slight slow down of firebarrage; made factor constants consistent

This commit is contained in:
horblegorble 2024-06-23 23:45:26 +10:00
parent e9f2d97045
commit 74dcd6b41a
2 changed files with 30 additions and 22 deletions

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@ -1,6 +1,6 @@
BasicRanged( BasicRanged(
energy_cost: 0, energy_cost: 0,
buildup_duration: 0.9, buildup_duration: 1.0,
recover_duration: 0.6, recover_duration: 0.6,
projectile: ( projectile: (
kind: Explosive( kind: Explosive(

View File

@ -4771,15 +4771,16 @@ impl<'a> AgentData<'a> {
// hard-coded attack values // hard-coded attack values
const SCYTHE_RANGE: f32 = 4.5; const SCYTHE_RANGE: f32 = 4.5;
const SCYTHE_AIM_ANGLE: f32 = 50.0 * 0.7; const SCYTHE_AIM_ANGLE: f32 = 50.0;
const FIREBREATH_RANGE: f32 = 20.0; const FIREBREATH_RANGE: f32 = 20.0;
// behaviour parameters // behaviour parameters
const SCYTHE_RANGE_FACTOR: f32 = 0.75; // start attack while suitably in range
const FIREBREATH_RANGE_FACTOR: f32 = 0.7; // ^
const PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe const PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe
const FIRST_VINE_CREATION_THRESHOLD: f32 = 0.60; const FIRST_VINE_CREATION_THRESHOLD: f32 = 0.60;
const SECOND_VINE_CREATION_THRESHOLD: f32 = 0.30; const SECOND_VINE_CREATION_THRESHOLD: f32 = 0.30;
const SCYTHE_RANGE_FACTOR: f32 = 0.75; // start attack while suitably in range
const SCYTHE_AIM_FACTOR: f32 = 0.7;
const MAX_PUMPKIN_RANGE: f32 = 50.0; const MAX_PUMPKIN_RANGE: f32 = 50.0;
const FIREBREATH_RANGE_FACTOR: f32 = 0.7;
const FIREBREATH_AIM_ANGLE: f32 = 30.0; const FIREBREATH_AIM_ANGLE: f32 = 30.0;
const FIREBREATH_TIME: f32 = 4.0; const FIREBREATH_TIME: f32 = 4.0;
const FIREBREATH_SHORT_TIME: f32 = 2.5; // cutoff sooner at close range const FIREBREATH_SHORT_TIME: f32 = 2.5; // cutoff sooner at close range
@ -4896,7 +4897,7 @@ impl<'a> AgentData<'a> {
// on timer, randomly mixup attacks // on timer, randomly mixup attacks
else if agent.combat_state.timers[ActionStateTimers::Mixup as usize] else if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
> agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize] > agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize]
&& attack_data.angle < SCYTHE_AIM_ANGLE && attack_data.angle < SCYTHE_AIM_ANGLE * SCYTHE_AIM_FACTOR
// for now, no line of sight check for consitency in attacks // for now, no line of sight check for consitency in attacks
{ {
// if on firebreath cooldown, throw pumpkin // if on firebreath cooldown, throw pumpkin
@ -4924,7 +4925,7 @@ impl<'a> AgentData<'a> {
} }
} }
// default to using scythe melee // default to using scythe melee
else if attack_data.angle < SCYTHE_AIM_ANGLE { else if attack_data.angle < SCYTHE_AIM_ANGLE * SCYTHE_AIM_FACTOR {
controller.push_basic_input(InputKind::Primary); controller.push_basic_input(InputKind::Primary);
} }
} }
@ -5930,18 +5931,21 @@ impl<'a> AgentData<'a> {
// hard-coded attack values (some scaled for usage) // hard-coded attack values (some scaled for usage)
const STRIKE_RANGE: f32 = 4.0; const STRIKE_RANGE: f32 = 4.0;
const STRIKE_AIM_ANGLE: f32 = 55.0 * 0.7; const STRIKE_AIM_ANGLE: f32 = 55.0;
const SPIN_RANGE: f32 = 5.0; const SPIN_RANGE: f32 = 5.0;
const SHOCKWAVE_AIM_ANGLE: f32 = 45.0 * 0.7; const SHOCKWAVE_AIM_ANGLE: f32 = 45.0;
