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clippy, fmt; renaming some enums
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@ -4791,8 +4791,8 @@ impl<'a> AgentData<'a> {
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// conditions
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enum ActionStateConditions {
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FirstVines = 0,
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SecondVines,
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HasSummonedFirstVines = 0,
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HasSummonedSecondVines,
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}
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// timers
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@ -4803,6 +4803,7 @@ impl<'a> AgentData<'a> {
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}
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// //counters
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#[allow(clippy::enum_variant_names)]
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enum ActionStateCounters {
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CloseMixupCooldown = 0,
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MidMixupCooldown,
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@ -4864,24 +4865,27 @@ impl<'a> AgentData<'a> {
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
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// second vine summon
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if health_fraction < SECOND_VINE_CREATION_THRESHOLD
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&& !agent.combat_state.conditions[ActionStateConditions::SecondVines as usize]
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&& !agent.combat_state.conditions
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[ActionStateConditions::HasSummonedSecondVines as usize]
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{
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controller.push_basic_input(InputKind::Ability(2));
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// wait till recovery before finishing
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if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
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{
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agent.combat_state.conditions[ActionStateConditions::SecondVines as usize] = true;
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agent.combat_state.conditions
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[ActionStateConditions::HasSummonedSecondVines as usize] = true;
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}
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}
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// first vine summon
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else if health_fraction < FIRST_VINE_CREATION_THRESHOLD
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&& !agent.combat_state.conditions[ActionStateConditions::FirstVines as usize]
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&& !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstVines as usize]
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{
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controller.push_basic_input(InputKind::Ability(1));
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// wait till recovery before finishing
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if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
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{
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agent.combat_state.conditions[ActionStateConditions::FirstVines as usize] = true;
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agent.combat_state.conditions
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[ActionStateConditions::HasSummonedFirstVines as usize] = true;
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}
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}
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// close range
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@ -6101,7 +6105,7 @@ impl<'a> AgentData<'a> {
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// conditions
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enum ActionStateConditions {
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FirstTotem = 0,
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HasSummonedFirstTotem = 0,
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}
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// timers
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@ -6136,7 +6140,8 @@ impl<'a> AgentData<'a> {
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CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover => {
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// reset when finished summoning
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agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] = 0.0;
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agent.combat_state.conditions[ActionStateConditions::FirstTotem as usize] = true;
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agent.combat_state.conditions
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[ActionStateConditions::HasSummonedFirstTotem as usize] = true;
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},
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CharacterState::Shockwave(_) | CharacterState::BasicRanged(_) => {
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// reset heavy attack on either ability
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@ -6168,7 +6173,7 @@ impl<'a> AgentData<'a> {
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// --- attacks ---
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// start by summoning green totem
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if !agent.combat_state.conditions[ActionStateConditions::FirstTotem as usize] {
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if !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstTotem as usize] {
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controller.push_basic_input(InputKind::Ability(2));
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}
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// on timer, summon a new totem
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@ -6214,10 +6219,11 @@ impl<'a> AgentData<'a> {
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controller.push_basic_input(InputKind::Ability(0));
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}
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// randomise in shockwave range
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else if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2) {
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else if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2)
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{
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let randomise: u8 = rng.gen_range(1..=2);
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match randomise {
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1 => controller.push_basic_input(InputKind::Secondary), // barrage
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1 => controller.push_basic_input(InputKind::Secondary), // barrage
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_ => controller.push_basic_input(InputKind::Ability(0)), // shockwave
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}
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}
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