANCED_COMBO.angle);
};
let in_stance = |stance| {
if let CharacterState::ComboMelee2(c) = self.char_state {
c.static_data.is_stance
&& c.static_data
.ability_info
.ability_meta
.and_then(|meta| meta.kind)
.map_or(false, |kind| AbilityKind::Sword(stance) == kind)
} else {
false
}
};
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match stance(agent.action_state.int_counters[INT_COUNTER_STANCE]) {
SwordStance::Balanced => {
const BALANCED_FINISHER: FinisherMeleeData = FinisherMeleeData {
range: 2.5,
angle: 12.5,
energy: 30.0,
combo: 10,
};
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if self
.skill_set
.has_skill(Skill::Sword(SwordSkill::BalancedFinisher))
&& BALANCED_FINISHER.could_use(attack_data, self)
{
controller.push_basic_input(InputKind::Ability(0));
advance(
agent,
controller,
BALANCED_FINISHER.range,
BALANCED_FINISHER.angle,
);
} else {
fallback_tactics(agent, controller);
}
},
SwordStance::Offensive => {
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const OFFENSIVE_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.0,
angle: 30.0,
energy: 4.0,
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};
const OFFENSIVE_ADVANCE: ComboMeleeData = ComboMeleeData {
min_range: 6.0,
max_range: 10.0,
angle: 20.0,
energy: 10.0,
};
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const OFFENSIVE_FINISHER: FinisherMeleeData = FinisherMeleeData {
range: 2.0,
angle: 10.0,
energy: 40.0,
combo: 10,
};
const DESIRED_ENERGY: f32 = 50.0;
if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Offensive) {
controller.push_basic_input(InputKind::Ability(0));
} else {
let used_finisher = if OFFENSIVE_FINISHER.could_use(attack_data, self)
&& OFFENSIVE_FINISHER.use_desirable(tgt_data, self)
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{
controller.push_basic_input(InputKind::Ability(2));
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advance(
agent,
controller,
OFFENSIVE_FINISHER.range,
OFFENSIVE_FINISHER.angle,
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);
true
} else {
false
};
if !used_finisher {
if OFFENSIVE_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(
agent,
controller,
OFFENSIVE_COMBO.max_range,
OFFENSIVE_COMBO.angle,
);
} else if OFFENSIVE_ADVANCE.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Ability(1));
advance(
agent,
controller,
OFFENSIVE_ADVANCE.max_range,
OFFENSIVE_ADVANCE.angle,
);
} else {
advance(
agent,
controller,
OFFENSIVE_COMBO.max_range,
OFFENSIVE_COMBO.angle,
);
}
}
}
},
SwordStance::Defensive => {
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const DEFENSIVE_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 35.0,
energy: 3.0,
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};
const DEFENSIVE_RETREAT: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 3.0,
angle: 35.0,
energy: 10.0,
};
const DEFENSIVE_BULWARK: SelfBuffData = SelfBuffData {
buff: BuffKind::ProtectingWard,
energy: 40.0,
};
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const BASIC_BLOCK: BlockData = BlockData {
angle: 55.0,
range: 5.0,
energy: 2.5,
};
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const DESIRED_ENERGY: f32 = 50.0;
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const CONDITION_HOLD: usize = 1;
const COUNTER_ANGLE: usize = 1;
const TIMER_HOLD_TIMEOUT: usize = 1;
const HOLD_TIMEOUT: f32 = 3.0;
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let mut try_block = || {
if let Some(char_state) = tgt_data.char_state {
matches!(char_state.stage_section(), Some(StageSection::Buildup))
&& char_state.is_melee_attack()
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&& BASIC_BLOCK.could_use(attack_data, self)
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&& char_state
.timer()
.map_or(false, |timer| rng.gen::<f32>() < timer.as_secs_f32() * 4.0)
&& self
.char_state
.ability_info()
.and_then(|a| a.ability_meta)
.map(|m| m.capabilities)
.map_or(false, |c| c.contains(Capability::BLOCK_INTERRUPT))
} else {
false
}
};
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if agent.action_state.conditions[CONDITION_HOLD] {
agent.action_state.timers[TIMER_HOLD_TIMEOUT] += read_data.dt.0;
}
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if read_data.time.0
- self
.health
.map_or(read_data.time.0, |h| h.last_change.time.0)
< read_data.dt.0 as f64 * 2.0
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|| agent.action_state.timers[TIMER_HOLD_TIMEOUT] > HOLD_TIMEOUT
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{
// If attacked in last couple ticks, stop standing still
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agent.action_state.conditions[CONDITION_HOLD] = false;
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agent.action_state.timers[TIMER_HOLD_TIMEOUT] = 0.0;
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} else if matches!(
self.char_state.ability_info().and_then(|info| info.input),
Some(InputKind::Ability(1))
) {
// If used defensive retreat, stand still for a little bit to bait people
// forward
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agent.action_state.conditions[CONDITION_HOLD] = true;
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};
if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Defensive) {
controller.push_basic_input(InputKind::Ability(0));
} else if DEFENSIVE_BULWARK.could_use(self) && DEFENSIVE_BULWARK.use_desirable(self)
{
controller.push_basic_input(InputKind::Ability(2));
} else if try_block() {
controller.push_basic_input(InputKind::Block);
} else if DEFENSIVE_RETREAT.could_use(attack_data, self) && rng.gen::<f32>() < 0.2 {
controller.push_basic_input(InputKind::Ability(1));
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if !agent.action_state.conditions[CONDITION_HOLD] {
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advance(
agent,
controller,
DEFENSIVE_RETREAT.max_range,
DEFENSIVE_RETREAT.angle,
);
}
} else if DEFENSIVE_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
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if !agent.action_state.conditions[CONDITION_HOLD] {
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advance(
agent,
controller,
DEFENSIVE_COMBO.max_range,
DEFENSIVE_COMBO.angle,
);
}
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} else if agent.action_state.conditions[CONDITION_HOLD] {
agent.action_state.counters[COUNTER_ANGLE] += rng.gen::<f32>() * read_data.dt.0;
controller.inputs.move_dir =
Vec2::unit_x().rotated_z(agent.action_state.counters[COUNTER_ANGLE]) * 0.25;
} else {
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advance(
agent,
controller,
DEFENSIVE_COMBO.max_range,
DEFENSIVE_COMBO.angle,
);
}
},
SwordStance::Mobility => {
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const MOBILITY_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 35.0,
energy: 3.0,
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};
const MOBILITY_FEINT: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 3.0,
angle: 35.0,
energy: 10.0,
};
const MOBILITY_AGILITY: SelfBuffData = SelfBuffData {
buff: BuffKind::Hastened,
energy: 40.0,
};
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const DESIRED_ENERGY: f32 = 50.0;
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let mut try_roll = |controller: &mut Controller| {
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if let Some(char_state) = tgt_data.char_state {
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let try_roll =
matches!(char_state.stage_section(), Some(StageSection::Buildup))
&& char_state.is_melee_attack()
&& char_state.timer().map_or(false, |timer| {
rng.gen::<f32>() < timer.as_secs_f32() * 4.0
})
&& matches!(
self.char_state.stage_section(),
Some(StageSection::Recover)
)
&& self
.char_state
.ability_info()
.and_then(|a| a.ability_meta)
.map(|m| m.capabilities)
.map_or(false, |c| c.contains(Capability::ROLL_INTERRUPT));
if try_roll {
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_default();
controller.push_basic_input(InputKind::Roll);
}
try_roll
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} else {
false
}
};
if matches!(self.char_state, CharacterState::Roll(_)) {
controller.push_basic_input(InputKind::Jump);
}
if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Mobility) {
controller.push_basic_input(InputKind::Ability(0));
} else if MOBILITY_AGILITY.could_use(self) && MOBILITY_AGILITY.use_desirable(self) {
controller.push_basic_input(InputKind::Ability(2));
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} else if try_roll(controller) {
// Nothing here, rolling handled in try_roll function
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} else if MOBILITY_FEINT.could_use(attack_data, self) && rng.gen::<f32>() < 0.3 {
controller.push_basic_input(InputKind::Ability(1));
advance(
agent,
controller,
MOBILITY_FEINT.max_range,
MOBILITY_FEINT.angle,
);
} else if MOBILITY_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(
agent,
controller,
MOBILITY_COMBO.max_range,
MOBILITY_COMBO.angle,
);
} else {
advance(
agent,
controller,
MOBILITY_COMBO.max_range,
MOBILITY_COMBO.angle,
);
}
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const CONDITION_FEINT_DIR: usize = 1;
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if rng.gen::<f32>() < read_data.dt.0 {
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agent.action_state.conditions[CONDITION_FEINT_DIR] =
!agent.action_state.conditions[CONDITION_FEINT_DIR];
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}
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let dir = if agent.action_state.conditions[CONDITION_FEINT_DIR] {
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1.0
} else {
-1.0
};
controller.inputs.move_dir.rotated_z(PI / 4.0 * dir);
},
SwordStance::Crippling => {
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const CRIPPLING_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 35.0,
energy: 5.0,
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};
const CRIPPLING_GOUGE: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 3.0,
angle: 35.0,
energy: 25.0,
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};
const CRIPPLING_STRIKE: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 3.0,
angle: 35.0,
energy: 25.0,
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};
const CRIPPLING_FINISHER: FinisherMeleeData = FinisherMeleeData {
range: 2.5,
angle: 10.0,
energy: 40.0,
combo: 10,
};
const DESIRED_ENERGY: f32 = 50.0;
if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Crippling) {
controller.push_basic_input(InputKind::Ability(0));
} else if CRIPPLING_FINISHER.could_use(attack_data, self)
&& CRIPPLING_FINISHER.use_desirable(tgt_data, self)
{
controller.push_basic_input(InputKind::Ability(1));
advance(
agent,
controller,
CRIPPLING_FINISHER.range,
CRIPPLING_FINISHER.angle,
);
} else if tgt_data
.buffs
.map_or(false, |buffs| !buffs.contains(BuffKind::Crippled))
&& CRIPPLING_STRIKE.could_use(attack_data, self)
{
controller.push_basic_input(InputKind::Ability(2));
advance(
agent,
controller,
CRIPPLING_STRIKE.max_range,
CRIPPLING_STRIKE.angle,
);
} else if CRIPPLING_GOUGE.could_use(attack_data, self) && rng.gen::<f32>() < 0.3 {
controller.push_basic_input(InputKind::Ability(3));
advance(
agent,
controller,
CRIPPLING_GOUGE.max_range,
CRIPPLING_GOUGE.angle,
);
} else if CRIPPLING_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(
agent,
controller,
CRIPPLING_COMBO.max_range,
CRIPPLING_COMBO.angle,
);
} else {
advance(
agent,
controller,
CRIPPLING_COMBO.max_range,
CRIPPLING_COMBO.angle,
);
}
},
SwordStance::Cleaving => {
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// TODO: Rewrite cleaving stance tactics when agents can consider multiple
// targets at once. Remove hack to make cleaving AI appear less frequently above
// when doing so.
