Added sfx. Addressed comments.

This commit is contained in:
Sam 2021-04-28 18:41:04 -04:00
parent 48fa4e7c1f
commit 5c241850f1
13 changed files with 137 additions and 122 deletions

View File

@ -7,7 +7,7 @@ BasicMelee(
base_poise_damage: 60.0,
knockback: 15.0,
range: 5.0,
max_angle: 90.0,
max_angle: 60.0,
damage_effect: Some(Buff((
kind: Crippled,
dur_secs: 15.0,

View File

@ -824,5 +824,12 @@
],
threshold: 1.25,
),
GroundSlam: (
files: [
"voxygen.audio.sfx.abilities.minotaur_smash_1",
"voxygen.audio.sfx.abilities.minotaur_smash_2",
],
threshold: 0.2,
),
}
)

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

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@ -20,7 +20,7 @@
"buff.title.protectingward": "Protecting Ward",
"buff.desc.protectingward": "You are protected, somewhat, from attacks.",
"buff.title.frenzied": "Frenzied",
"buff.desc.frenzied": "You are imbued with nunnatural speed and can ignore minor injuries."
"buff.desc.frenzied": "You are imbued with unnatural speed and can ignore minor injuries.",
// Debuffs
"buff.title.bleed": "Bleeding",
"buff.desc.bleed": "Inflicts regular damage.",

View File

@ -306,9 +306,9 @@ pub struct Agent {
#[derive(Clone, Debug, Default)]
pub struct ActionState {
pub action_timer: f32,
pub action_float: f32,
pub action_bool: bool,
pub timer: f32,
pub counter: f32,
pub condition: bool,
}
impl Agent {

View File

@ -289,7 +289,7 @@ impl Buff {
vec![
BuffEffect::MovementSpeed(1.0 + data.strength),
BuffEffect::HealthChangeOverTime {
rate: data.strength * 500.0,
rate: data.strength * 100.0,
accumulated: 0.0,
kind: ModifierKind::Additive,
},

View File

@ -68,7 +68,7 @@ pub enum Outcome {
pos: Vec3<f32>,
state: PoiseState,
},
Bonk {
GroundSlam {
pos: Vec3<f32>,
},
}
@ -85,7 +85,7 @@ impl Outcome {
| Outcome::Damage { pos, .. }
| Outcome::Block { pos, .. }
| Outcome::PoiseChange { pos, .. }
| Outcome::Bonk { pos } => Some(*pos),
| Outcome::GroundSlam { pos } => Some(*pos),
Outcome::BreakBlock { pos, .. } => Some(pos.map(|e| e as f32 + 0.5)),
Outcome::ExpChange { .. } | Outcome::ComboChange { .. } => None,
}

View File

@ -208,7 +208,7 @@ impl CharacterBehavior for Data {
// Send local event used for frontend shenanigans
update
.local_events
.push_front(LocalEvent::CreateOutcome(Outcome::Bonk {
.push_front(LocalEvent::CreateOutcome(Outcome::GroundSlam {
pos: data.pos.0
+ *data.ori.look_dir()
* (data.body.radius() + self.static_data.range),
@ -266,6 +266,7 @@ impl CharacterBehavior for Data {
}
}
/// Used to specify a particular effect for frontend purposes
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum FrontendSpecifier {
GroundCleave,

View File

@ -71,7 +71,7 @@ impl Body {
biped_large::Species::Occultsaurok => 100.0,
biped_large::Species::Mightysaurok => 100.0,
biped_large::Species::Mindflayer => 90.0,
biped_large::Species::Minotaur => 80.0,
biped_large::Species::Minotaur => 70.0,
_ => 80.0,
},
Body::BirdMedium(_) => 80.0,

