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synced 2024-08-30 18:12:32 +00:00
Added sfx. Addressed comments.
This commit is contained in:
parent
48fa4e7c1f
commit
5c241850f1
@ -7,7 +7,7 @@ BasicMelee(
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base_poise_damage: 60.0,
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knockback: 15.0,
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range: 5.0,
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max_angle: 90.0,
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max_angle: 60.0,
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damage_effect: Some(Buff((
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kind: Crippled,
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dur_secs: 15.0,
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@ -824,5 +824,12 @@
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],
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threshold: 1.25,
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),
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GroundSlam: (
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files: [
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"voxygen.audio.sfx.abilities.minotaur_smash_1",
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"voxygen.audio.sfx.abilities.minotaur_smash_2",
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],
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threshold: 0.2,
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),
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}
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)
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BIN
assets/voxygen/audio/sfx/abilities/minotaur_smash_1.ogg
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/audio/sfx/abilities/minotaur_smash_1.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
assets/voxygen/audio/sfx/abilities/minotaur_smash_2.ogg
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/audio/sfx/abilities/minotaur_smash_2.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -20,7 +20,7 @@
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"buff.title.protectingward": "Protecting Ward",
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"buff.desc.protectingward": "You are protected, somewhat, from attacks.",
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"buff.title.frenzied": "Frenzied",
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"buff.desc.frenzied": "You are imbued with nunnatural speed and can ignore minor injuries."
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"buff.desc.frenzied": "You are imbued with unnatural speed and can ignore minor injuries.",
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// Debuffs
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"buff.title.bleed": "Bleeding",
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"buff.desc.bleed": "Inflicts regular damage.",
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@ -306,9 +306,9 @@ pub struct Agent {
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#[derive(Clone, Debug, Default)]
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pub struct ActionState {
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pub action_timer: f32,
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pub action_float: f32,
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pub action_bool: bool,
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pub timer: f32,
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pub counter: f32,
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pub condition: bool,
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}
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impl Agent {
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@ -289,7 +289,7 @@ impl Buff {
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vec![
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BuffEffect::MovementSpeed(1.0 + data.strength),
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BuffEffect::HealthChangeOverTime {
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rate: data.strength * 500.0,
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rate: data.strength * 100.0,
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accumulated: 0.0,
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kind: ModifierKind::Additive,
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},
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@ -68,7 +68,7 @@ pub enum Outcome {
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pos: Vec3<f32>,
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state: PoiseState,
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},
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Bonk {
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GroundSlam {
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pos: Vec3<f32>,
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},
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}
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@ -85,7 +85,7 @@ impl Outcome {
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| Outcome::Damage { pos, .. }
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| Outcome::Block { pos, .. }
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| Outcome::PoiseChange { pos, .. }
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| Outcome::Bonk { pos } => Some(*pos),
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| Outcome::GroundSlam { pos } => Some(*pos),
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Outcome::BreakBlock { pos, .. } => Some(pos.map(|e| e as f32 + 0.5)),
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Outcome::ExpChange { .. } | Outcome::ComboChange { .. } => None,
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}
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@ -208,7 +208,7 @@ impl CharacterBehavior for Data {
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// Send local event used for frontend shenanigans
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update
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.local_events
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.push_front(LocalEvent::CreateOutcome(Outcome::Bonk {
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.push_front(LocalEvent::CreateOutcome(Outcome::GroundSlam {
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pos: data.pos.0
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+ *data.ori.look_dir()
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* (data.body.radius() + self.static_data.range),
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@ -266,6 +266,7 @@ impl CharacterBehavior for Data {
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}
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}
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/// Used to specify a particular effect for frontend purposes
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#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub enum FrontendSpecifier {