const CLEAVING_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 35.0,
energy: 6.0,
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};
const CLEAVING_FINISHER: FinisherMeleeData = FinisherMeleeData {
range: 2.0,
angle: 10.0,
energy: 40.0,
combo: 10,
};
const CLEAVING_SPIN: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 5.0,
angle: 360.0,
energy: 20.0,
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};
const CLEAVING_DIVE: DiveMeleeData = DiveMeleeData {
range: 5.0,
angle: 10.0,
energy: 25.0,
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};
const DESIRED_ENERGY: f32 = 50.0;
// TODO: Remove when agents actually have multiple targets
// Hacky check for multiple nearby melee range targets
let are_nearby_targets = || {
if let Some(health) = self.health {
health
.recent_damagers()
.filter(|(_, time)| read_data.time.0 - time.0 < 5.0)
.filter_map(|(uid, _)| {
read_data.uid_allocator.retrieve_entity_internal(uid.0)
})
.filter(|e| {
read_data.positions.get(*e).map_or(false, |pos| {
pos.0.distance_squared(self.pos.0) < 10_f32.powi(2)
})
})
.count()
> 1
} else {
false
}
};
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const CONDITION_SELF_ROLLING: usize = 1;
const TIMER_DIVE_TIMEOUT: usize = 1;
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if matches!(self.char_state, CharacterState::Roll(_)) {
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agent.action_state.conditions[CONDITION_SELF_ROLLING] = true;
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}
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if agent.action_state.conditions[CONDITION_SELF_ROLLING] {
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if self.physics_state.on_ground.is_some() {
controller.push_basic_input(InputKind::Jump);
} else {
controller.push_basic_input(InputKind::Ability(3));
}
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agent.action_state.timers[TIMER_DIVE_TIMEOUT] += read_data.dt.0;
if agent.action_state.timers[TIMER_DIVE_TIMEOUT] > 2.0 {
agent.action_state.timers[TIMER_DIVE_TIMEOUT] = 0.0;
agent.action_state.conditions[CONDITION_SELF_ROLLING] = false;
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}
advance(agent, controller, CLEAVING_DIVE.range, CLEAVING_DIVE.angle);
} else if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Cleaving) {
controller.push_basic_input(InputKind::Ability(0));
} else if CLEAVING_FINISHER.could_use(attack_data, self)
&& CLEAVING_FINISHER.use_desirable(tgt_data, self)
{
controller.push_basic_input(InputKind::Ability(1));
advance(
agent,
controller,
CLEAVING_FINISHER.range,
CLEAVING_FINISHER.angle,
);
} else if CLEAVING_SPIN.could_use(attack_data, self) && are_nearby_targets() {
controller.push_basic_input(InputKind::Ability(2));
advance(
agent,
controller,
CLEAVING_SPIN.max_range,
CLEAVING_SPIN.angle,
);
} else if CLEAVING_DIVE.npc_should_use_hack(self, tgt_data) {
controller.push_basic_input(InputKind::Roll);
advance(agent, controller, CLEAVING_DIVE.range, CLEAVING_DIVE.angle);
} else if CLEAVING_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(
agent,
controller,
CLEAVING_COMBO.max_range,
CLEAVING_COMBO.angle,
);
} else {
advance(
agent,
controller,
CLEAVING_COMBO.max_range,
CLEAVING_COMBO.angle,
);
}
},
SwordStance::Parrying => {
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const PARRYING_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 35.0,
energy: 6.0,
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};
const PARRYING_PARRY: BlockData = BlockData {
angle: 40.0,
range: 5.0,
energy: 10.0,
};
const PARRYING_RIPOSTE: BlockData = BlockData {
angle: 15.0,
range: 3.5,
energy: 20.0,
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};
const PARRYING_COUNTER: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 25.0,
energy: 15.0,
};
const DESIRED_ENERGY: f32 = 50.0;
let try_parry = |pregen_rng_1: f32| {
if let Some(char_state) = tgt_data.char_state {
matches!(char_state.stage_section(), Some(StageSection::Buildup))
&& char_state.is_melee_attack()
&& char_state
.timer()
.map_or(false, |timer| pregen_rng_1 < timer.as_secs_f32() * 4.0)
} else {
false
}
};
if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Parrying) {
controller.push_basic_input(InputKind::Ability(0));
} else if matches!(
tgt_data.char_state.and_then(|cs| cs.stage_section()),
Some(StageSection::Buildup)
) && PARRYING_COUNTER.could_use(attack_data, self)
&& rng.gen::<f32>() < self.health.map_or(0.0, |h| h.fraction())
{
controller.push_basic_input(InputKind::Ability(3));
advance(
agent,
controller,
PARRYING_COUNTER.max_range,
PARRYING_COUNTER.angle,
);
} else if try_parry(rng.gen::<f32>()) {
if PARRYING_RIPOSTE.could_use(attack_data, self)
&& rng.gen::<f32>() > self.health.map_or(0.0, |h| h.fraction())
{
controller.push_basic_input(InputKind::Ability(2));
advance(
agent,
controller,
PARRYING_RIPOSTE.range,
PARRYING_RIPOSTE.angle,
);
} else if PARRYING_PARRY.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Ability(1));
advance(
agent,
controller,
PARRYING_PARRY.range,
PARRYING_PARRY.angle,
);
} else if PARRYING_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(
agent,
controller,
PARRYING_COMBO.max_range,
PARRYING_COMBO.angle,
);
} else {
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advance(
agent,
controller,
PARRYING_COMBO.max_range,
PARRYING_COMBO.angle,
);
}
} else if PARRYING_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(
agent,
controller,
PARRYING_COMBO.max_range,
PARRYING_COMBO.angle,
);
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} else {
advance(
agent,
controller,
PARRYING_COMBO.max_range,
PARRYING_COMBO.angle,
);
}
},
SwordStance::Heavy => {
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const HEAVY_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 2.5,
angle: 35.0,
energy: 5.0,
};
const HEAVY_FINISHER: FinisherMeleeData = FinisherMeleeData {
range: 2.5,
angle: 10.0,
energy: 40.0,
combo: 10,
};
const HEAVY_POMMELSTRIKE: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 3.0,
angle: 3.0,
energy: 15.0,
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};
const HEAVY_FORTITUDE: SelfBuffData = SelfBuffData {
buff: BuffKind::Fortitude,
energy: 40.0,
};
const DESIRED_ENERGY: f32 = 50.0;
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const CONDITION_POISE_DMG: usize = 1;
const TIMER_POMMELSTRIKE: usize = 1;
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agent.action_state.conditions[CONDITION_POISE_DMG] = self
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.poise
.map_or(false, |p| p.current() < p.maximum() * 0.8);
if matches!(
self.char_state.ability_info().and_then(|info| info.ability),
Some(Ability::MainWeaponAux(21))
) {
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agent.action_state.timers[TIMER_POMMELSTRIKE] = 0.0;
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}
if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Heavy) {
controller.push_basic_input(InputKind::Ability(0));
} else if HEAVY_FORTITUDE.could_use(self)
&& HEAVY_FORTITUDE.use_desirable(self)
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&& agent.action_state.conditions[CONDITION_POISE_DMG]
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{
controller.push_basic_input(InputKind::Ability(3));
} else if HEAVY_FINISHER.could_use(attack_data, self)
&& HEAVY_FINISHER.use_desirable(tgt_data, self)
{
controller.push_basic_input(InputKind::Ability(1));
advance(
agent,
controller,
HEAVY_FINISHER.range,
HEAVY_FINISHER.angle,
);
} else if HEAVY_POMMELSTRIKE.could_use(attack_data, self)
&& rng.gen::<f32>()
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< agent.action_state.timers[TIMER_POMMELSTRIKE]
* self.poise.map_or(0.5, |p| p.fraction())
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{
controller.push_basic_input(InputKind::Ability(2));
advance(
agent,
controller,
HEAVY_POMMELSTRIKE.max_range,
HEAVY_POMMELSTRIKE.angle,
);
} else if HEAVY_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(agent, controller, HEAVY_COMBO.max_range, HEAVY_COMBO.angle);
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agent.action_state.timers[TIMER_POMMELSTRIKE] += read_data.dt.0;
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} else {
advance(agent, controller, HEAVY_COMBO.max_range, HEAVY_COMBO.angle);
}
},
SwordStance::Reaching => {
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const REACHING_COMBO: ComboMeleeData = ComboMeleeData {
min_range: 0.0,
max_range: 4.5,
angle: 6.0,
energy: 5.0,
};
const REACHING_CHARGE: DashMeleeData = DashMeleeData {
range: 3.5,
angle: 12.5,
initial_energy: 10.0,
energy_drain: 20.0,
speed: 3.0,
charge_dur: 1.0,
};
const REACHING_FLURRY: RapidMeleeData = RapidMeleeData {
range: 4.0,
angle: 7.5,
energy: 10.0,
strikes: 6,
};
const REACHING_SKEWER: ComboMeleeData = ComboMeleeData {
min_range: 1.0,
max_range: 7.5,
angle: 7.5,
energy: 15.0,
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};
const DESIRED_ENERGY: f32 = 50.0;
if self.energy.current() < DESIRED_ENERGY {
fallback_tactics(agent, controller);
} else if !in_stance(SwordStance::Reaching) {
controller.push_basic_input(InputKind::Ability(0));
} else if matches!(self.char_state, CharacterState::DashMelee(s) if s.stage_section != StageSection::Recover)
|| (REACHING_CHARGE.could_use(attack_data, self)
&& REACHING_CHARGE.use_desirable(attack_data, self))
{
controller.push_basic_input(InputKind::Ability(1));
advance(
agent,
controller,
REACHING_CHARGE.range,
REACHING_CHARGE.angle,
);
} else if REACHING_FLURRY.could_use(attack_data, self)
&& matches!(
tgt_data.char_state.and_then(|cs| cs.stage_section()),
Some(StageSection::Buildup)
)
&& rng.gen::<f32>() < 0.5
{
controller.push_basic_input(InputKind::Ability(2));
advance(
agent,
controller,
REACHING_FLURRY.range,
REACHING_FLURRY.angle,
);
} else if REACHING_SKEWER.could_use(attack_data, self) && rng.gen::<f32>() < 0.33 {
controller.push_basic_input(InputKind::Ability(3));
advance(
agent,
controller,
REACHING_SKEWER.max_range,
REACHING_SKEWER.angle,
);
} else if REACHING_COMBO.could_use(attack_data, self) {
controller.push_basic_input(InputKind::Primary);
advance(
agent,
controller,
REACHING_COMBO.max_range,
REACHING_COMBO.angle,
);
} else {
advance(
agent,
controller,
REACHING_COMBO.max_range,
REACHING_COMBO.angle,
);
}
},
}
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if self.active_abilities.auxiliary_sets.is_empty() {
agent.action_state.initialized = false;
}
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}
pub fn handle_bow_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
const MIN_CHARGE_FRAC: f32 = 0.5;
const OPTIMAL_TARGET_VELOCITY: f32 = 5.0;
const DESIRED_ENERGY_LEVEL: f32 = 50.0;
let line_of_sight_with_target = || {
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
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};
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// Logic to use abilities
if let CharacterState::ChargedRanged(c) = self.char_state {
if !matches!(c.stage_section, StageSection::Recover) {
// Don't even bother with this logic if in recover
let target_speed_sqd = agent
.target
.as_ref()
.map(|t| t.target)
.and_then(|e| read_data.velocities.get(e))
.map_or(0.0, |v| v.0.magnitude_squared());
if c.charge_frac() < MIN_CHARGE_FRAC
|| (target_speed_sqd > OPTIMAL_TARGET_VELOCITY.powi(2) && c.charge_frac() < 1.0)
{
// If haven't charged to desired level, or target is moving too fast and haven't
// fully charged, keep charging
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controller.push_basic_input(InputKind::Primary);
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}
// Else don't send primary input to release the shot
}
