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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Replaced action_timer with action_state so there are additional fields.
This commit is contained in:
parent
c886accaf1
commit
811f1fadb2
@ -299,10 +299,17 @@ pub struct Agent {
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pub behavior: Behavior,
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pub psyche: Psyche,
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pub inbox: VecDeque<AgentEvent>,
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pub action_timer: f32,
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pub action_state: ActionState,
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pub bearing: Vec2<f32>,
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}
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#[derive(Clone, Debug, Default)]
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pub struct ActionState {
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pub action_timer: f32,
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pub action_float: f32,
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pub action_bool: bool,
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}
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impl Agent {
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pub fn with_patrol_origin(mut self, origin: Vec3<f32>) -> Self {
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self.patrol_origin = Some(origin);
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@ -550,10 +550,10 @@ impl<'a> AgentData<'a> {
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}
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// Interact if incoming messages
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if !agent.inbox.is_empty() {
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agent.action_timer = 0.1;
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agent.action_state.action_timer = 0.1;
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}
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if agent.action_timer > 0.0 {
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if agent.action_timer
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if agent.action_state.action_timer > 0.0 {
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if agent.action_state.action_timer
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< (if agent.behavior.is(BehaviorState::TRADING) {
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TRADE_INTERACTION_TIME
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} else {
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@ -562,7 +562,7 @@ impl<'a> AgentData<'a> {
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{
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self.interact(agent, controller, &read_data, event_emitter);
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} else {
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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agent.target = None;
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controller.actions.push(ControlAction::Stand);
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self.idle(agent, controller, &read_data);
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@ -582,7 +582,7 @@ impl<'a> AgentData<'a> {
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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agent.action_timer = 0.01;
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agent.action_state.action_timer = 0.01;
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return;
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}
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@ -596,12 +596,16 @@ impl<'a> AgentData<'a> {
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let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
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// Should the agent flee?
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if 1.0 - agent.psyche.aggro > self.damage && self.flees {
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if agent.action_timer == 0.0 && agent.behavior.can(BehaviorCapability::SPEAK) {
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if agent.action_state.action_timer == 0.0
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&& agent.behavior.can(BehaviorCapability::SPEAK)
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{
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let msg = "npc.speech.villager_under_attack".to_string();
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event_emitter
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.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
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agent.action_timer = 0.01;
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} else if agent.action_timer < FLEE_DURATION || dist_sqrd < MAX_FLEE_DIST {
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agent.action_state.action_timer = 0.01;
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} else if agent.action_state.action_timer < FLEE_DURATION
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|| dist_sqrd < MAX_FLEE_DIST
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{
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self.flee(
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agent,
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controller,
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@ -610,7 +614,7 @@ impl<'a> AgentData<'a> {
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&read_data.dt,
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);
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} else {
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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agent.target = None;
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self.idle(agent, controller, &read_data);
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}
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@ -705,11 +709,11 @@ impl<'a> AgentData<'a> {
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};
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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agent.action_timer = 0.01;
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agent.action_state.action_timer = 0.01;
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return;
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}
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
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// if it has an rtsim destination and can fly then it should
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// if it is flying and bumps something above it then it should move down
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@ -901,7 +905,7 @@ impl<'a> AgentData<'a> {
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// .events
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// .push(ControlEvent::InviteResponse(InviteResponse::Decline));
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// }
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agent.action_timer += read_data.dt.0;
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agent.action_state.action_timer += read_data.dt.0;
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let msg = agent.inbox.pop_back();
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match msg {
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Some(AgentEvent::Talk(by, subject)) => {
