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Clean up sceptre ai code before merge
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63c5d9f7df
commit
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@ -5,6 +5,11 @@ EntityConfig (
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loot: Some(LootTable("common.loot_tables.dungeon.tier-5.enemy")),
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loot: Some(LootTable("common.loot_tables.dungeon.tier-5.enemy")),
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main_tool: Some(Choice([
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main_tool: Some(Choice([
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(1.0, Some(Item("common.items.weapons.axe_1h.orichalcum-0"))),
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(2.0, Some(Item("common.items.weapons.sword.cultist"))),
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(1.0, Some(Item("common.items.weapons.hammer.cultist_purp_2h-0"))),
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(1.0, Some(Item("common.items.weapons.hammer_1h.orichalcum-0"))),
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(1.0, Some(Item("common.items.weapons.bow.velorite"))),
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(1.0, Some(Item("common.items.weapons.sceptre.sceptre_velorite_0"))),
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(1.0, Some(Item("common.items.weapons.sceptre.sceptre_velorite_0"))),
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])),
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])),
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second_tool: None,
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second_tool: None,
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@ -1632,7 +1632,6 @@ impl<'a> AgentData<'a> {
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"Axe Simple" | "Sword Simple" => Tactic::Sword,
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"Axe Simple" | "Sword Simple" => Tactic::Sword,
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"Staff Simple" => Tactic::Staff,
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"Staff Simple" => Tactic::Staff,
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"Bow Simple" => Tactic::Bow,
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"Bow Simple" => Tactic::Bow,
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"Sceptre Simple" => Tactic::Sceptre,
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"Stone Golem" => Tactic::StoneGolem,
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"Stone Golem" => Tactic::StoneGolem,
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"Quad Med Quick" => Tactic::CircleCharge {
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"Quad Med Quick" => Tactic::CircleCharge {
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radius: 3,
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radius: 3,
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@ -2467,7 +2466,6 @@ impl<'a> AgentData<'a> {
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.peek()
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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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})
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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, self is not buffed, and have
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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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// sufficient energy
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@ -2482,11 +2480,11 @@ impl<'a> AgentData<'a> {
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.push(ControlAction::basic_input(InputKind::Primary));
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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}
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} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
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} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
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if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
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if self.body.map_or(false, |b| b.is_humanoid())
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&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
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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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&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover))
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{
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{
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// Else roll away if can roll and have enough energy, and not using beam or in
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// Else roll away if can roll and have enough energy, and not using aura or in
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// recover
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// recover
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controller
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controller
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.actions
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.actions
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