} else if matches!(self.char_state, CharacterState::RepeaterRanged(c) if self.energy.current() > 5.0 && !matches!(c.stage_section, StageSection::Recover))
{
// If in repeater ranged, have enough energy, and aren't in recovery, try to
// keep firing
if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
&& line_of_sight_with_target()
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{
// Only keep firing if not in melee range or if can see target
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controller.push_basic_input(InputKind::Secondary);
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}
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
if self
.skill_set
.has_skill(Skill::Bow(BowSkill::UnlockShotgun))
&& self.energy.current() > 45.0
&& rng.gen_bool(0.5)
{
// Use shotgun if target close and have sufficient energy
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controller.push_basic_input(InputKind::Ability(0));
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} else if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
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&& self.energy.current() > CharacterAbility::default_roll().energy_cost()
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&& !matches!(self.char_state, CharacterState::BasicRanged(c) if !matches!(c.stage_section, StageSection::Recover))
{
// Else roll away if can roll and have enough energy, and not using shotgun
// (other 2 attacks have interrupt handled above) unless in recover
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controller.push_basic_input(InputKind::Roll);
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} else {
self.path_toward_target(
agent,
controller,
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tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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if attack_data.angle < 15.0 {
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controller.push_basic_input(InputKind::Primary);
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}
}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) && line_of_sight_with_target() {
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// If not really far, and can see target, attempt to shoot bow
if self.energy.current() < DESIRED_ENERGY_LEVEL {
// If low on energy, use primary to attempt to regen energy
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controller.push_basic_input(InputKind::Primary);
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} else {
// Else we have enough energy, use repeater
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controller.push_basic_input(InputKind::Secondary);
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}
}
// Logic to move. Intentionally kept separate from ability logic so duplicated
// work is less necessary.
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
// Attempt to move away from target if too close
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
controller.inputs.move_dir =
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
// Else attempt to circle target if neither too close nor too far
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if line_of_sight_with_target() && attack_data.angle < 45.0 {
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controller.inputs.move_dir = bearing
.xy()
.rotated_z(rng.gen_range(0.5..1.57))
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
} else {
// Unless cannot see target, then move towards them
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
}
}
// Sometimes try to roll
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& rng.gen::<f32>() < 0.01
{
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controller.push_basic_input(InputKind::Roll);
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}
} else {
// If too far, move towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_staff_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
enum ActionStateConditions {
ConditionStaffCanShockwave = 0,
}
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let context = AbilityContext::try_from(Some(self.char_state));
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let extract_ability = |input: AbilityInput| {
self.active_abilities
.activate_ability(
input,
Some(self.inventory),
self.skill_set,
self.body,
context,
)
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.unwrap_or_default()
.0
};
let (flamethrower, shockwave) = (
extract_ability(AbilityInput::Secondary),
extract_ability(AbilityInput::Auxiliary(0)),
);
let flamethrower_range = match flamethrower {
CharacterAbility::BasicBeam { range, .. } => range,
_ => 20.0_f32,
};
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let shockwave_cost = shockwave.energy_cost();
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if self.body.map_or(false, |b| b.is_humanoid())
&& attack_data.in_min_range()
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&& self.energy.current() > CharacterAbility::default_roll().energy_cost()
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&& !matches!(self.char_state, CharacterState::Shockwave(_))
{
// if a humanoid, have enough stamina, not in shockwave, and in melee range,
// emergency roll
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controller.push_basic_input(InputKind::Roll);
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} else if matches!(self.char_state, CharacterState::Shockwave(_)) {
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agent.action_state.conditions
[ActionStateConditions::ConditionStaffCanShockwave as usize] = false;
} else if agent.action_state.conditions
[ActionStateConditions::ConditionStaffCanShockwave as usize]
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&& matches!(self.char_state, CharacterState::Wielding(_))
{
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controller.push_basic_input(InputKind::Ability(0));
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} else if !matches!(self.char_state, CharacterState::Shockwave(c) if !matches!(c.stage_section, StageSection::Recover))
{
// only try to use another ability unless in shockwave or recover
let target_approaching_speed = -agent
.target
.as_ref()
.map(|t| t.target)
.and_then(|e| read_data.velocities.get(e))
.map_or(0.0, |v| v.0.dot(self.ori.look_vec()));
if self
.skill_set
.has_skill(Skill::Staff(StaffSkill::UnlockShockwave))
&& target_approaching_speed > 12.0
&& self.energy.current() > shockwave_cost
{
// if enemy is closing distance quickly, use shockwave to knock back
if matches!(self.char_state, CharacterState::Wielding(_)) {
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controller.push_basic_input(InputKind::Ability(0));
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} else {
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agent.action_state.conditions
[ActionStateConditions::ConditionStaffCanShockwave as usize] = true;
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}
} else if self.energy.current()
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> shockwave_cost + CharacterAbility::default_roll().energy_cost()
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&& attack_data.dist_sqrd < flamethrower_range.powi(2)
{
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controller.push_basic_input(InputKind::Secondary);
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} else {
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controller.push_basic_input(InputKind::Primary);
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}
}
// Logic to move. Intentionally kept separate from ability logic so duplicated
// work is less necessary.
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
// Attempt to move away from target if too close
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
controller.inputs.move_dir =
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
// Else attempt to circle target if neither too close nor too far
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
) && attack_data.angle < 45.0
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{
controller.inputs.move_dir = bearing
.xy()
.rotated_z(rng.gen_range(-1.57..-0.5))
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
} else {
// Unless cannot see target, then move towards them
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
}
}
// Sometimes try to roll
if self.body.map_or(false, |b| b.is_humanoid())
&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& !matches!(self.char_state, CharacterState::Shockwave(_))
&& rng.gen::<f32>() < 0.02
{
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controller.push_basic_input(InputKind::Roll);
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}
} else {
// If too far, move towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_sceptre_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
const DESIRED_ENERGY_LEVEL: f32 = 50.0;
const DESIRED_COMBO_LEVEL: u32 = 8;
let line_of_sight_with_target = || {
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
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};
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// Logic to use abilities
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if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
&& line_of_sight_with_target()
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{
// If far enough away, and can see target, check which skill is appropriate to
// use
if self.energy.current() > DESIRED_ENERGY_LEVEL
&& read_data
.combos
.get(*self.entity)
.map_or(false, |c| c.counter() >= DESIRED_COMBO_LEVEL)
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
buff.iter_kind(BuffKind::Regeneration)
.peekable()
.peek()
.is_some()
})
{
// If have enough energy and combo to use healing aura, do so
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controller.push_basic_input(InputKind::Secondary);
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} else if self
.skill_set
.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
&& self.energy.current() > DESIRED_ENERGY_LEVEL
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
buff.iter_kind(BuffKind::ProtectingWard)
.peekable()
.peek()
.is_some()
})
{
// Use ward if target is far enough away, self is not buffed, and have
// sufficient energy
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controller.push_basic_input(InputKind::Ability(0));
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} else {
// If low on energy, use primary to attempt to regen energy
// Or if at desired energy level but not able/willing to ward, just attack
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controller.push_basic_input(InputKind::Primary);
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}
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
if self.body.map_or(false, |b| b.is_humanoid())
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&& self.energy.current() > CharacterAbility::default_roll().energy_cost()
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&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover))
{
// Else roll away if can roll and have enough energy, and not using aura or in
// recover
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controller.push_basic_input(InputKind::Roll);
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} else if attack_data.angle < 15.0 {
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controller.push_basic_input(InputKind::Primary);
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}
}
// Logic to move. Intentionally kept separate from ability logic where possible
// so duplicated work is less necessary.