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@ -1250,7 +1254,7 @@ impl<'a> AgentData<'a> {
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if let Some(Target { target, .. }) = &agent.target {
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self.look_toward(controller, read_data, target);
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} else {
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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}
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}
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},
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@ -1314,7 +1318,7 @@ impl<'a> AgentData<'a> {
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self.jump_if(controller, bearing.z > 1.5);
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controller.inputs.move_z = bearing.z;
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}
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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/// Attempt to consume a healing item, and return whether any healing items
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@ -1379,7 +1383,7 @@ impl<'a> AgentData<'a> {
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read_data: &ReadData,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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// Search area
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let target = self.cached_spatial_grid.0
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@ -1644,16 +1648,16 @@ impl<'a> AgentData<'a> {
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Tactic::Axe => {
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if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_timer > 6.0 {
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if agent.action_state.action_timer > 6.0 {
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controller
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.actions
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.push(ControlAction::CancelInput(InputKind::Secondary));
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agent.action_timer = 0.0;
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} else if agent.action_timer > 4.0 && self.energy.current() > 10 {
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agent.action_state.action_timer = 0.0;
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} else if agent.action_state.action_timer > 4.0 && self.energy.current() > 10 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else if self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap))
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&& self.energy.current() > 800
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&& thread_rng().gen_bool(0.5)
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@ -1661,12 +1665,12 @@ impl<'a> AgentData<'a> {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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if let Some((bearing, speed)) = agent.chaser.chase(
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@ -1699,16 +1703,16 @@ impl<'a> AgentData<'a> {
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Tactic::Hammer => {
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if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_timer > 4.0 {
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if agent.action_state.action_timer > 4.0 {
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controller
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.actions
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.push(ControlAction::CancelInput(InputKind::Secondary));
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agent.action_timer = 0.0;
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} else if agent.action_timer > 2.0 {
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agent.action_state.action_timer = 0.0;
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} else if agent.action_state.action_timer > 2.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else if self
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.skill_set
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.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
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@ -1718,12 +1722,12 @@ impl<'a> AgentData<'a> {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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if let Some((bearing, speed)) = agent.chaser.chase(
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@ -1742,14 +1746,14 @@ impl<'a> AgentData<'a> {
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if self
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.skill_set
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.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
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&& agent.action_timer > 5.0
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&& agent.action_state.action_timer > 5.0
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{
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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} else {
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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} else {
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controller.inputs.move_dir =
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@ -1776,20 +1780,20 @@ impl<'a> AgentData<'a> {
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if self
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.skill_set
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.has_skill(Skill::Sword(SwordSkill::UnlockSpin))
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&& agent.action_timer < 2.0
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&& agent.action_state.action_timer < 2.0
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&& self.energy.current() > 600
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{
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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agent.action_timer += dt.0;
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} else if agent.action_timer > 2.0 {
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agent.action_timer = 0.0;
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agent.action_state.action_timer += dt.0;
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} else if agent.action_state.action_timer > 2.0 {
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agent.action_state.action_timer = 0.0;
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} else {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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if let Some((bearing, speed)) = agent.chaser.chase(
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@ -1805,13 +1809,13 @@ impl<'a> AgentData<'a> {
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if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
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controller.inputs.move_dir =
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bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
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if agent.action_timer > 4.0 && angle < 45.0 {
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if agent.action_state.action_timer > 4.0 && angle < 45.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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} else {
