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Fixed formatting
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598d6594ff
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@ -17,7 +17,7 @@ use common::{
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tool::{AbilitySpec, ToolKind},
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Item, ItemDesc, ItemKind,
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},
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skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill, SceptreSkill},
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skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
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Agent, Alignment, BehaviorCapability, BehaviorState, Body, CharacterAbility,
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CharacterState, ControlAction, ControlEvent, Controller, Energy, Health, HealthChange,
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InputKind, Inventory, InventoryAction, LightEmitter, MountState, Ori, PhysicsState, Pos,
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@ -2455,27 +2455,28 @@ impl<'a> AgentData<'a> {
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attack_data.dist_sqrd,
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)
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{
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// If far enough away, and can see target, check which skill is appropriate to use
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// If far enough away, and can see target, check which skill is appropriate to
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// use
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if self
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.skill_set
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.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
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&& self.energy.current() > DESIRED_ENERGY_LEVEL
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&& !read_data.buffs.get(*self.entity)
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.iter()
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.any(|buff| buff.iter_kind(BuffKind::ProtectingWard)
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&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
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buff.iter_kind(BuffKind::ProtectingWard)
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.peekable()
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.peek()
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.is_some())
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.is_some()
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})
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&& thread_rng().gen_bool(0.4)
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{
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// Use ward if target is far enough away, self is not buffed, and have sufficient energy
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// Use ward if target is far enough away, self is not buffed, and have
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// sufficient energy
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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}
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else {
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} else {
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// If low on energy, use primary to attempt to regen energy
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// Or if at desired energy level but not able to ward, just attack
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// Or if at desired energy level but not able/willing to ward, just attack
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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@ -2485,17 +2486,15 @@ impl<'a> AgentData<'a> {
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&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
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&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover))
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{
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// Else roll away if can roll and have enough energy, and not using beam
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// (other attacks have interrupt handled above) unless in recover
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// Else roll away if can roll and have enough energy, and not using beam or in
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// recover
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Roll));
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} else {
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if attack_data.angle < 15.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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} else if attack_data.angle < 15.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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}
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// Logic to move. Intentionally kept separate from ability logic so duplicated
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