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
// Attempt to move away from target if too close
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
controller.inputs.move_dir =
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
// Else attempt to circle target if neither too close nor too far
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if line_of_sight_with_target() && attack_data.angle < 45.0 {
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controller.inputs.move_dir = bearing
.xy()
.rotated_z(rng.gen_range(0.5..1.57))
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
} else {
// Unless cannot see target, then move towards them
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
}
}
// Sometimes try to roll
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& !matches!(self.char_state, CharacterState::BasicAura(_))
&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& rng.gen::<f32>() < 0.01
{
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controller.push_basic_input(InputKind::Roll);
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}
} else {
// If too far, move towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_stone_golem_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
enum ActionStateTimers {
TimerHandleStoneGolemAttack = 0, //Timer 0
}
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if attack_data.in_min_range() && attack_data.angle < 90.0 {
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Primary);
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//controller.inputs.primary.set_state(true);
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
if self.vel.0.is_approx_zero() {
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controller.push_basic_input(InputKind::Ability(0));
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}
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if self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
) && entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
) && attack_data.angle < 90.0
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{
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if agent.action_state.timers
[ActionStateTimers::TimerHandleStoneGolemAttack as usize]
> 5.0
{
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers
[ActionStateTimers::TimerHandleStoneGolemAttack as usize] = 0.0;
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} else {
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agent.action_state.timers
[ActionStateTimers::TimerHandleStoneGolemAttack as usize] += read_data.dt.0;
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}
}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
#[allow(clippy::too_many_arguments)]
pub fn handle_circle_charge_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
radius: u32,
circle_time: u32,
rng: &mut impl Rng,
) {
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enum ActionStateCountersF {
CounterFHandleCircleChargeAttack = 0,
}
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enum ActionStateCountersI {
CounterIHandleCircleChargeAttack = 0,
}
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if agent.action_state.counters
[ActionStateCountersF::CounterFHandleCircleChargeAttack as usize]
>= circle_time as f32
{
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// if circle charge is in progress and time hasn't expired, continue charging
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controller.push_basic_input(InputKind::Secondary);
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}
if attack_data.in_min_range() {
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if agent.action_state.counters
[ActionStateCountersF::CounterFHandleCircleChargeAttack as usize]
> 0.0
{
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// set timer and rotation counter to zero if in minimum range
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agent.action_state.counters
[ActionStateCountersF::CounterFHandleCircleChargeAttack as usize] = 0.0;
agent.action_state.int_counters
[ActionStateCountersI::CounterIHandleCircleChargeAttack as usize] = 0;
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} else {
// melee attack
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controller.push_basic_input(InputKind::Primary);
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controller.inputs.move_dir = Vec2::zero();
}
} else if attack_data.dist_sqrd < (radius as f32 + attack_data.min_attack_dist).powi(2) {
// if in range to charge, circle, then charge
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if agent.action_state.int_counters
[ActionStateCountersI::CounterIHandleCircleChargeAttack as usize]
== 0
{
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// if you haven't chosen a direction to go in, choose now
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agent.action_state.int_counters
[ActionStateCountersI::CounterIHandleCircleChargeAttack as usize] =
1 + rng.gen_bool(0.5) as u8;
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}
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if agent.action_state.counters
[ActionStateCountersF::CounterFHandleCircleChargeAttack as usize]
< circle_time as f32
{
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// circle if circle timer not ready
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let move_dir = match agent.action_state.int_counters
[ActionStateCountersI::CounterIHandleCircleChargeAttack as usize]
{
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1 =>
// circle left if counter is 1
{
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(tgt_data.pos.0 - self.pos.0)
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.xy()
.rotated_z(0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y)
},
2 =>
// circle right if counter is 2
{
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(tgt_data.pos.0 - self.pos.0)
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.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y)
},
_ =>
// if some illegal value slipped in, get zero vector
{
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Vec2::zero()
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},
};
let obstacle = read_data
.terrain
.ray(
self.pos.0 + Vec3::unit_z(),
self.pos.0 + move_dir.with_z(0.0) * 2.0 + Vec3::unit_z(),
)
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some());
if obstacle {
// if obstacle detected, stop circling
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agent.action_state.counters
[ActionStateCountersF::CounterFHandleCircleChargeAttack as usize] =
circle_time as f32;
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}
controller.inputs.move_dir = move_dir;
// use counter as timer since timer may be modified in other parts of the code
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agent.action_state.counters
[ActionStateCountersF::CounterFHandleCircleChargeAttack as usize] +=
read_data.dt.0;
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}
// activating charge once circle timer expires is handled above
} else {
let path = if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
// if too far away from target, move towards them
Path::Separate
} else {
Path::Partial
};
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self.path_toward_target(agent, controller, tgt_data.pos.0, read_data, path, None);
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}
}
pub fn handle_quadlow_ranged_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerHandleQuadLowRanged = 0,
}
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if attack_data.dist_sqrd < (3.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 90.0
{
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
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controller.push_basic_input(InputKind::Primary);
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} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if attack_data.angle < 15.0
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
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{
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if agent.action_state.timers
[ActionStateTimers::TimerHandleQuadLowRanged as usize]
> 5.0
{
agent.action_state.timers
[ActionStateTimers::TimerHandleQuadLowRanged as usize] = 0.0;
} else if agent.action_state.timers
[ActionStateTimers::TimerHandleQuadLowRanged as usize]
> 2.5
{
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.rotated_z(1.75 * PI)
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
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agent.action_state.timers
[ActionStateTimers::TimerHandleQuadLowRanged as usize] +=
read_data.dt.0;
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} else {
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.rotated_z(0.25 * PI)
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
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agent.action_state.timers
[ActionStateTimers::TimerHandleQuadLowRanged as usize] +=
read_data.dt.0;
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}
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controller.push_basic_input(InputKind::Secondary);
self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_tail_slap_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerTailSlap = 0,
}
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if attack_data.angle < 90.0
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{
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if agent.action_state.timers[ActionStateTimers::TimerTailSlap as usize] > 4.0 {
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controller.push_cancel_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerTailSlap as usize] = 0.0;
} else if agent.action_state.timers[ActionStateTimers::TimerTailSlap as usize] > 1.0 {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerTailSlap as usize] +=
read_data.dt.0;
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} else {
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerTailSlap as usize] +=
read_data.dt.0;
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}
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.try_normalized()
.unwrap_or_else(Vec2::unit_y)
* 0.1;
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_quadlow_quick_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
if attack_data.angle < 90.0
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.dist_sqrd < (3.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.dist_sqrd > (2.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 90.0
{
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controller.push_basic_input(InputKind::Primary);
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_quadlow_basic_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerQuadLowBasic = 0,
}
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if attack_data.angle < 70.0
&& attack_data.dist_sqrd < (1.3 * attack_data.min_attack_dist).powi(2)
{
controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timers[ActionStateTimers::TimerQuadLowBasic as usize] > 5.0 {
agent.action_state.timers[ActionStateTimers::TimerQuadLowBasic as usize] = 0.0;
2022-10-25 02:52:37 +00:00
} else if agent.action_state.timers[ActionStateTimers::TimerQuadLowBasic as usize] > 2.0
{
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerQuadLowBasic as usize] +=
read_data.dt.0;
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} else {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerQuadLowBasic as usize] +=
read_data.dt.0;
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}
} else {
let path = if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
Path::Separate
} else {
Path::Partial
};
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self.path_toward_target(agent, controller, tgt_data.pos.0, read_data, path, None);
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}
}
pub fn handle_quadmed_jump_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
if attack_data.angle < 90.0
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.angle < 15.0
&& attack_data.dist_sqrd < (5.0 * attack_data.min_attack_dist).powi(2)
{
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controller.push_basic_input(InputKind::Ability(0));
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} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
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if self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
) && attack_data.angle < 15.0
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
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{
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controller.push_basic_input(InputKind::Primary);
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}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_quadmed_basic_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerQuadMedBasic = 0,
}
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if attack_data.angle < 90.0 && attack_data.in_min_range() {
controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timers[ActionStateTimers::TimerQuadMedBasic as usize] < 2.0 {
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerQuadMedBasic as usize] +=
read_data.dt.0;
} else if agent.action_state.timers[ActionStateTimers::TimerQuadMedBasic as usize] < 3.0
{
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerQuadMedBasic as usize] +=
read_data.dt.0;
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} else {
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agent.action_state.timers[ActionStateTimers::TimerQuadMedBasic as usize] = 0.0;
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}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_quadlow_beam_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerQuadLowBeam = 0,
}
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if attack_data.angle < 90.0
&& attack_data.dist_sqrd < (2.5 * attack_data.min_attack_dist).powi(2)
{
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.dist_sqrd < (7.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 15.0
{
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if agent.action_state.timers[ActionStateTimers::TimerQuadLowBeam as usize] < 2.0 {
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.rotated_z(0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerQuadLowBeam as usize] +=
read_data.dt.0;
} else if agent.action_state.timers[ActionStateTimers::TimerQuadLowBeam as usize] < 4.0
&& attack_data.angle < 15.0
{
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerQuadLowBeam as usize] +=
read_data.dt.0;
} else if agent.action_state.timers[ActionStateTimers::TimerQuadLowBeam as usize] < 6.0
&& attack_data.angle < 15.0
{
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controller.push_basic_input(InputKind::Ability(0));
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agent.action_state.timers[ActionStateTimers::TimerQuadLowBeam as usize] +=
read_data.dt.0;
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} else {
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agent.action_state.timers[ActionStateTimers::TimerQuadLowBeam as usize] = 0.0;
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}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
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pub fn handle_organ_aura_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
_tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerOrganAura = 0,
}
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const ORGAN_AURA_DURATION: f32 = 34.75;
if attack_data.dist_sqrd < (7.0 * attack_data.min_attack_dist).powi(2) {
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if agent.action_state.timers[ActionStateTimers::TimerOrganAura as usize]
> ORGAN_AURA_DURATION
{
