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https://gitlab.com/veloren/veloren.git
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More phoenix AI work
More phoenix AI work
This commit is contained in:
parent
0cf7e7114f
commit
8f54a0bf31
@ -4,7 +4,7 @@ BasicRanged(
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recover_duration: 0.3,
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projectile: Arrow(
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damage: 70.0,
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knockback: 1.0,
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knockback: 5.0,
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energy_regen: 40,
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),
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projectile_body: Object(Arrow),
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17
assets/common/abilities/unique/birdlargebreathe/firebomb.ron
Normal file
17
assets/common/abilities/unique/birdlargebreathe/firebomb.ron
Normal file
@ -0,0 +1,17 @@
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BasicRanged(
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energy_cost: 0,
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buildup_duration: 0.5,
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recover_duration: 0.35,
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projectile: Fireball(
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damage: 100.0,
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radius: 5.0,
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energy_regen: 50,
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),
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projectile_body: Object(BoltFire),
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/*projectile_light: Some(LightEmitter {
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col: (1.0, 0.75, 0.11).into(),
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..Default::default()
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}),*/
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projectile_gravity: Some(Gravity(0.15)),
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projectile_speed: 60.0,
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)
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@ -208,16 +208,17 @@
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],
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),
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Unique(BirdLargeBreathe): (
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primary: "common.abilities.unique.birdlargebreathe.flamethrower",
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primary: "common.abilities.unique.birdlargebreathe.firebomb",
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secondary: "common.abilities.unique.birdlargebreathe.triplestrike",
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abilities: [],
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abilities: [
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(None, "common.abilities.unique.birdlargebreathe.flamethrower"),
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],
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),
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Unique(BirdLargeFire): (
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primary: "common.abilities.unique.birdlargefire.flamethrower",
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primary: "common.abilities.unique.birdlargefire.firebomb",
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secondary: "common.abilities.unique.birdlargefire.triplestrike",
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abilities: [
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(None, "common.abilities.staff.fireshockwave"),
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(None, "common.abilities.staff.firebomb"),
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(None, "common.abilities.unique.birdlargefire.fireshockwave"),
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],
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),
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Debug: (
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BIN
assets/voxygen/voxel/npc/phoenix/male/chest.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/npc/phoenix/male/chest.vox
(Stored with Git LFS)
Binary file not shown.
@ -153,7 +153,7 @@ impl Body {
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let d = match self {
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// based on a house sparrow (Passer domesticus)
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Body::BirdMedium(_) => 700.0,
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Body::BirdLarge(_) => 700.0,
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Body::BirdLarge(_) => 2_200.0,
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// based on its mass divided by the volume of a bird scaled up to the size of the dragon
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Body::Dragon(_) => 3_700.0,
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@ -184,8 +184,7 @@ impl Body {
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// ravens are 0.69-2 kg, crows are 0.51 kg on average
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Body::BirdMedium(_) => 1.0,
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// australian magpies are around 0.22-0.35 kg
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Body::BirdLarge(_) => 0.3,
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Body::BirdLarge(_) => 200.0,
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Body::Dragon(_) => 20_000.0,
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Body::FishMedium(_) => 2.5,
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@ -283,7 +282,7 @@ impl Body {
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},
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Body::BipedSmall(_) => Vec3::new(1.0, 0.75, 1.4),
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Body::BirdMedium(_) => Vec3::new(2.0, 1.0, 1.1),
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Body::BirdLarge(_) => Vec3::new(2.0, 1.0, 1.8),
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Body::BirdLarge(_) => Vec3::new(2.0, 5.5, 3.8),
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Body::Dragon(_) => Vec3::new(16.0, 10.0, 16.0),
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Body::FishMedium(_) => Vec3::new(0.5, 2.0, 0.8),
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Body::FishSmall(_) => Vec3::new(0.3, 1.2, 0.6),
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@ -436,7 +435,7 @@ impl Body {
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},
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Body::FishMedium(_) => 50,
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Body::Dragon(_) => 5000,
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Body::BirdLarge(_) => 9999999,
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Body::BirdLarge(_) => 3000,
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Body::FishSmall(_) => 20,
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Body::BipedLarge(biped_large) => match biped_large.species {
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biped_large::Species::Ogre => 2500,
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@ -548,7 +547,7 @@ impl Body {
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},
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Body::FishMedium(_) => 10,
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Body::Dragon(_) => 500,
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Body::BirdLarge(_) => 10,
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Body::BirdLarge(_) => 120,
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Body::FishSmall(_) => 10,
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Body::BipedLarge(biped_large) => match biped_large.species {
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biped_large::Species::Ogre => 70,
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@ -188,7 +188,7 @@ impl Body {
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pub fn fly_thrust(&self) -> Option<f32> {
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match self {
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Body::BirdMedium(_) => Some(GRAVITY * self.mass().0 * 2.0),
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Body::BirdLarge(_) => Some(GRAVITY * self.mass().0 * 3.0),
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Body::BirdLarge(_) => Some(GRAVITY * self.mass().0 * 0.5),
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Body::Dragon(_) => Some(200_000.0),
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Body::Ship(ship::Body::DefaultAirship) => Some(300_000.0),
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_ => None,
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@ -38,12 +38,18 @@ impl Entity {
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match self.rng(PERM_GENUS).gen::<f32>() {
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// we want 5% airships, 45% birds, 50% humans
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x if x < 0.05 => comp::Body::Ship(comp::ship::Body::DefaultAirship),
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x if x < 0.50 => {
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x if x < 0.45 => {
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let species = *(&comp::bird_medium::ALL_SPECIES)
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.choose(&mut self.rng(PERM_SPECIES))
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.unwrap();
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comp::bird_medium::Body::random_with(&mut self.rng(PERM_BODY), &species).into()
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},
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x if x < 0.50 => {