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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} else {
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controller.inputs.move_dir =
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@ -1886,16 +1890,18 @@ impl<'a> AgentData<'a> {
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* speed;
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if agent.action_timer > 4.0 {
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if agent.action_state.action_timer > 4.0 {
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controller
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.actions
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.push(ControlAction::CancelInput(InputKind::Secondary));
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agent.action_timer = 0.0;
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} else if agent.action_timer > 2.0 && self.energy.current() > 300 {
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agent.action_state.action_timer = 0.0;
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} else if agent.action_state.action_timer > 2.0
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&& self.energy.current() > 300
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{
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else if self
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.skill_set
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.has_skill(Skill::Bow(BowSkill::UnlockRepeater))
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@ -1908,7 +1914,7 @@ impl<'a> AgentData<'a> {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else {
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controller
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.actions
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@ -1916,7 +1922,7 @@ impl<'a> AgentData<'a> {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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} else {
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controller.inputs.move_dir =
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@ -1961,22 +1967,22 @@ impl<'a> AgentData<'a> {
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.actions
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.push(ControlAction::basic_input(InputKind::Roll));
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} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) && angle < 15.0 {
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if agent.action_timer < 1.5 {
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if agent.action_state.action_timer < 1.5 {
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controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
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.xy()
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.rotated_z(0.47 * PI)
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.try_normalized()
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.unwrap_or_else(Vec2::unit_y);
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agent.action_timer += dt.0;
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} else if agent.action_timer < 3.0 {
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agent.action_state.action_timer += dt.0;
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} else if agent.action_state.action_timer < 3.0 {
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controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
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.xy()
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.rotated_z(-0.47 * PI)
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.try_normalized()
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.unwrap_or_else(Vec2::unit_y);
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else {
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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}
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if self
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.skill_set
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@ -2080,13 +2086,13 @@ impl<'a> AgentData<'a> {
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if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 90.0 {
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controller.inputs.move_dir =
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bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
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if agent.action_timer > 5.0 {
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if agent.action_state.action_timer > 5.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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} else {
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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}
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} else {
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controller.inputs.move_dir =
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@ -2116,7 +2122,7 @@ impl<'a> AgentData<'a> {
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} else if dist_sqrd < ((radius as f32 + 1.0) * min_attack_dist).powi(2)
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&& dist_sqrd > (radius as f32 * min_attack_dist).powi(2)
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{
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if agent.action_timer < circle_time as f32 {
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if agent.action_state.action_timer < circle_time as f32 {
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let move_dir = (tgt_pos.0 - self.pos.0)
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.xy()
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.rotated_z(0.47 * PI)
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@ -2133,16 +2139,16 @@ impl<'a> AgentData<'a> {
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.1
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.map_or(true, |b| b.is_some());
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if obstacle_left {
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agent.action_timer = circle_time as f32;
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agent.action_state.action_timer = circle_time as f32;
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}
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controller.inputs.move_dir = move_dir;
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agent.action_timer += dt.0;
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} else if agent.action_timer < circle_time as f32 + 0.5 {
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agent.action_state.action_timer += dt.0;
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} else if agent.action_state.action_timer < circle_time as f32 + 0.5 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_timer += dt.0;
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} else if agent.action_timer < 2.0 * circle_time as f32 + 0.5 {
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agent.action_state.action_timer += dt.0;
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} else if agent.action_state.action_timer < 2.0 * circle_time as f32 + 0.5 {
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let move_dir = (tgt_pos.0 - self.pos.0)
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.xy()
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.rotated_z(-0.47 * PI)