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agent.action_state.timers[ActionStateTimers::TimerOrganAura as usize] = 0.0;
} else if agent.action_state.timers[ActionStateTimers::TimerOrganAura as usize] < 1.0 {
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controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_state.timers[ActionStateTimers::TimerOrganAura as usize] +=
read_data.dt.0;
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} else {
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agent.action_state.timers[ActionStateTimers::TimerOrganAura as usize] +=
read_data.dt.0;
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}
} else {
agent.target = None;
}
}
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pub fn handle_theropod_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
if attack_data.angle < 90.0 && attack_data.in_min_range() {
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Primary);
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} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_turret_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
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read_data: &ReadData,
) {
if entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
&& attack_data.angle < 15.0
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{
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controller.push_basic_input(InputKind::Primary);
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} else {
agent.target = None;
}
}
pub fn handle_fixed_turret_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
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read_data: &ReadData,
) {
controller.inputs.look_dir = self.ori.look_dir();
if entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
&& attack_data.angle < 15.0
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{
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controller.push_basic_input(InputKind::Primary);
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} else {
agent.target = None;
}
}
pub fn handle_rotating_turret_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
tgt_data: &TargetData,
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read_data: &ReadData,
) {
controller.inputs.look_dir = Dir::new(
Quaternion::from_xyzw(self.ori.look_dir().x, self.ori.look_dir().y, 0.0, 0.0)
.rotated_z(6.0 * read_data.dt.0 as f32)
.into_vec3()
.try_normalized()
.unwrap_or_default(),
);
if entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
{
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controller.push_basic_input(InputKind::Primary);
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} else {
agent.target = None;
}
}
pub fn handle_radial_turret_attack(&self, controller: &mut Controller) {
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controller.push_basic_input(InputKind::Primary);
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}
pub fn handle_mindflayer_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
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enum ActionStateFCounters {
FCounterHealthThreshold = 0,
}
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enum ActionStateICounters {
ICounterNumFireballs = 0,
}
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enum ActionStateConditions {
ConditionCounterInit = 0,
}
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const MINDFLAYER_ATTACK_DIST: f32 = 16.0;
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
// Sets counter at start of combat, using `condition` to keep track of whether
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// it was already initialized
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if !agent.action_state.conditions[ActionStateConditions::ConditionCounterInit as usize] {
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agent.action_state.counters[ActionStateFCounters::FCounterHealthThreshold as usize] =
1.0 - MINION_SUMMON_THRESHOLD;
agent.action_state.conditions[ActionStateConditions::ConditionCounterInit as usize] =
true;
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}
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if agent.action_state.counters[ActionStateFCounters::FCounterHealthThreshold as usize]
> health_fraction
{
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// Summon minions at particular thresholds of health
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controller.push_basic_input(InputKind::Ability(2));
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if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
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agent.action_state.counters
[ActionStateFCounters::FCounterHealthThreshold as usize] -=
MINION_SUMMON_THRESHOLD;
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}
} else if attack_data.dist_sqrd < MINDFLAYER_ATTACK_DIST.powi(2) {
if entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
) {
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// If close to target, use either primary or secondary ability
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(10) && !matches!(c.stage_section, StageSection::Recover))
{
// If already using primary, keep using primary until 10 consecutive seconds
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controller.push_basic_input(InputKind::Primary);
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} else if matches!(self.char_state, CharacterState::SpinMelee(c) if c.consecutive_spins < 50 && !matches!(c.stage_section, StageSection::Recover))
{
// If already using secondary, keep using secondary until 10 consecutive
// seconds
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controller.push_basic_input(InputKind::Secondary);
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} else if rng.gen_bool(health_fraction.into()) {
// Else if at high health, use primary
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controller.push_basic_input(InputKind::Primary);
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} else {
// Else use secondary
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controller.push_basic_input(InputKind::Secondary);
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}
} else {
self.path_toward_target(
agent,
controller,
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tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
// If too far from target, throw a random number of necrotic spheres at them and
// then blink to them.
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let num_fireballs = &mut agent.action_state.int_counters
[ActionStateICounters::ICounterNumFireballs as usize];
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if *num_fireballs == 0 {
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controller.push_action(ControlAction::StartInput {
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input: InputKind::Ability(0),
target_entity: agent
.target
.as_ref()
.and_then(|t| read_data.uids.get(t.target))
.copied(),
select_pos: None,
});
if matches!(self.char_state, CharacterState::Blink(_)) {
*num_fireballs = rand::random::<u8>() % 4;
}
} else if matches!(self.char_state, CharacterState::Wielding(_)) {
*num_fireballs -= 1;
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controller.push_action(ControlAction::StartInput {
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input: InputKind::Ability(1),
target_entity: agent
.target
.as_ref()
.and_then(|t| read_data.uids.get(t.target))
.copied(),
select_pos: None,
});
}
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
pub fn handle_birdlarge_fire_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
if attack_data.dist_sqrd > 30.0_f32.powi(2) {
let small_chance = rng.gen_bool(0.05);
if small_chance
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
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&& attack_data.angle < 15.0
{
// Fireball
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controller.push_basic_input(InputKind::Primary);
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}
// If some target
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
// Walk to target
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
// If less than 20 blocks higher than target
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if (self.pos.0.z - tgt_data.pos.0.z) < 20.0 {
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// Fly upward
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controller.push_basic_input(InputKind::Fly);
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controller.inputs.move_z = 1.0;
} else {
// Jump
self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
}
}
}
// If higher than 2 blocks
else if !read_data
.terrain
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some())
{
// Do not increment the timer during this movement
// The next stage shouldn't trigger until the entity
// is on the ground
// Fly to target
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controller.push_basic_input(InputKind::Fly);
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let move_dir = tgt_data.pos.0 - self.pos.0;
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controller.inputs.move_dir =
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
controller.inputs.move_z = move_dir.z - 0.5;
// If further than 4 blocks and random chance
if rng.gen_bool(0.05)
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 15.0
{
// Fireball
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controller.push_basic_input(InputKind::Primary);
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}
}
// If further than 4 blocks and random chance
else if rng.gen_bool(0.05)
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 15.0
{
// Fireball
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controller.push_basic_input(InputKind::Primary);
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}
// If random chance and less than 20 blocks higher than target and further than 4
// blocks
else if rng.gen_bool(0.5)
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&& (self.pos.0.z - tgt_data.pos.0.z) < 15.0
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&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
{
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controller.push_basic_input(InputKind::Fly);
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controller.inputs.move_z = 1.0;
}
// If further than 2.5 blocks and random chance
else if attack_data.dist_sqrd > (2.5 * attack_data.min_attack_dist).powi(2) {
// Walk to target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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}
// If energy higher than 600 and random chance
else if self.energy.current() > 60.0 && rng.gen_bool(0.4) {
// Shockwave
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controller.push_basic_input(InputKind::Ability(0));
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} else if attack_data.angle < 90.0 {
// Triple strike
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controller.push_basic_input(InputKind::Secondary);
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} else {
// Target is behind us. Turn around and chase target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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}
}
pub fn handle_birdlarge_breathe_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
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enum ActionStateTimers {
TimerBirdLargeBreathe = 0,
}
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// Set fly to false
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controller.push_cancel_input(InputKind::Fly);
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if attack_data.dist_sqrd > 30.0_f32.powi(2) {
if rng.gen_bool(0.05)
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
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&& attack_data.angle < 15.0
{
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controller.push_basic_input(InputKind::Primary);
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}
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
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if (self.pos.0.z - tgt_data.pos.0.z) < 20.0 {
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controller.push_basic_input(InputKind::Fly);
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controller.inputs.move_z = 1.0;
} else {
self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
}
}
} else if !read_data
.terrain
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some())
{
// Do not increment the timer during this movement
// The next stage shouldn't trigger until the entity
// is on the ground
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controller.push_basic_input(InputKind::Fly);
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let move_dir = tgt_data.pos.0 - self.pos.0;
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controller.inputs.move_dir =
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
controller.inputs.move_z = move_dir.z - 0.5;
if rng.gen_bool(0.05)
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 15.0
{
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controller.push_basic_input(InputKind::Primary);
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}
} else if rng.gen_bool(0.05)
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 15.0
{
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controller.push_basic_input(InputKind::Primary);
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} else if rng.gen_bool(0.5)
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&& (self.pos.0.z - tgt_data.pos.0.z) < 15.0
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&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
{
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controller.push_basic_input(InputKind::Fly);
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controller.inputs.move_z = 1.0;
} else if attack_data.dist_sqrd > (3.0 * attack_data.min_attack_dist).powi(2) {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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} else if self.energy.current() > 60.0
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&& agent.action_state.timers[ActionStateTimers::TimerBirdLargeBreathe as usize] < 3.0
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&& attack_data.angle < 15.0
{
// Fire breath attack
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controller.push_basic_input(InputKind::Ability(0));
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// Move towards the target slowly
self.path_toward_target(
agent,
controller,
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tgt_data.pos.0,
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read_data,
Path::Separate,
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Some(0.5),
);
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agent.action_state.timers[ActionStateTimers::TimerBirdLargeBreathe as usize] +=
read_data.dt.0;
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} else if agent.action_state.timers[ActionStateTimers::TimerBirdLargeBreathe as usize] < 6.0
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&& attack_data.angle < 90.0
&& attack_data.in_min_range()
{
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// Triple strike
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerBirdLargeBreathe as usize] +=
read_data.dt.0;
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} else {
// Reset timer
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agent.action_state.timers[ActionStateTimers::TimerBirdLargeBreathe as usize] = 0.0;
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// Target is behind us or the timer needs to be reset. Chase target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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}
}
