Clean up sceptre ai code before merge

This commit is contained in:
Knightress Paladin 2021-07-07 17:56:47 -07:00
parent 63c5d9f7df
commit 65d67ef781
2 changed files with 7 additions and 4 deletions

View File

@ -5,6 +5,11 @@ EntityConfig (
loot: Some(LootTable("common.loot_tables.dungeon.tier-5.enemy")), loot: Some(LootTable("common.loot_tables.dungeon.tier-5.enemy")),
main_tool: Some(Choice([ main_tool: Some(Choice([
(1.0, Some(Item("common.items.weapons.axe_1h.orichalcum-0"))),
(2.0, Some(Item("common.items.weapons.sword.cultist"))),
(1.0, Some(Item("common.items.weapons.hammer.cultist_purp_2h-0"))),
(1.0, Some(Item("common.items.weapons.hammer_1h.orichalcum-0"))),
(1.0, Some(Item("common.items.weapons.bow.velorite"))),
(1.0, Some(Item("common.items.weapons.sceptre.sceptre_velorite_0"))), (1.0, Some(Item("common.items.weapons.sceptre.sceptre_velorite_0"))),
])), ])),
second_tool: None, second_tool: None,

View File

@ -1632,7 +1632,6 @@ impl<'a> AgentData<'a> {
"Axe Simple" | "Sword Simple" => Tactic::Sword, "Axe Simple" | "Sword Simple" => Tactic::Sword,
"Staff Simple" => Tactic::Staff, "Staff Simple" => Tactic::Staff,
"Bow Simple" => Tactic::Bow, "Bow Simple" => Tactic::Bow,
"Sceptre Simple" => Tactic::Sceptre,
"Stone Golem" => Tactic::StoneGolem, "Stone Golem" => Tactic::StoneGolem,
"Quad Med Quick" => Tactic::CircleCharge { "Quad Med Quick" => Tactic::CircleCharge {
radius: 3, radius: 3,
@ -2467,7 +2466,6 @@ impl<'a> AgentData<'a> {
.peek() .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 // Use ward if target is far enough away, self is not buffed, and have
// sufficient energy // sufficient energy
@ -2482,11 +2480,11 @@ impl<'a> AgentData<'a> {
.push(ControlAction::basic_input(InputKind::Primary)); .push(ControlAction::basic_input(InputKind::Primary));
} }
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) { } else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
if self.body.map(|b| b.is_humanoid()).unwrap_or(false) if self.body.map_or(false, |b| b.is_humanoid())
&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost() && self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover)) && !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 or in // Else roll away if can roll and have enough energy, and not using aura or in
// recover // recover
controller controller
.actions .actions