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GroundCleave,
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@ -71,7 +71,7 @@ impl Body {
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biped_large::Species::Occultsaurok => 100.0,
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biped_large::Species::Mightysaurok => 100.0,
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biped_large::Species::Mindflayer => 90.0,
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biped_large::Species::Minotaur => 80.0,
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biped_large::Species::Minotaur => 70.0,
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_ => 80.0,
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},
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Body::BirdMedium(_) => 80.0,
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@ -550,10 +550,10 @@ impl<'a> AgentData<'a> {
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}
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// Interact if incoming messages
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if !agent.inbox.is_empty() {
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agent.action_state.action_timer = 0.1;
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agent.action_state.timer = 0.1;
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}
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if agent.action_state.action_timer > 0.0 {
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if agent.action_state.action_timer
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if agent.action_state.timer > 0.0 {
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if agent.action_state.timer
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< (if agent.behavior.is(BehaviorState::TRADING) {
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TRADE_INTERACTION_TIME
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} else {
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@ -562,7 +562,7 @@ impl<'a> AgentData<'a> {
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{
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self.interact(agent, controller, &read_data, event_emitter);
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} else {
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agent.action_state.action_timer = 0.0;
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agent.action_state.timer = 0.0;
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agent.target = None;
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controller.actions.push(ControlAction::Stand);
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self.idle(agent, controller, &read_data);
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@ -582,7 +582,7 @@ impl<'a> AgentData<'a> {
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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agent.action_state.action_timer = 0.01;
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agent.action_state.timer = 0.01;
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return;
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}
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@ -596,14 +596,14 @@ impl<'a> AgentData<'a> {
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let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
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// Should the agent flee?
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if 1.0 - agent.psyche.aggro > self.damage && self.flees {
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if agent.action_state.action_timer == 0.0
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if agent.action_state.timer == 0.0
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&& agent.behavior.can(BehaviorCapability::SPEAK)
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{
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let msg = "npc.speech.villager_under_attack".to_string();
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event_emitter
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.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
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agent.action_state.action_timer = 0.01;
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} else if agent.action_state.action_timer < FLEE_DURATION
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agent.action_state.timer = 0.01;
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} else if agent.action_state.timer < FLEE_DURATION
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|| dist_sqrd < MAX_FLEE_DIST
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{
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self.flee(
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@ -614,7 +614,7 @@ impl<'a> AgentData<'a> {
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&read_data.dt,
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);
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} else {
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agent.action_state.action_timer = 0.0;
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agent.action_state.timer = 0.0;
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agent.target = None;
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self.idle(agent, controller, &read_data);
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}
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@ -709,11 +709,11 @@ impl<'a> AgentData<'a> {
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};
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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agent.action_state.action_timer = 0.01;
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agent.action_state.timer = 0.01;
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return;
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}
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agent.action_state.action_timer = 0.0;
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agent.action_state.timer = 0.0;
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if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
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// if it has an rtsim destination and can fly then it should
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// if it is flying and bumps something above it then it should move down
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@ -905,7 +905,7 @@ impl<'a> AgentData<'a> {
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// .events
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// .push(ControlEvent::InviteResponse(InviteResponse::Decline));
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// }
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agent.action_state.action_timer += read_data.dt.0;
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agent.action_state.timer += read_data.dt.0;
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let msg = agent.inbox.pop_back();