pub fn handle_birdlarge_basic_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerBirdLargeBasic = 0,
}
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enum ActionStateConditions {
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ConditionBirdLargeBasic = 0, /* FIXME: Not sure what this represents. This name
* should be reflective of the condition... */
}
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const BIRD_ATTACK_RANGE: f32 = 4.0;
const BIRD_CHARGE_DISTANCE: f32 = 15.0;
let bird_attack_distance = self.body.map_or(0.0, |b| b.max_radius()) + BIRD_ATTACK_RANGE;
// Increase action timer
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agent.action_state.timers[ActionStateTimers::TimerBirdLargeBasic as usize] +=
read_data.dt.0;
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// If higher than 2 blocks
if !read_data
.terrain
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some())
{
// Fly to target and land
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controller.push_basic_input(InputKind::Fly);
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let move_dir = tgt_data.pos.0 - self.pos.0;
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controller.inputs.move_dir =
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
controller.inputs.move_z = move_dir.z - 0.5;
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} else if agent.action_state.timers[ActionStateTimers::TimerBirdLargeBasic as usize] > 8.0 {
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// If action timer higher than 8, make bird summon tornadoes
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controller.push_basic_input(InputKind::Secondary);
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if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
// Reset timer
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agent.action_state.timers[ActionStateTimers::TimerBirdLargeBasic as usize] = 0.0;
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}
} else if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
{
// If already in dash, keep dashing if not in recover
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controller.push_basic_input(InputKind::Ability(0));
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} else if matches!(self.char_state, CharacterState::ComboMelee(c) if matches!(c.stage_section, StageSection::Recover))
{
// If already in combo keep comboing if not in recover
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controller.push_basic_input(InputKind::Primary);
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} else if attack_data.dist_sqrd > BIRD_CHARGE_DISTANCE.powi(2) {
// Charges at target if they are far enough away
if attack_data.angle < 60.0 {
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controller.push_basic_input(InputKind::Ability(0));
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}
} else if attack_data.dist_sqrd < bird_attack_distance.powi(2) {
// Combo melee target
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.conditions
[ActionStateConditions::ConditionBirdLargeBasic as usize] = true;
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}
// Make bird move towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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}
pub fn handle_arthropod_ranged_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerArthropodRanged = 0,
}
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agent.action_state.timers[ActionStateTimers::TimerArthropodRanged as usize] +=
read_data.dt.0;
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if agent.action_state.timers[ActionStateTimers::TimerArthropodRanged as usize] > 6.0
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Secondary);
// Reset timer
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if matches!(self.char_state,
CharacterState::SpriteSummon(sprite_summon::Data { stage_section, .. })
| CharacterState::SelfBuff(self_buff::Data { stage_section, .. })
if matches!(stage_section, StageSection::Recover))
{
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agent.action_state.timers[ActionStateTimers::TimerArthropodRanged as usize] = 0.0;
}
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} else if attack_data.dist_sqrd < (2.5 * attack_data.min_attack_dist).powi(2)
&& attack_data.angle < 90.0
{
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
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controller.push_basic_input(InputKind::Primary);
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
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tgt_data.pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if attack_data.angle < 15.0
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
{
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if agent.action_state.timers[ActionStateTimers::TimerArthropodRanged as usize]
> 5.0
{
agent.action_state.timers
[ActionStateTimers::TimerArthropodRanged as usize] = 0.0;
} else if agent.action_state.timers
[ActionStateTimers::TimerArthropodRanged as usize]
> 2.5
{
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.rotated_z(1.75 * PI)
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
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agent.action_state.timers
[ActionStateTimers::TimerArthropodRanged as usize] += read_data.dt.0;
} else {
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.rotated_z(0.25 * PI)
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
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agent.action_state.timers
[ActionStateTimers::TimerArthropodRanged as usize] += read_data.dt.0;
}
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controller.push_basic_input(InputKind::Ability(0));
self.jump_if(bearing.z > 1.5, controller);
controller.inputs.move_z = bearing.z;
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(bearing.z > 1.5, controller);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
}
}
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pub fn handle_arthropod_ambush_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
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) {
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enum ActionStateTimers {
TimersArthropodAmbush = 0,
}
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agent.action_state.timers[ActionStateTimers::TimersArthropodAmbush as usize] +=
read_data.dt.0;
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if agent.action_state.timers[ActionStateTimers::TimersArthropodAmbush as usize] > 12.0
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Secondary);
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// Reset timer
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if matches!(self.char_state,
CharacterState::SpriteSummon(sprite_summon::Data { stage_section, .. })
| CharacterState::SelfBuff(self_buff::Data { stage_section, .. })
if matches!(stage_section, StageSection::Recover))
{
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agent.action_state.timers[ActionStateTimers::TimersArthropodAmbush as usize] = 0.0;
}
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} else if attack_data.angle < 90.0
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&& attack_data.dist_sqrd < attack_data.min_attack_dist.powi(2)
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{
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Primary);
} else if rng.gen_bool(0.01)
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&& attack_data.angle < 60.0
&& attack_data.dist_sqrd > (2.0 * attack_data.min_attack_dist).powi(2)
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{
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controller.push_basic_input(InputKind::Ability(0));
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} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
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pub fn handle_arthropod_melee_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimersArthropodMelee = 0,
}
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agent.action_state.timers[ActionStateTimers::TimersArthropodMelee as usize] +=
read_data.dt.0;
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if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
{
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// If already charging, keep charging if not in recover
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.dist_sqrd > (2.5 * attack_data.min_attack_dist).powi(2) {
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// Charges at target if they are far enough away
if attack_data.angle < 60.0 {
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controller.push_basic_input(InputKind::Secondary);
}
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} else if attack_data.angle < 90.0
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&& attack_data.dist_sqrd < attack_data.min_attack_dist.powi(2)
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{
controller.inputs.move_dir = Vec2::zero();
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controller.push_basic_input(InputKind::Primary);
} else {
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
}
}
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pub fn handle_minotaur_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const MINOTAUR_FRENZY_THRESHOLD: f32 = 0.5;
const MINOTAUR_ATTACK_RANGE: f32 = 5.0;
const MINOTAUR_CHARGE_DISTANCE: f32 = 15.0;
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enum ActionStateFCounters {
FCounterMinotaurAttack = 0,
}
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enum ActionStateConditions {
ConditionJustCrippledOrCleaved = 0,
}
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let minotaur_attack_distance =
self.body.map_or(0.0, |b| b.max_radius()) + MINOTAUR_ATTACK_RANGE;
let health_fraction = self.health.map_or(1.0, |h| h.fraction());
// Sets action counter at start of combat
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if agent.action_state.counters[ActionStateFCounters::FCounterMinotaurAttack as usize]
< MINOTAUR_FRENZY_THRESHOLD
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&& health_fraction > MINOTAUR_FRENZY_THRESHOLD
{
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agent.action_state.counters[ActionStateFCounters::FCounterMinotaurAttack as usize] =
MINOTAUR_FRENZY_THRESHOLD;
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}
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if health_fraction
< agent.action_state.counters[ActionStateFCounters::FCounterMinotaurAttack as usize]
{
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// Makes minotaur buff itself with frenzy
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controller.push_basic_input(InputKind::Ability(1));
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if matches!(self.char_state, CharacterState::SelfBuff(c) if matches!(c.stage_section, StageSection::Recover))
{
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agent.action_state.counters
[ActionStateFCounters::FCounterMinotaurAttack as usize] = 0.0;
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}
} else if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
{
// If already charging, keep charging if not in recover
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controller.push_basic_input(InputKind::Ability(0));
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} else if matches!(self.char_state, CharacterState::ChargedMelee(c) if matches!(c.stage_section, StageSection::Charge) && c.timer < c.static_data.charge_duration)
{
// If already charging a melee attack, keep charging it if charging
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controller.push_basic_input(InputKind::Primary);
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} else if attack_data.dist_sqrd > MINOTAUR_CHARGE_DISTANCE.powi(2) {
// Charges at target if they are far enough away
if attack_data.angle < 60.0 {
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controller.push_basic_input(InputKind::Ability(0));
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}
} else if attack_data.dist_sqrd < minotaur_attack_distance.powi(2) {
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if agent.action_state.conditions
[ActionStateConditions::ConditionJustCrippledOrCleaved as usize]
&& !self.char_state.is_attack()
{
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// Cripple target if not just used cripple
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.conditions
[ActionStateConditions::ConditionJustCrippledOrCleaved as usize] = false;
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} else if !self.char_state.is_attack() {
// Cleave target if not just used cleave
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.conditions
[ActionStateConditions::ConditionJustCrippledOrCleaved as usize] = true;
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}
}
// Make minotaur move towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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}
pub fn handle_clay_golem_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const GOLEM_MELEE_RANGE: f32 = 4.0;
const GOLEM_LASER_RANGE: f32 = 30.0;
const GOLEM_LONG_RANGE: f32 = 50.0;
const GOLEM_TARGET_SPEED: f32 = 8.0;
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enum ActionStateFCounters {
FCounterGlayGolemAttack = 0,
}
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let golem_melee_range = self.body.map_or(0.0, |b| b.max_radius()) + GOLEM_MELEE_RANGE;
// Fraction of health, used for activation of shockwave
// If golem don't have health for some reason, assume it's full
let health_fraction = self.health.map_or(1.0, |h| h.fraction());
// Magnitude squared of cross product of target velocity with golem orientation
let target_speed_cross_sqd = agent
.target
.as_ref()
.map(|t| t.target)
.and_then(|e| read_data.velocities.get(e))
.map_or(0.0, |v| v.0.cross(self.ori.look_vec()).magnitude_squared());
let line_of_sight_with_target = || {
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
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};
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if attack_data.dist_sqrd < golem_melee_range.powi(2) {
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if agent.action_state.counters[ActionStateFCounters::FCounterGlayGolemAttack as usize]
< 7.5
{
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// If target is close, whack them
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.counters
[ActionStateFCounters::FCounterGlayGolemAttack as usize] += read_data.dt.0;
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} else {
// If whacked for too long, nuke them
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controller.push_basic_input(InputKind::Ability(1));
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if matches!(self.char_state, CharacterState::BasicRanged(c) if matches!(c.stage_section, StageSection::Recover))
{
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agent.action_state.counters
[ActionStateFCounters::FCounterGlayGolemAttack as usize] = 0.0;
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}
}
} else if attack_data.dist_sqrd < GOLEM_LASER_RANGE.powi(2) {
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
|| target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2)
&& line_of_sight_with_target()
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&& attack_data.angle < 45.0
{
// If target in range threshold and haven't been lasering for more than 5
// seconds already or if target is moving slow-ish, laser them
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controller.push_basic_input(InputKind::Secondary);
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} else if health_fraction < 0.7 {
// Else target moving too fast for laser, shockwave time.