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@ -2159,20 +2165,20 @@ impl<'a> AgentData<'a> {
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.1
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.map_or(true, |b| b.is_some());
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if obstacle_right {
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agent.action_timer = 2.0 * circle_time as f32 + 0.5;
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agent.action_state.action_timer = 2.0 * circle_time as f32 + 0.5;
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}
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controller.inputs.move_dir = move_dir;
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agent.action_timer += dt.0;
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} else if agent.action_timer < 2.0 * circle_time as f32 + 1.0 {
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if agent.action_timer < 2.0 * circle_time as f32 {
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agent.action_timer = 2.0 * circle_time as f32;
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agent.action_state.action_timer += dt.0;
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} else if agent.action_state.action_timer < 2.0 * circle_time as f32 + 1.0 {
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if agent.action_state.action_timer < 2.0 * circle_time as f32 {
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agent.action_state.action_timer = 2.0 * circle_time as f32;
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}
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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agent.action_timer += dt.0;
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agent.action_state.action_timer += dt.0;
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} else {
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agent.action_timer = 0.0;
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agent.action_state.action_timer = 0.0;
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||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2215,16 +2221,16 @@ impl<'a> AgentData<'a> {
|
||||
},
|
||||
) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
if agent.action_timer > 5.0 {
|
||||
agent.action_timer = 0.0;
|
||||
} else if agent.action_timer > 2.5 {
|
||||
if agent.action_state.action_timer > 5.0 {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
} else if agent.action_state.action_timer > 2.5 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(1.75 * PI)
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::zero)
|
||||
* speed;
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
@ -2232,7 +2238,7 @@ impl<'a> AgentData<'a> {
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::zero)
|
||||
* speed;
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
}
|
||||
controller
|
||||
.actions
|
||||
@ -2254,21 +2260,21 @@ impl<'a> AgentData<'a> {
|
||||
},
|
||||
Tactic::TailSlap => {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) && angle < 90.0 {
|
||||
if agent.action_timer > 4.0 {
|
||||
if agent.action_state.action_timer > 4.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::CancelInput(InputKind::Primary));
|
||||
agent.action_timer = 0.0;
|
||||
} else if agent.action_timer > 1.0 {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
} else if agent.action_state.action_timer > 1.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
}
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
@ -2336,18 +2342,18 @@ impl<'a> AgentData<'a> {
|
||||
Tactic::QuadLowBasic => {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
if agent.action_timer > 5.0 {
|
||||
agent.action_timer = 0.0;
|
||||
} else if agent.action_timer > 2.0 && angle < 90.0 {
|
||||
if agent.action_state.action_timer > 5.0 {
|
||||
agent.action_state.action_timer = 0.0;
|
||||
} else if agent.action_state.action_timer > 2.0 && angle < 90.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if angle < 90.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2410,18 +2416,18 @@ impl<'a> AgentData<'a> {
|
||||
Tactic::QuadMedBasic => {
|
||||
if dist_sqrd < min_attack_dist.powi(2) && angle < 90.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
if agent.action_timer < 2.0 {
|
||||
if agent.action_state.action_timer < 2.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 3.0 {
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 3.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else {
|
||||
agent.action_timer = 0.0;
|
||||
agent.action_state.action_timer = 0.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2450,7 +2456,7 @@ impl<'a> AgentData<'a> {
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
} else if dist_sqrd < (7.0 * min_attack_dist).powi(2) && angle < 15.0 {
|
||||
if agent.action_timer < 2.0 {
|
||||
if agent.action_state.action_timer < 2.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(0.47 * PI)
|
||||
@ -2459,8 +2465,8 @@ impl<'a> AgentData<'a> {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 4.0 && angle < 15.0 {
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 4.0 && angle < 15.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(-0.47 * PI)
|
||||
@ -2469,14 +2475,14 @@ impl<'a> AgentData<'a> {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 6.0 && angle < 15.0 {
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 6.0 && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else {
|
||||
agent.action_timer = 0.0;
|
||||
agent.action_state.action_timer = 0.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
@ -2564,20 +2570,20 @@ impl<'a> AgentData<'a> {
|
||||
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
|
||||
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
||||
// Extreme hack to set action_timer at start of combat
|
||||
if agent.action_timer < MINION_SUMMON_THRESHOLD
|
||||
if agent.action_state.action_float < MINION_SUMMON_THRESHOLD
|
||||
&& health_fraction > MINION_SUMMON_THRESHOLD
|
||||
{
|
||||
agent.action_timer = health_fraction - MINION_SUMMON_THRESHOLD;
|
||||
agent.action_state.action_float = 0.8;
|
||||
}
|
||||
let mindflayer_is_far = dist_sqrd > MINDFLAYER_ATTACK_DIST.powi(2);
|
||||
if agent.action_timer > health_fraction {
|
||||
if agent.action_state.action_float > health_fraction {
|
||||
// Summon minions at particular thresholds of health
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
||||
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
||||
{
|
||||
agent.action_timer -= MINION_SUMMON_THRESHOLD;
|
||||
agent.action_state.action_float -= MINION_SUMMON_THRESHOLD;
|
||||
}
|
||||
} else if mindflayer_is_far {
|
||||
// If too far from target, blink to them.
|
||||
@ -2866,18 +2872,21 @@ impl<'a> AgentData<'a> {
|
||||
self.jump_if(controller, bearing.z > 1.5);
|
||||
controller.inputs.move_z = bearing.z;
|
||||
}
|
||||
} else if self.energy.current() > 600 && agent.action_timer < 3.0 && angle < 15.0 {
|
||||
} else if self.energy.current() > 600
|
||||
&& agent.action_state.action_timer < 3.0
|
||||
&& angle < 15.0
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 6.0 && angle < 90.0 {
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else if agent.action_state.action_timer < 6.0 && angle < 90.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_timer += dt.0;
|
||||
agent.action_state.action_timer += dt.0;
|
||||
} else {
|
||||
agent.action_timer = 0.0;
|
||||
agent.action_state.action_timer = 0.0;
|
||||
}
|
||||
},
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user