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match msg {
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Some(AgentEvent::Talk(by, subject)) => {
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@ -1254,7 +1254,7 @@ impl<'a> AgentData<'a> {
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if let Some(Target { target, .. }) = &agent.target {
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self.look_toward(controller, read_data, target);
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} else {
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agent.action_state.action_timer = 0.0;
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agent.action_state.timer = 0.0;
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}
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}
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},
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@ -1318,7 +1318,7 @@ impl<'a> AgentData<'a> {
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self.jump_if(controller, bearing.z > 1.5);
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controller.inputs.move_z = bearing.z;
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}
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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}
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/// Attempt to consume a healing item, and return whether any healing items
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@ -1383,7 +1383,7 @@ impl<'a> AgentData<'a> {
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read_data: &ReadData,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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agent.action_state.action_timer = 0.0;
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agent.action_state.timer = 0.0;
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// Search area
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let target = self.cached_spatial_grid.0
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@ -1649,16 +1649,16 @@ impl<'a> AgentData<'a> {
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Tactic::Axe => {
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if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.action_timer > 6.0 {
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if agent.action_state.timer > 6.0 {
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controller
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.actions
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.push(ControlAction::CancelInput(InputKind::Secondary));
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agent.action_state.action_timer = 0.0;
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} else if agent.action_state.action_timer > 4.0 && self.energy.current() > 10 {
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agent.action_state.timer = 0.0;
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} else if agent.action_state.timer > 4.0 && self.energy.current() > 10 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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} else if self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap))
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&& self.energy.current() > 800
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&& thread_rng().gen_bool(0.5)
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@ -1666,12 +1666,12 @@ impl<'a> AgentData<'a> {
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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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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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} else {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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}
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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if let Some((bearing, speed)) = agent.chaser.chase(
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@ -1704,16 +1704,16 @@ impl<'a> AgentData<'a> {
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Tactic::Hammer => {
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if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.action_timer > 4.0 {
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if agent.action_state.timer > 4.0 {
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controller
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.actions
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.push(ControlAction::CancelInput(InputKind::Secondary));
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agent.action_state.action_timer = 0.0;
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} else if agent.action_state.action_timer > 2.0 {
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agent.action_state.timer = 0.0;
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} else if agent.action_state.timer > 2.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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} else if self
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.skill_set
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.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
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@ -1723,12 +1723,12 @@ impl<'a> AgentData<'a> {
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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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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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} else {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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}
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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if let Some((bearing, speed)) = agent.chaser.chase(
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@ -1747,14 +1747,14 @@ impl<'a> AgentData<'a> {
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if self
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.skill_set
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.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
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&& agent.action_state.action_timer > 5.0
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&& agent.action_state.timer > 5.0
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{
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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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agent.action_state.action_timer = 0.0;
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agent.action_state.timer = 0.0;
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} else {
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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}
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} else {
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controller.inputs.move_dir =
