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Add check to see if cultist already has ward buff
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@ -2455,25 +2455,27 @@ impl<'a> AgentData<'a> {
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attack_data.dist_sqrd,
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attack_data.dist_sqrd,
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)
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)
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{
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{
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// If far enough away, and can see target, attempt to shoot beam
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// If far enough away, and can see target, check which skill is appropriate to use
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if self.energy.current() < DESIRED_ENERGY_LEVEL {
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if self
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// If low on energy, use primary to attempt to regen energy
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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} else if self
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.skill_set
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.skill_set
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.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
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.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
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&& self.energy.current() > 100
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&& self.energy.current() > DESIRED_ENERGY_LEVEL
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&& thread_rng().gen_bool(0.7)
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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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.peekable()
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.peek()
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.is_some())
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&& thread_rng().gen_bool(0.4)
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{
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{
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// Use ward if target is far enough away and have sufficient energy
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// Use ward if target is far enough away, self is not buffed, and have sufficient energy
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controller
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controller
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.actions
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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}
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}
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else {
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else {
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// If at desired energy level but not able to ward, just attack
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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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controller
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controller
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.actions
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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.push(ControlAction::basic_input(InputKind::Primary));
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