const SHOCKWAVE_MAX_RANGE: f32 = 30.0 * 0.6; const SHOCKWAVE_MAX_RANGE: f32 = 30.0;
// behaviour parameters // behaviour parameters
const PATH_RANGE_FACTOR: f32 = 0.3; // get comfortably in range, but give player room to breathe const PATH_RANGE_FACTOR: f32 = 0.3; // get comfortably in range, but give player room to breathe
const STRIKE_RANGE_FACTOR: f32 = 0.6; // start attack while suitably in range const STRIKE_RANGE_FACTOR: f32 = 0.6; // start attack while suitably in range
const STRIKE_AIM_FACTOR: f32 = 0.7;
const SPIN_RANGE_FACTOR: f32 = 0.6; // ^ const SPIN_RANGE_FACTOR: f32 = 0.6; // ^
const SPIN_COOLDOWN: f32 = 1.5; const SPIN_COOLDOWN: f32 = 1.5;
const SPIN_RELAX_FACTOR: f32 = 0.2; const SPIN_RELAX_FACTOR: f32 = 0.2;
const SHOCKWAVE_AIM_FACTOR: f32 = 0.7;
const SHOCKWAVE_COOLDOWN: f32 = 5.0; const SHOCKWAVE_COOLDOWN: f32 = 5.0;
const SHOCKWAVE_MIN_RANGE: f32 = 8.0; const SHOCKWAVE_MIN_RANGE: f32 = 8.0;
const SHOCKWAVE_RANGE_FACTOR: f32 = 0.6;
const MIXUP_COOLDOWN: f32 = 2.5; const MIXUP_COOLDOWN: f32 = 2.5;
const MIXUP_RELAX_FACTOR: f32 = 0.3; const MIXUP_RELAX_FACTOR: f32 = 0.3;
@ -5957,7 +5961,7 @@ impl<'a> AgentData<'a> {
< (attack_data.body_dist + SPIN_RANGE * SPIN_RANGE_FACTOR).powi(2); < (attack_data.body_dist + SPIN_RANGE * SPIN_RANGE_FACTOR).powi(2);
let is_in_strike_range = attack_data.dist_sqrd let is_in_strike_range = attack_data.dist_sqrd
< (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2); < (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2);
let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE; let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE * STRIKE_AIM_FACTOR;
// === main === // === main ===
@ -6025,8 +6029,8 @@ impl<'a> AgentData<'a> {
} }
// shockwave range and angle with cooldown // shockwave range and angle with cooldown
else if attack_data.dist_sqrd > SHOCKWAVE_MIN_RANGE.powi(2) else if attack_data.dist_sqrd > SHOCKWAVE_MIN_RANGE.powi(2)
&& attack_data.dist_sqrd < SHOCKWAVE_MAX_RANGE.powi(2) && attack_data.dist_sqrd < (SHOCKWAVE_MAX_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2)
&& attack_data.angle < SHOCKWAVE_AIM_ANGLE && attack_data.angle < SHOCKWAVE_AIM_ANGLE * SHOCKWAVE_AIM_FACTOR
&& agent.combat_state.timers[ActionStateTimers::Shockwave as usize] > SHOCKWAVE_COOLDOWN && agent.combat_state.timers[ActionStateTimers::Shockwave as usize] > SHOCKWAVE_COOLDOWN
{ {
controller.push_basic_input(InputKind::Ability(0)); controller.push_basic_input(InputKind::Ability(0));
@ -6080,13 +6084,16 @@ impl<'a> AgentData<'a> {
// hard-coded attack values (some scaled for usage) // hard-coded attack values (some scaled for usage)
const STRIKE_RANGE: f32 = 3.0; const STRIKE_RANGE: f32 = 3.0;
const STRIKE_AIM_ANGLE: f32 = 50.0 * 0.7; const STRIKE_AIM_ANGLE: f32 = 50.0;
const SHOCKWAVE_RANGE: f32 = 12.0 * 0.6; // attack logic assumes this is less than BARRAGE_RANGE const SHOCKWAVE_RANGE: f32 = 12.0; // attack logic assumes this is less than BARRAGE_RANGE
const BARRAGE_RANGE: f32 = 25.0 * 0.8; const BARRAGE_RANGE: f32 = 25.0;
// behaviour parameters // behaviour parameters
const PATH_RANGE_FACTOR: f32 = 0.4; const PATH_RANGE_FACTOR: f32 = 0.4;
const STRIKE_RANGE_FACTOR: f32 = 0.7; const STRIKE_RANGE_FACTOR: f32 = 0.7;
const STRIKE_AIM_FACTOR: f32 = 0.7;