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@ -1781,20 +1781,20 @@ impl<'a> AgentData<'a> {
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if self
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.skill_set
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.has_skill(Skill::Sword(SwordSkill::UnlockSpin))
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&& agent.action_state.action_timer < 2.0
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&& agent.action_state.timer < 2.0
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&& self.energy.current() > 600
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{
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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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agent.action_state.action_timer += dt.0;
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} else if agent.action_state.action_timer > 2.0 {
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agent.action_state.action_timer = 0.0;
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agent.action_state.timer += dt.0;
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} else if agent.action_state.timer > 2.0 {
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agent.action_state.timer = 0.0;
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} else {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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}
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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if let Some((bearing, speed)) = agent.chaser.chase(
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@ -1810,13 +1810,13 @@ impl<'a> AgentData<'a> {
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if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
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controller.inputs.move_dir =
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bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
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if agent.action_state.action_timer > 4.0 && angle < 45.0 {
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if agent.action_state.timer > 4.0 && angle < 45.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_state.action_timer = 0.0;
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agent.action_state.timer = 0.0;
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} else {
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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}
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} else {
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controller.inputs.move_dir =
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@ -1891,18 +1891,18 @@ impl<'a> AgentData<'a> {
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* speed;
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if agent.action_state.action_timer > 4.0 {
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if agent.action_state.timer > 4.0 {
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controller
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.actions
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.push(ControlAction::CancelInput(InputKind::Secondary));
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agent.action_state.action_timer = 0.0;
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} else if agent.action_state.action_timer > 2.0
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agent.action_state.timer = 0.0;
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} else if agent.action_state.timer > 2.0
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&& self.energy.current() > 300
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{
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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} else if self
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.skill_set
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.has_skill(Skill::Bow(BowSkill::UnlockRepeater))
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@ -1915,7 +1915,7 @@ impl<'a> AgentData<'a> {
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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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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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} else {
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controller
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.actions
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@ -1923,7 +1923,7 @@ impl<'a> AgentData<'a> {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
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}
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} else {
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controller.inputs.move_dir =
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@ -1968,22 +1968,22 @@ impl<'a> AgentData<'a> {
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.actions
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.push(ControlAction::basic_input(InputKind::Roll));
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} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) && angle < 15.0 {
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if agent.action_state.action_timer < 1.5 {
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if agent.action_state.timer < 1.5 {
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controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
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.xy()
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.rotated_z(0.47 * PI)
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.try_normalized()
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.unwrap_or_else(Vec2::unit_y);
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agent.action_state.action_timer += dt.0;
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} else if agent.action_state.action_timer < 3.0 {
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agent.action_state.timer += dt.0;
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} else if agent.action_state.timer < 3.0 {
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controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
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.xy()
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.rotated_z(-0.47 * PI)
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.try_normalized()
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.unwrap_or_else(Vec2::unit_y);
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agent.action_state.action_timer += dt.0;
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agent.action_state.timer += dt.0;
|
||||
} else {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
agent.action_state.timer = 0.0;
|
||||
}
|
||||
if self
|
||||
.skill_set
|
||||
@ -2087,13 +2087,13 @@ impl<'a> AgentData<'a> {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 90.0 {
|
||||