View File

@ -550,10 +550,10 @@ impl<'a> AgentData<'a> {
}
// Interact if incoming messages
if !agent.inbox.is_empty() {
agent.action_state.action_timer = 0.1;
agent.action_state.timer = 0.1;
}
if agent.action_state.action_timer > 0.0 {
if agent.action_state.action_timer
if agent.action_state.timer > 0.0 {
if agent.action_state.timer
< (if agent.behavior.is(BehaviorState::TRADING) {
TRADE_INTERACTION_TIME
} else {
@ -562,7 +562,7 @@ impl<'a> AgentData<'a> {
{
self.interact(agent, controller, &read_data, event_emitter);
} else {
agent.action_state.action_timer = 0.0;
agent.action_state.timer = 0.0;
agent.target = None;
controller.actions.push(ControlAction::Stand);
self.idle(agent, controller, &read_data);
@ -582,7 +582,7 @@ impl<'a> AgentData<'a> {
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
agent.action_state.action_timer = 0.01;
agent.action_state.timer = 0.01;
return;
}
@ -596,14 +596,14 @@ impl<'a> AgentData<'a> {
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
// Should the agent flee?
if 1.0 - agent.psyche.aggro > self.damage && self.flees {
if agent.action_state.action_timer == 0.0
if agent.action_state.timer == 0.0
&& agent.behavior.can(BehaviorCapability::SPEAK)
{
let msg = "npc.speech.villager_under_attack".to_string();
event_emitter
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
agent.action_state.action_timer = 0.01;
} else if agent.action_state.action_timer < FLEE_DURATION
agent.action_state.timer = 0.01;
} else if agent.action_state.timer < FLEE_DURATION
|| dist_sqrd < MAX_FLEE_DIST
{
self.flee(
@ -614,7 +614,7 @@ impl<'a> AgentData<'a> {
&read_data.dt,
);
} else {
agent.action_state.action_timer = 0.0;
agent.action_state.timer = 0.0;
agent.target = None;
self.idle(agent, controller, &read_data);
}
@ -709,11 +709,11 @@ impl<'a> AgentData<'a> {
};
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
agent.action_state.action_timer = 0.01;
agent.action_state.timer = 0.01;
return;
}
agent.action_state.action_timer = 0.0;
agent.action_state.timer = 0.0;
if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
// if it has an rtsim destination and can fly then it should
// if it is flying and bumps something above it then it should move down
@ -905,7 +905,7 @@ impl<'a> AgentData<'a> {
// .events
// .push(ControlEvent::InviteResponse(InviteResponse::Decline));
// }
agent.action_state.action_timer += read_data.dt.0;
agent.action_state.timer += read_data.dt.0;
let msg = agent.inbox.pop_back();
match msg {
Some(AgentEvent::Talk(by, subject)) => {
@ -1254,7 +1254,7 @@ impl<'a> AgentData<'a> {
if let Some(Target { target, .. }) = &agent.target {
self.look_toward(controller, read_data, target);
} else {
agent.action_state.action_timer = 0.0;
agent.action_state.timer = 0.0;
}
}
},
@ -1318,7 +1318,7 @@ impl<'a> AgentData<'a> {
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
}
/// Attempt to consume a healing item, and return whether any healing items
@ -1383,7 +1383,7 @@ impl<'a> AgentData<'a> {
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
agent.action_state.action_timer = 0.0;
agent.action_state.timer = 0.0;
// Search area
let target = self.cached_spatial_grid.0
@ -1649,16 +1649,16 @@ impl<'a> AgentData<'a> {
Tactic::Axe => {
if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
controller.inputs.move_dir = Vec2::zero();
if agent.action_state.action_timer > 6.0 {
if agent.action_state.timer > 6.0 {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_state.action_timer = 0.0;
} else if agent.action_state.action_timer > 4.0 && self.energy.current() > 10 {
agent.action_state.timer = 0.0;
} else if agent.action_state.timer > 4.0 && self.energy.current() > 10 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
} else if self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap))
&& self.energy.current() > 800
&& thread_rng().gen_bool(0.5)
@ -1666,12 +1666,12 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
} else {
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(
@ -1704,16 +1704,16 @@ impl<'a> AgentData<'a> {
Tactic::Hammer => {
if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
controller.inputs.move_dir = Vec2::zero();
if agent.action_state.action_timer > 4.0 {
if agent.action_state.timer > 4.0 {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_state.action_timer = 0.0;
} else if agent.action_state.action_timer > 2.0 {
agent.action_state.timer = 0.0;
} else if agent.action_state.timer > 2.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
} else if self
.skill_set
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
@ -1723,12 +1723,12 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
} else {
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(
@ -1747,14 +1747,14 @@ impl<'a> AgentData<'a> {
if self
.skill_set
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
&& agent.action_state.action_timer > 5.0
&& agent.action_state.timer > 5.0
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
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 =
@ -1781,20 +1781,20 @@ impl<'a> AgentData<'a> {
if self
.skill_set
.has_skill(Skill::Sword(SwordSkill::UnlockSpin))
&& agent.action_state.action_timer < 2.0
&& agent.action_state.timer < 2.0
&& self.energy.current() > 600
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_state.action_timer += dt.0;
} else if agent.action_state.action_timer > 2.0 {
agent.action_state.action_timer = 0.0;
agent.action_state.timer += dt.0;
} else if agent.action_state.timer > 2.0 {
agent.action_state.timer = 0.0;
} else {
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(
@ -1810,13 +1810,13 @@ impl<'a> AgentData<'a> {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
if agent.action_state.action_timer > 4.0 && angle < 45.0 {
if agent.action_state.timer > 4.0 && angle < 45.0 {
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 =
@ -1891,18 +1891,18 @@ impl<'a> AgentData<'a> {
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
if agent.action_state.action_timer > 4.0 {
if agent.action_state.timer > 4.0 {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_state.action_timer = 0.0;
} else if agent.action_state.action_timer > 2.0
agent.action_state.timer = 0.0;
} else if agent.action_state.timer > 2.0
&& self.energy.current() > 300
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
} else if self
.skill_set
.has_skill(Skill::Bow(BowSkill::UnlockRepeater))
@ -1915,7 +1915,7 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
} else {
controller
.actions
@ -1923,7 +1923,7 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_state.action_timer += dt.0;
agent.action_state.timer += dt.0;
}
} else {
controller.inputs.move_dir =
@ -1968,22 +1968,22 @@ impl<'a> AgentData<'a> {
.actions
.push(ControlAction::basic_input(InputKind::Roll));
} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) && angle < 15.0 {
if agent.action_state.action_timer < 1.5 {
if agent.action_state.timer < 1.5 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
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.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
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;
}
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

View File

@ -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, .. } => {

View File

@ -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),