const BARRAGE_RANGE_FACTOR: f32 = 0.8;
const BARRAGE_AIM_ANGLE: f32 = 20.0; const BARRAGE_AIM_ANGLE: f32 = 20.0;
const SHOCKWAVE_RANGE_FACTOR: f32 = 0.75;
const TOTEM_COOLDOWN: f32 = 20.0; const TOTEM_COOLDOWN: f32 = 20.0;
const HEAVY_ATTACK_COOLDOWN_SPAN: [f32; 2] = [8.0, 13.0]; const HEAVY_ATTACK_COOLDOWN_SPAN: [f32; 2] = [8.0, 13.0];
const HEAVY_ATTACK_CHARGE_FACTOR: f32 = 3.3; const HEAVY_ATTACK_CHARGE_FACTOR: f32 = 3.3;
@ -6111,7 +6118,7 @@ impl<'a> AgentData<'a> {
// re-used checks // re-used checks
let is_in_strike_range = attack_data.dist_sqrd let is_in_strike_range = attack_data.dist_sqrd
< (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2); < (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2);
let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE; let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE * STRIKE_AIM_FACTOR;
// === main === // === main ===
@ -6139,8 +6146,9 @@ impl<'a> AgentData<'a> {
}, },
_ => {}, _ => {},
} }
// heavy attack // totem (always increment)
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] += read_data.dt.0; agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] += read_data.dt.0;
// heavy attack (increment at different rates)
if is_in_strike_range { if is_in_strike_range {
// recharge at standard rate in strike range and angle // recharge at standard rate in strike range and angle
if is_in_strike_angle { if is_in_strike_angle {
@ -6189,7 +6197,7 @@ impl<'a> AgentData<'a> {
// on timer, use a heavy attack in range // on timer, use a heavy attack in range
else if agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize] else if agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize]
> agent.combat_state.counters[ActionStateCounters::HeavyAttackCooldown as usize] > agent.combat_state.counters[ActionStateCounters::HeavyAttackCooldown as usize]
&& attack_data.dist_sqrd < BARRAGE_RANGE.powi(2) && attack_data.dist_sqrd < (BARRAGE_RANGE * BARRAGE_RANGE_FACTOR).powi(2)
{ {
// has line of sight // has line of sight
if entities_have_line_of_sight( if entities_have_line_of_sight(
@ -6206,11 +6214,11 @@ impl<'a> AgentData<'a> {
controller.push_basic_input(InputKind::Ability(0)); controller.push_basic_input(InputKind::Ability(0));
} }
// randomise in shockwave range // randomise in shockwave range
else if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) { else if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2) {
let randomise: u8 = rng.gen_range(1..=2); let randomise: u8 = rng.gen_range(1..=2);
match randomise { match randomise {
1 => controller.push_basic_input(InputKind::Ability(0)), // shockwave 1 => controller.push_basic_input(InputKind::Secondary), // barrage
_ => controller.push_basic_input(InputKind::Secondary), // barrage _ => controller.push_basic_input(InputKind::Ability(0)), // shockwave
} }
} }
// use barrage if in range and angle // use barrage if in range and angle
@ -6222,7 +6230,7 @@ impl<'a> AgentData<'a> {
// no line of sight // no line of sight
else { else {
// use shockwave in range // use shockwave in range
if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) { if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2) {
controller.push_basic_input(InputKind::Ability(0)); controller.push_basic_input(InputKind::Ability(0));
} }
} }