controller.inputs.move_dir =
|
||||
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
||||
if agent.action_state.action_timer > 5.0 {
|
||||
if agent.action_state.timer > 5.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_timer = 0.0;
|
||||
agent.action_state.timer = 0.0;
|
||||
} else {
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
}
|
||||
} else {
|
||||
controller.inputs.move_dir =
|
||||
@ -2123,7 +2123,7 @@ impl<'a> AgentData<'a> {
|
||||
} else if dist_sqrd < ((radius as f32 + 1.0) * min_attack_dist).powi(2)
|
||||
&& dist_sqrd > (radius as f32 * min_attack_dist).powi(2)
|
||||
{
|
||||
if agent.action_state.action_timer < circle_time as f32 {
|
||||
if agent.action_state.timer < circle_time as f32 {
|
||||
let move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(0.47 * PI)
|
||||
@ -2140,16 +2140,16 @@ impl<'a> AgentData<'a> {
|
||||
.1
|
||||
.map_or(true, |b| b.is_some());
|
||||
if obstacle_left {
|
||||
agent.action_state.action_timer = circle_time as f32;
|
||||
agent.action_state.timer = circle_time as f32;
|
||||
}
|
||||
controller.inputs.move_dir = move_dir;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < circle_time as f32 + 0.5 {
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if agent.action_state.timer < circle_time as f32 + 0.5 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 2.0 * circle_time as f32 + 0.5 {
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if agent.action_state.timer < 2.0 * circle_time as f32 + 0.5 {
|
||||
let move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(-0.47 * PI)
|
||||
@ -2166,20 +2166,20 @@ impl<'a> AgentData<'a> {
|
||||
.1
|
||||
.map_or(true, |b| b.is_some());
|
||||
if obstacle_right {
|
||||
agent.action_state.action_timer = 2.0 * circle_time as f32 + 0.5;
|
||||
agent.action_state.timer = 2.0 * circle_time as f32 + 0.5;
|
||||
}
|
||||
controller.inputs.move_dir = move_dir;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 2.0 * circle_time as f32 + 1.0 {
|
||||
if agent.action_state.action_timer < 2.0 * circle_time as f32 {
|
||||
agent.action_state.action_timer = 2.0 * circle_time as f32;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if agent.action_state.timer < 2.0 * circle_time as f32 + 1.0 {
|
||||
if agent.action_state.timer < 2.0 * circle_time as f32 {
|
||||
agent.action_state.timer = 2.0 * circle_time as f32;
|
||||
}
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
agent.action_state.timer = 0.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2222,16 +2222,16 @@ impl<'a> AgentData<'a> {
|
||||
},
|
||||
) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
if agent.action_state.action_timer > 5.0 {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
} else if agent.action_state.action_timer > 2.5 {
|
||||
if agent.action_state.timer > 5.0 {
|
||||
agent.action_state.timer = 0.0;
|
||||
} else if agent.action_state.timer > 2.5 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(1.75 * PI)
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::zero)
|
||||
* speed;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
@ -2239,7 +2239,7 @@ impl<'a> AgentData<'a> {
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::zero)
|
||||
* speed;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
}
|
||||
controller
|
||||
.actions
|
||||
@ -2261,21 +2261,21 @@ impl<'a> AgentData<'a> {
|
||||
},
|
||||
Tactic::TailSlap => {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) && angle < 90.0 {
|
||||
if agent.action_state.action_timer > 4.0 {
|
||||
if agent.action_state.timer > 4.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::CancelInput(InputKind::Primary));
|
||||
agent.action_state.action_timer = 0.0;
|
||||
} else if agent.action_state.action_timer > 1.0 {
|
||||
agent.action_state.timer = 0.0;
|
||||
} else if agent.action_state.timer > 1.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
}
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
@ -2343,18 +2343,18 @@ impl<'a> AgentData<'a> {
|
||||
Tactic::QuadLowBasic => {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
if agent.action_state.action_timer > 5.0 {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
} else if agent.action_state.action_timer > 2.0 && angle < 90.0 {
|
||||
if agent.action_state.timer > 5.0 {
|
||||
agent.action_state.timer = 0.0;
|
||||
} else if agent.action_state.timer > 2.0 && angle < 90.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if angle < 90.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2417,18 +2417,18 @@ impl<'a> AgentData<'a> {
|
||||
Tactic::QuadMedBasic => {
|
||||
if dist_sqrd < min_attack_dist.powi(2) && angle < 90.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
if agent.action_state.action_timer < 2.0 {
|
||||
if agent.action_state.timer < 2.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 3.0 {
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if agent.action_state.timer < 3.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
agent.action_state.timer = 0.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2457,7 +2457,7 @@ impl<'a> AgentData<'a> {
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
} else if dist_sqrd < (7.0 * min_attack_dist).powi(2) && angle < 15.0 {
|
||||
if agent.action_state.action_timer < 2.0 {
|
||||
if agent.action_state.timer < 2.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(0.47 * PI)
|
||||
@ -2466,8 +2466,8 @@ impl<'a> AgentData<'a> {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 4.0 && angle < 15.0 {
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if agent.action_state.timer < 4.0 && angle < 15.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(-0.47 * PI)
|
||||
@ -2476,14 +2476,14 @@ impl<'a> AgentData<'a> {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 6.0 && angle < 15.0 {
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if agent.action_state.timer < 6.0 && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
agent.action_state.timer = 0.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2570,21 +2570,21 @@ impl<'a> AgentData<'a> {
|
||||
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 action_float at start of combat
|
||||
if agent.action_state.action_float < MINION_SUMMON_THRESHOLD
|
||||
// Sets counter at start of combat
|
||||
if agent.action_state.counter < MINION_SUMMON_THRESHOLD
|
||||
&& health_fraction > MINION_SUMMON_THRESHOLD
|
||||
{
|
||||
agent.action_state.action_float = 1.0 - MINION_SUMMON_THRESHOLD;
|
||||
agent.action_state.counter = 1.0 - MINION_SUMMON_THRESHOLD;
|
||||
}
|
||||
let mindflayer_is_far = dist_sqrd > MINDFLAYER_ATTACK_DIST.powi(2);
|
||||
if agent.action_state.action_float > health_fraction {
|
||||
if agent.action_state.counter > health_fraction {
|
||||
// Summon minions at particular thresholds of health
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
||||
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
||||
{
|
||||
agent.action_state.action_float -= MINION_SUMMON_THRESHOLD;
|
||||
agent.action_state.counter -= MINION_SUMMON_THRESHOLD;
|
||||
}
|
||||
} else if mindflayer_is_far {
|
||||
// If too far from target, blink to them.
