remove readability macros from harvester attack ai

This commit is contained in:
horblegorble 2024-06-06 22:13:23 +10:00
parent 3e23205640
commit 789379f44e

View File

@ -4758,6 +4758,15 @@ impl<'a> AgentData<'a> {
read_data: &ReadData,
rng: &mut impl Rng,
) {
// --- reference ---
// Inputs:
// Primary: scythe
// Secondary: firebreath
// Abilities:
// 0: explosivepumpkin
// 1: ensaring_vines_0
// 2: ensaring_vines_1
// --- setup ---
// behaviour parameters
@ -4785,7 +4794,7 @@ impl<'a> AgentData<'a> {
SinceFarPumpkin,
}
// setup line of sight check
// line of sight check
let line_of_sight_with_target = || {
entities_have_line_of_sight(
self.pos,
@ -4798,157 +4807,118 @@ impl<'a> AgentData<'a> {
)
};
// --- readability macros ---
// actions
macro_rules! reset_timer {
($timer:ident) => {
agent.combat_state.timers[ActionStateTimers::$timer as usize] = 0.0
};
}
macro_rules! increment_timer {
($timer:ident) => {
agent.combat_state.timers[ActionStateTimers::$timer as usize] += read_data.dt.0
};
}
macro_rules! use_scythe {
() => {
controller.push_basic_input(InputKind::Primary)
};
}
macro_rules! use_fire_breath {
() => {
controller.push_basic_input(InputKind::Secondary)
};
}
macro_rules! use_pumpkin {
() => {
controller.push_basic_input(InputKind::Ability(0))
};
}
macro_rules! use_first_vines {
() => {
controller.push_basic_input(InputKind::Ability(1))
};
}
macro_rules! use_second_vines {
() => {
controller.push_basic_input(InputKind::Ability(2))
};
}
macro_rules! move_to_target {
() => {
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
)
};
}
// shortcuts
macro_rules! conditions {
($condition:ident) => {
agent.combat_state.conditions[ActionStateConditions::$condition as usize]
};
}
macro_rules! timers {
($timer:ident) => {
agent.combat_state.timers[ActionStateTimers::$timer as usize]
};
}
macro_rules! is_in_vines_recovery {
() => (
matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
)
}
macro_rules! is_using_firebreath {
// currently using firebreath and under time limit
($time_limit:ident) => (
matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32($time_limit))
)
}
// --- main ---
// handle timers
match self.char_state {
CharacterState::BasicBeam(_) => {
reset_timer!(SinceFirebreath);
agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize] = 0.0;
},
CharacterState::BasicRanged(_) => {
reset_timer!(SinceCloseMixup);
reset_timer!(SinceFarPumpkin);
agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::SinceFarPumpkin as usize] = 0.0;
},
_ => {
increment_timer!(SinceFirebreath);
increment_timer!(SinceCloseMixup);
increment_timer!(SinceFarPumpkin);
agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize] +=
read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize] +=
read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::SinceFarPumpkin as usize] +=
read_data.dt.0;
},
}
// vine summoning
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
if health_fraction < SECOND_VINE_CREATION_THRESHOLD && !conditions!(HasSummonedSecondVines)
if health_fraction < SECOND_VINE_CREATION_THRESHOLD
&& !agent.combat_state.conditions
[ActionStateConditions::HasSummonedSecondVines as usize]
{
use_second_vines!();
if is_in_vines_recovery!() {
conditions!(HasSummonedSecondVines) = true;
// second vines summon
controller.push_basic_input(InputKind::Ability(2));
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.combat_state.conditions
[ActionStateConditions::HasSummonedSecondVines as usize] = true;
}
} else if health_fraction < FIRST_VINE_CREATION_THRESHOLD
&& !conditions!(HasSummonedFirstVines)
&& !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstVines as usize]
{
use_first_vines!();
if is_in_vines_recovery!() {
conditions!(HasSummonedFirstVines) = true;
// first vines summon
controller.push_basic_input(InputKind::Ability(1));
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.combat_state.conditions
[ActionStateConditions::HasSummonedFirstVines as usize] = true;
}
}
// close range
else if attack_data.dist_sqrd < (attack_data.body_dist + 0.75 * MELEE_RANGE).powi(2) {
if is_using_firebreath!(FIREBREATH_SHORT_TIME) {
use_fire_breath!();
} else if timers!(SinceCloseMixup) > CLOSE_MIXUP_COOLDOWN
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME))
{
// keep using firebreath under short time limit
controller.push_basic_input(InputKind::Secondary);
} else if agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize]
> CLOSE_MIXUP_COOLDOWN
// for now, no line of sight check for consitency in attacks
{
if timers!(SinceFirebreath) < FIREBREATH_COOLDOWN {
use_pumpkin!();
// mix up close range attacks
if agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize]
< FIREBREATH_COOLDOWN
{
// if on firebreath cooldown, throw pumpkin
controller.push_basic_input(InputKind::Ability(0));
} else {
let randomise = rng.gen_range(1..=3);
match randomise {
1 => use_fire_breath!(),
2 => use_pumpkin!(),
_ => use_scythe!(),
1 => controller.push_basic_input(InputKind::Secondary), // firebreath
2 => controller.push_basic_input(InputKind::Ability(0)), // pumpkin
_ => controller.push_basic_input(InputKind::Primary), // scythe
}
}
} else if attack_data.angle < 60.0 {
use_scythe!();
// scythe melee
controller.push_basic_input(InputKind::Primary);
}
}
// mid range (with line of sight)
else if attack_data.dist_sqrd < FIREBREATH_RANGE.powi(2) && line_of_sight_with_target() {
if is_using_firebreath!(FIREBREATH_TIME) {
use_fire_breath!();
} else if attack_data.angle < 30.0 && timers!(SinceFirebreath) > FIREBREATH_COOLDOWN {
use_fire_breath!();
} else if timers!(SinceCloseMixup) > CLOSE_MIXUP_COOLDOWN {
use_pumpkin!();
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
{
// keep using firebreath under full time limit
controller.push_basic_input(InputKind::Secondary);
} else if attack_data.angle < 30.0
&& agent.combat_state.timers[ActionStateTimers::SinceFirebreath as usize]
> FIREBREATH_COOLDOWN
{
// start using firebreath
controller.push_basic_input(InputKind::Secondary);
} else if agent.combat_state.timers[ActionStateTimers::SinceCloseMixup as usize] > CLOSE_MIXUP_COOLDOWN {
// throw pumpkin
controller.push_basic_input(InputKind::Ability(0));
}
}
// long range (with line of sight)
else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2)
&& line_of_sight_with_target()
&& timers!(SinceFarPumpkin) > FAR_PUMPKIN_COOLDOWN
&& agent.combat_state.timers[ActionStateTimers::SinceFarPumpkin as usize]
> FAR_PUMPKIN_COOLDOWN
{
use_pumpkin!();
// throw pumpkin
controller.push_basic_input(InputKind::Ability(0));
}
// closing gap
if !(attack_data.dist_sqrd < (attack_data.body_dist + 0.4 * MELEE_RANGE).powi(2)) {
move_to_target!();
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
}
}