// But only if damaged enough
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controller.push_basic_input(InputKind::Ability(0));
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}
} else if attack_data.dist_sqrd < GOLEM_LONG_RANGE.powi(2) {
if target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2) && line_of_sight_with_target() {
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// If target is far-ish and moving slow-ish, rocket them
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controller.push_basic_input(InputKind::Ability(1));
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} else if health_fraction < 0.7 {
// Else target moving too fast for laser, shockwave time.
// But only if damaged enough
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controller.push_basic_input(InputKind::Ability(0));
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}
}
// Make clay golem move towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Separate,
None,
);
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}
pub fn handle_tidal_warrior_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const SCUTTLE_RANGE: f32 = 40.0;
const BUBBLE_RANGE: f32 = 20.0;
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
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enum ActionStateConditions {
ConditionCounterInitialized = 0,
}
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enum ActionStateFCounters {
FCounterMinionSummonThreshold = 0,
}
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
let line_of_sight_with_target = || {
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
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};
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// Sets counter at start of combat, using `condition` to keep track of whether
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// it was already initialized
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if !agent.action_state.conditions
[ActionStateConditions::ConditionCounterInitialized as usize]
{
agent.action_state.counters
[ActionStateFCounters::FCounterMinionSummonThreshold as usize] =
1.0 - MINION_SUMMON_THRESHOLD;
agent.action_state.conditions
[ActionStateConditions::ConditionCounterInitialized as usize] = true;
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}
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if agent.action_state.counters[ActionStateFCounters::FCounterMinionSummonThreshold as usize]
> health_fraction
{
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// Summon minions at particular thresholds of health
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controller.push_basic_input(InputKind::Ability(1));
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if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
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agent.action_state.counters
[ActionStateFCounters::FCounterMinionSummonThreshold as usize] -=
MINION_SUMMON_THRESHOLD;
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}
} else if attack_data.dist_sqrd < SCUTTLE_RANGE.powi(2) {
if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
{
// Keep scuttling if already in dash melee and not in recover
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.dist_sqrd < BUBBLE_RANGE.powi(2) {
if matches!(self.char_state, CharacterState::BasicBeam(c) if !matches!(c.stage_section, StageSection::Recover) && c.timer < Duration::from_secs(10))
{
// Keep shooting bubbles at them if already in basic beam and not in recover and
// have not been bubbling too long
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controller.push_basic_input(InputKind::Ability(0));
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} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
// Pincer them if they're in range and angle
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controller.push_basic_input(InputKind::Primary);
} else if attack_data.angle < 30.0 && line_of_sight_with_target() {
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// Start bubbling them if not close enough to do something else and in angle and
// can see target
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controller.push_basic_input(InputKind::Ability(0));
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}
} else if attack_data.angle < 90.0 && line_of_sight_with_target() {
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// Start scuttling if not close enough to do something else and in angle and can
// see target
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controller.push_basic_input(InputKind::Secondary);
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}
}
// Always attempt to path towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
pub fn handle_yeti_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const ICE_SPIKES_RANGE: f32 = 15.0;
const ICE_BREATH_RANGE: f32 = 10.0;
const ICE_BREATH_TIMER: f32 = 10.0;
const SNOWBALL_MAX_RANGE: f32 = 50.0;
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enum ActionStateFCounters {
FCounterYetiAttack = 0,
}
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agent.action_state.counters[ActionStateFCounters::FCounterYetiAttack as usize] +=
read_data.dt.0;
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if attack_data.dist_sqrd < ICE_BREATH_RANGE.powi(2) {
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(2))
{
// Keep using ice breath for 2 second
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controller.push_basic_input(InputKind::Ability(0));
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} else if agent.action_state.counters[ActionStateFCounters::FCounterYetiAttack as usize]
> ICE_BREATH_TIMER
{
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// Use ice breath if timer has gone for long enough
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controller.push_basic_input(InputKind::Ability(0));
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if matches!(self.char_state, CharacterState::BasicBeam(_)) {
// Resets action counter when using beam
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agent.action_state.counters
[ActionStateFCounters::FCounterYetiAttack as usize] = 0.0;
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}
} else if attack_data.in_min_range() {
// Basic attack if on top of them
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controller.push_basic_input(InputKind::Primary);
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} else {
// Use ice spikes if too far for other abilities
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controller.push_basic_input(InputKind::Secondary);
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}
} else if attack_data.dist_sqrd < ICE_SPIKES_RANGE.powi(2) && attack_data.angle < 60.0 {
// Use ice spikes if in range
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.dist_sqrd < SNOWBALL_MAX_RANGE.powi(2) && attack_data.angle < 60.0 {
// Otherwise, chuck all the snowballs
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controller.push_basic_input(InputKind::Ability(1));
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}
// Always attempt to path towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
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pub fn handle_roshwalr_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const SLOW_CHARGE_RANGE: f32 = 20.0;
const SHOCKWAVE_RANGE: f32 = 12.5;
const SHOCKWAVE_TIMER: f32 = 10.0;
enum ActionStateFCounters {
FCounterRoshwalrAttack = 0,
}
agent.action_state.counters[ActionStateFCounters::FCounterRoshwalrAttack as usize] +=
read_data.dt.0;
if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
{
// If already charging, keep charging if not in recover
controller.push_basic_input(InputKind::Ability(0));
} else if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) {
if agent.action_state.counters[ActionStateFCounters::FCounterRoshwalrAttack as usize]
> SHOCKWAVE_TIMER
{
// Use shockwave if timer has gone for long enough
controller.push_basic_input(InputKind::Ability(0));
if matches!(self.char_state, CharacterState::Shockwave(_)) {
// Resets action counter when using shockwave
agent.action_state.counters
[ActionStateFCounters::FCounterRoshwalrAttack as usize] = 0.0;
}
} else if attack_data.in_min_range() {
// Basic attack if on top of them
controller.push_basic_input(InputKind::Primary);
} else {
// Use slow charge if too far for other abilities
controller.push_basic_input(InputKind::Secondary);
}
} else if attack_data.dist_sqrd < SLOW_CHARGE_RANGE.powi(2) {
// Use slow charge if in range
controller.push_basic_input(InputKind::Secondary);
}
// Always attempt to path towards target
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
}
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pub fn handle_harvester_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const VINE_CREATION_THRESHOLD: f32 = 0.50;
const FIRE_BREATH_RANGE: f32 = 20.0;
const MAX_PUMPKIN_RANGE: f32 = 50.0;
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enum ActionStateConditions {
ConditionHasSummonedVines = 0,
}
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
let line_of_sight_with_target = || {
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
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};
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if health_fraction < VINE_CREATION_THRESHOLD
&& !agent.action_state.conditions
[ActionStateConditions::ConditionHasSummonedVines as usize]
{
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// Summon vines when reach threshold of health
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controller.push_basic_input(InputKind::Ability(0));
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if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
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agent.action_state.conditions
[ActionStateConditions::ConditionHasSummonedVines as usize] = true;
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}
} else if attack_data.dist_sqrd < FIRE_BREATH_RANGE.powi(2) {
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
&& line_of_sight_with_target()
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{
// Keep breathing fire if close enough, can see target, and have not been
// breathing for more than 5 seconds
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
// Scythe them if they're in range and angle
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controller.push_basic_input(InputKind::Primary);
} else if attack_data.angle < 30.0 && line_of_sight_with_target() {
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// Start breathing fire at them if close enough, in angle, and can see target
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controller.push_basic_input(InputKind::Secondary);
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}
} else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2) && line_of_sight_with_target() {
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// Throw a pumpkin at them if close enough and can see them
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controller.push_basic_input(InputKind::Ability(1));
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}
// Always attempt to path towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
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pub fn handle_cardinal_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
const DESIRED_ENERGY_LEVEL: f32 = 50.0;
const DESIRED_COMBO_LEVEL: u32 = 8;
const MINION_SUMMON_THRESHOLD: f32 = 0.10;
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enum ActionStateConditions {
ConditionCounterInitialized = 0,
}
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enum ActionStateFCounters {
FCounterHealthThreshold = 0,
}
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
// Sets counter at start of combat, using `condition` to keep track of whether
// it was already intitialized
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if !agent.action_state.conditions
[ActionStateConditions::ConditionCounterInitialized as usize]
{
agent.action_state.counters[ActionStateFCounters::FCounterHealthThreshold as usize] =
1.0 - MINION_SUMMON_THRESHOLD;
agent.action_state.conditions
[ActionStateConditions::ConditionCounterInitialized as usize] = true;
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}
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if agent.action_state.counters[ActionStateFCounters::FCounterHealthThreshold as usize]
> health_fraction
{
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// Summon minions at particular thresholds of health
controller.push_basic_input(InputKind::Ability(1));
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
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agent.action_state.counters
[ActionStateFCounters::FCounterHealthThreshold as usize] -=
MINION_SUMMON_THRESHOLD;
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}
}
// Logic to use abilities
else if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
{
// If far enough away, and can see target, check which skill is appropriate to
// use
if self.energy.current() > DESIRED_ENERGY_LEVEL
&& read_data
.combos
.get(*self.entity)
.map_or(false, |c| c.counter() >= DESIRED_COMBO_LEVEL)
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
buff.iter_kind(BuffKind::Regeneration)
.peekable()
.peek()
.is_some()
})
{
// If have enough energy and combo to use healing aura, do so
controller.push_basic_input(InputKind::Secondary);
} else if self
.skill_set
.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
&& self.energy.current() > DESIRED_ENERGY_LEVEL
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
buff.iter_kind(BuffKind::ProtectingWard)
.peekable()
.peek()
.is_some()
})
{
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// Use steam beam if target is far enough away, self is not buffed, and have
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// sufficient energy
controller.push_basic_input(InputKind::Ability(0));
} else {
// If low on energy, use primary to attempt to regen energy
// Or if at desired energy level but not able/willing to ward, just attack
controller.push_basic_input(InputKind::Primary);
}
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
if self.body.map_or(false, |b| b.is_humanoid())
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&& self.energy.current() > CharacterAbility::default_roll().energy_cost()
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&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover))
{
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// Else use steam beam
controller.push_basic_input(InputKind::Ability(0));
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} else if attack_data.angle < 15.0 {
controller.push_basic_input(InputKind::Primary);
}
}
// Logic to move. Intentionally kept separate from ability logic where possible
// so duplicated work is less necessary.