|
||||
@ -2874,20 +2874,20 @@ impl<'a> AgentData<'a> {
|
||||
controller.inputs.move_z = bearing.z;
|
||||
}
|
||||
} else if self.energy.current() > 600
|
||||
&& agent.action_state.action_timer < 3.0
|
||||
&& agent.action_state.timer < 3.0
|
||||
&& angle < 15.0
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 6.0 && angle < 90.0 {
|
||||
agent.action_state.timer += dt.0;
|
||||
} else if agent.action_state.timer < 6.0 && angle < 90.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_timer += dt.0;
|
||||
agent.action_state.timer += dt.0;
|
||||
} else {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
agent.action_state.timer = 0.0;
|
||||
}
|
||||
},
|
||||
Tactic::Minotaur => {
|
||||
@ -2898,19 +2898,19 @@ impl<'a> AgentData<'a> {
|
||||
self.body.map_or(0.0, |b| b.radius()) + MINOTAUR_ATTACK_RANGE;
|
||||
let health_fraction = self.health.map_or(1.0, |h| h.fraction());
|
||||
// Sets action float at start of combat
|
||||
if agent.action_state.action_float < MINOTAUR_FRENZY_THRESHOLD
|
||||
if agent.action_state.counter < MINOTAUR_FRENZY_THRESHOLD
|
||||
&& health_fraction > MINOTAUR_FRENZY_THRESHOLD
|
||||
{
|
||||
agent.action_state.action_float = MINOTAUR_FRENZY_THRESHOLD;
|
||||
agent.action_state.counter = MINOTAUR_FRENZY_THRESHOLD;
|
||||
}
|
||||
if health_fraction < agent.action_state.action_float {
|
||||
if health_fraction < agent.action_state.counter {
|
||||
// Makes minotaur buff itself with frenzy
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
||||
if matches!(self.char_state, CharacterState::SelfBuff(c) if matches!(c.stage_section, StageSection::Recover))
|
||||
{
|
||||
agent.action_state.action_float = 0.0;
|
||||
agent.action_state.counter = 0.0;
|
||||
}
|
||||
} else if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
||||
{
|
||||
@ -2932,18 +2932,18 @@ impl<'a> AgentData<'a> {
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
}
|
||||
} else if dist_sqrd < minotaur_attack_distance.powi(2) {
|
||||
if agent.action_state.action_bool && !self.char_state.is_attack() {
|
||||
if agent.action_state.condition && !self.char_state.is_attack() {
|
||||
// Cripple target if not just used cripple
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_state.action_bool = false;
|
||||
agent.action_state.condition = false;
|
||||
} else if !self.char_state.is_attack() {
|
||||
// Cleave target if not just used cleave
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_state.action_bool = true;
|
||||
agent.action_state.condition = true;
|
||||
}
|
||||
}
|
||||
// Make minotaur move towards target
|
||||
|
@ -181,6 +181,7 @@ pub enum SfxEvent {
|
||||
FireShot,
|
||||
FlameThrower,
|
||||
PoiseChange(PoiseState),
|
||||
GroundSlam,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Deserialize, Hash, Eq)]
|
||||
@ -325,8 +326,8 @@ impl SfxMgr {
|
||||
false,
|
||||
);
|
||||
},
|
||||
Outcome::Bonk { pos, .. } => {
|
||||
let sfx_trigger_item = triggers.get_key_value(&SfxEvent::Explosion);
|
||||
Outcome::GroundSlam { pos, .. } => {
|
||||
let sfx_trigger_item = triggers.get_key_value(&SfxEvent::GroundSlam);
|
||||
audio.emit_sfx(sfx_trigger_item, *pos, Some(1.0), false);
|
||||
},
|
||||
Outcome::ProjectileShot { pos, body, .. } => {
|
||||
|
@ -215,7 +215,7 @@ impl ParticleMgr {
|
||||
});
|
||||
}
|
||||
},
|
||||
Outcome::Bonk { pos, .. } => {
|
||||
Outcome::GroundSlam { pos, .. } => {
|
||||
self.particles.resize_with(self.particles.len() + 100, || {
|
||||
Particle::new(
|
||||
Duration::from_millis(1000),
|
||||
|
Loading…
Reference in New Issue
Block a user