Fixed formatting

This commit is contained in:
Knightress Paladin 2021-07-07 17:06:02 -07:00
parent 598d6594ff
commit 08cc63c19a

View File

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