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
// Attempt to move away from target if too close
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
tgt_data.pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
controller.inputs.move_dir =
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
}
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
// Else attempt to circle target if neither too close nor too far
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
tgt_data.pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
) && attack_data.angle < 45.0
{
controller.inputs.move_dir = bearing
.xy()
.rotated_z(rng.gen_range(0.5..1.57))
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
} else {
// Unless cannot see target, then move towards them
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(bearing.z > 1.5, controller);
controller.inputs.move_z = bearing.z;
}
}
// Sometimes try to roll
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& !matches!(self.char_state, CharacterState::BasicAura(_))
&& attack_data.dist_sqrd < 16.0f32.powi(2)
&& rng.gen::<f32>() < 0.01
{
controller.push_basic_input(InputKind::Roll);
}
} else {
// If too far, move towards target
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
}
}
pub fn handle_dagon_attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
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enum ActionStateTimers {
TimerDagon = 0,
}
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 2.5 {
agent.action_state.timers[ActionStateTimers::TimerDagon as usize] = 0.0;
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}
// if close to target lay out sea urchins, use steambeam and shoot dagon bombs
if attack_data.dist_sqrd < (1.3 * attack_data.min_attack_dist).powi(2) {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 2.0 {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
} else if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 1.0 {
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controller.push_basic_input(InputKind::Ability(1));
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} else {
controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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}
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} else if attack_data.dist_sqrd > (3.0 * attack_data.min_attack_dist).powi(2) {
// if enemy is far, heal
controller.push_basic_input(InputKind::Ability(2));
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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} else if entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
) {
// if in range shoot dagon bombs and steamwave
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 1.0 {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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} else {
controller.push_basic_input(InputKind::Ability(0));
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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}
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}
// chase
let path = if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
Path::Separate
} else {
Path::Partial
};
self.path_toward_target(agent, controller, tgt_data.pos.0, read_data, path, None);
}
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pub fn handle_deadwood(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const BEAM_RANGE: f32 = 20.0;
const BEAM_TIME: Duration = Duration::from_secs(3);
// action_state.condition controls whether or not deadwood should beam or dash
if matches!(self.char_state, CharacterState::DashMelee(s) if s.stage_section != StageSection::Recover)
{
// If already dashing, keep dashing and have move_dir set to forward
controller.push_basic_input(InputKind::Secondary);
controller.inputs.move_dir = self.ori.look_vec().xy();
} else if attack_data.in_min_range() && attack_data.angle_xy < 10.0 {
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// If near target, dash at them and through them to get away
controller.push_basic_input(InputKind::Secondary);
} else if matches!(self.char_state, CharacterState::BasicBeam(s) if s.stage_section != StageSection::Recover && s.timer < BEAM_TIME)
{
// If already beaming, keep beaming if not beaming for over 5 seconds
controller.push_basic_input(InputKind::Primary);
} else if attack_data.dist_sqrd < BEAM_RANGE.powi(2) {
// Else if in beam range, beam them
if attack_data.angle_xy < 5.0 {
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controller.push_basic_input(InputKind::Primary);
} else {
// If not in angle, apply slight movement so deadwood orients itself correctly
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero)
* 0.01;
}
} else {
// Otherwise too far, move towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
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pub fn handle_mandragora(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const SCREAM_RANGE: f32 = 10.0;
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enum ActionStateFCounters {
FCounterHealthThreshold = 0,
}
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enum ActionStateConditions {
ConditionHasScreamed = 0,
}
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if !agent.action_state.initialized {
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agent.action_state.counters[ActionStateFCounters::FCounterHealthThreshold as usize] =
self.health.map_or(0.0, |h| h.maximum());
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agent.action_state.initialized = true;
}
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if !agent.action_state.conditions[ActionStateConditions::ConditionHasScreamed as usize] {
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// If mandragora is still "sleeping" and hasn't screamed yet, do nothing until
// target in range or until it's taken damage
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if self.health.map_or(false, |h| {
h.current()
< agent.action_state.counters
[ActionStateFCounters::FCounterHealthThreshold as usize]
}) || attack_data.dist_sqrd < SCREAM_RANGE.powi(2)
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{
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agent.action_state.conditions
[ActionStateConditions::ConditionHasScreamed as usize] = true;
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controller.push_basic_input(InputKind::Secondary);
}
} else {
// Once mandragora has woken, move towards target and attack
if attack_data.in_min_range() {
controller.push_basic_input(InputKind::Primary);
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2)
&& entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
)
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{
// If in pathing range and can see target, move towards them
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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} else {
// Otherwise, go back to sleep
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agent.action_state.conditions
[ActionStateConditions::ConditionHasScreamed as usize] = false;
agent.action_state.counters
[ActionStateFCounters::FCounterHealthThreshold as usize] =
self.health.map_or(0.0, |h| h.maximum());
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}
}
}
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pub fn handle_wood_golem(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
) {
const SHOCKWAVE_RANGE: f32 = 25.0;
const SHOCKWAVE_WAIT_TIME: f32 = 7.5;
const SPIN_WAIT_TIME: f32 = 3.0;
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enum ActionStateTimers {
TimerSpinWait = 0,
TimerShockwaveWait,
}
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// After spinning, reset timer
if matches!(self.char_state, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Recover)
{
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agent.action_state.timers[ActionStateTimers::TimerSpinWait as usize] = 0.0;
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}
if attack_data.in_min_range() {
// If in minimum range
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if agent.action_state.timers[ActionStateTimers::TimerSpinWait as usize] > SPIN_WAIT_TIME
{
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// If it's been too long since able to hit target, spin
controller.push_basic_input(InputKind::Secondary);
} else if attack_data.angle < 30.0 {
// Else if in angle to strike, strike
controller.push_basic_input(InputKind::Primary);
} else {
// Else increment spin timer
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agent.action_state.timers[ActionStateTimers::TimerSpinWait as usize] +=
read_data.dt.0;
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// If not in angle, apply slight movement so golem orients itself correctly
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero)
* 0.01;
}
} else {
// Else if too far for melee
if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) && attack_data.angle < 45.0 {
// Shockwave if close enough and haven't shockwaved too recently
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if agent.action_state.timers[ActionStateTimers::TimerSpinWait as usize]
> SHOCKWAVE_WAIT_TIME
{
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controller.push_basic_input(InputKind::Ability(0));
}
if matches!(self.char_state, CharacterState::Shockwave(_)) {
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agent.action_state.timers[ActionStateTimers::TimerShockwaveWait as usize] = 0.0;
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} else {
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agent.action_state.timers[ActionStateTimers::TimerShockwaveWait as usize] +=
read_data.dt.0;
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}
}
// And always try to path towards target
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
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}
}
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pub fn handle_gnarling_chieftain(
&self,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
const TOTEM_TIMER: f32 = 10.0;
const HEAVY_ATTACK_WAIT_TIME: f32 = 15.0;
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enum ActionStateTimers {
TimerSummonTotem = 0,
TimerShockwave,
}
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// Handle timers
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agent.action_state.timers[ActionStateTimers::TimerSummonTotem as usize] += read_data.dt.0;
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match self.char_state {
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CharacterState::BasicSummon(_) => {
agent.action_state.timers[ActionStateTimers::TimerSummonTotem as usize] = 0.0
},
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CharacterState::Shockwave(_) | CharacterState::BasicRanged(_) => {
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agent.action_state.counters[ActionStateTimers::TimerShockwave as usize] = 0.0
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},
_ => {},
}
if !agent.action_state.initialized {
// If not initialized yet, start out by summoning green totem
controller.push_basic_input(InputKind::Ability(2));
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if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover)
{
agent.action_state.initialized = true;
}
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} else if agent.action_state.timers[ActionStateTimers::TimerSummonTotem as usize]
> TOTEM_TIMER
{
// If time to summon a totem, do it
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let input = rng.gen_range(1..=3);
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let buff_kind = match input {
2 => Some(BuffKind::Regeneration),
3 => Some(BuffKind::Hastened),
_ => None,
};
if buff_kind.map_or(true, |b| self.has_buff(read_data, b))
&& matches!(self.char_state, CharacterState::Wielding { .. })
{
// If already under effects of buff from totem that would be summoned, don't
// summon totem (doesn't work for red totems since that applies debuff to
// enemies instead)
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agent.action_state.timers[ActionStateTimers::TimerSummonTotem as usize] = 0.0;
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} else {
controller.push_basic_input(InputKind::Ability(input));
}
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} else if agent.action_state.counters[ActionStateTimers::TimerShockwave as usize]
> HEAVY_ATTACK_WAIT_TIME
{
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// Else if time for a heavy attack
if attack_data.in_min_range() {
// If in range, shockwave
controller.push_basic_input(InputKind::Ability(0));
} else if entities_have_line_of_sight(
self.pos,
self.body,
tgt_data.pos,
tgt_data.body,
read_data,
) {
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// Else if in sight, barrage
controller.push_basic_input(InputKind::Secondary);
}
} else if attack_data.in_min_range() {
// Else if not time to use anything fancy, if in range and angle, strike them
if attack_data.angle < 20.0 {
controller.push_basic_input(InputKind::Primary);
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agent.action_state.counters[ActionStateTimers::TimerShockwave as usize] +=
read_data.dt.0;
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} else {
// If not in angle, charge heavy attack faster
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agent.action_state.counters[ActionStateTimers::TimerShockwave as usize] +=
read_data.dt.0 * 5.0;
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}
} else {
// If not in range, charge heavy attack faster
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agent.action_state.counters[ActionStateTimers::TimerShockwave as usize] +=
read_data.dt.0 * 3.3;
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}
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self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Full,
None,
);
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}
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}