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let species = *(&comp::bird_large::ALL_SPECIES)
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.choose(&mut self.rng(PERM_SPECIES))
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.unwrap();
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comp::bird_large::Body::random_with(&mut self.rng(PERM_BODY), &species).into()
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},
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_ => {
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let species = *(&comp::humanoid::ALL_SPECIES)
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.choose(&mut self.rng(PERM_SPECIES))
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@ -60,7 +66,7 @@ impl Entity {
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comp::Body::BirdMedium(b) => {
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get_npc_name(&npc_names.bird_medium, b.species).to_string()
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},
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comp::Body::BirdLarge(_) => "Warbler".to_string(),
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comp::Body::BirdLarge(b) => get_npc_name(&npc_names.bird_large, b.species).to_string(),
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comp::Body::Dragon(b) => get_npc_name(&npc_names.dragon, b.species).to_string(),
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comp::Body::Humanoid(b) => get_npc_name(&npc_names.humanoid, b.species).to_string(),
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comp::Body::Ship(_) => "Veloren Air".to_string(),
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@ -2590,6 +2590,137 @@ impl<'a> AgentData<'a> {
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}
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},
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Tactic::BirdLargeFire => {
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// Set fly to false
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controller
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.actions
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.push(ControlAction::CancelInput(InputKind::Fly));
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// If further than 30 blocks
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if dist_sqrd > 30.0_f32.powi(2) {
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// If random chance and can see target
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if thread_rng().gen_bool(0.05)
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&& can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd)
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{
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// Fireball
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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// If some target
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*terrain,
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self.pos.0,
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self.vel.0,
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tgt_pos.0,
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TraversalConfig {
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min_tgt_dist: 1.25,
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..self.traversal_config
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},
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) {
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// Walk to target
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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 less than 20 blocks higher than target
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if (self.pos.0.z - tgt_pos.0.z) < 20.0 {
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// Fly upward
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Fly));
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Jump));
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controller.inputs.move_z = 1.0;
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} else {
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// Jump
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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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}
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}
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// If higher than 2 blocks
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else if !read_data
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.terrain
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.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
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.until(Block::is_solid)
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.cast()
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.1
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.map_or(true, |b| b.is_some())
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{
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// Do not increment the timer during this movement
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// The next stage shouldn't trigger until the entity
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// is on the ground
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// Fly to target
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Fly));
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let move_dir = tgt_pos.0 - self.pos.0;
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controller.inputs.move_dir =
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move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
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controller.inputs.move_z = move_dir.z - 0.5;
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// If further than 4 blocks and random chance
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if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2) {
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// Fireball
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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}
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// If further than 4 blocks and random chance
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else if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2)
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{
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// Fireball
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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// If random chance and less than 20 blocks higher than target and further than 4
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// blocks
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else if thread_rng().gen_bool(0.5)
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&& (self.pos.0.z - tgt_pos.0.z) < 15.0
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&& dist_sqrd > (4.0 * min_attack_dist).powi(2)
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{
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Fly));
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Jump));
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controller.inputs.move_z = 1.0;
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}
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// If further than 2.5 blocks and random chance
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else if dist_sqrd > (2.5 * min_attack_dist).powi(2) {
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// If some target
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*terrain,
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self.pos.0,
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self.vel.0,
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tgt_pos.0,
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TraversalConfig {
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min_tgt_dist: 1.25,
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..self.traversal_config
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},
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) {
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// Walk to target
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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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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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}
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// If energy higher than 600 and random chance
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else if self.energy.current() > 600 && thread_rng().gen_bool(0.4) {
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// Shockwave
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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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} else {
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// Triple strike
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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}
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},
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// Mostly identical to BirdLargeFire but tweaked for flamethrower instead of shockwave
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Tactic::BirdLargeBreathe => {
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// Set fly to false
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controller
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.actions
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@ -2600,7 +2731,7 @@ impl<'a> AgentData<'a> {
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{
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(1)));
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*terrain,
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@ -2612,7 +2743,6 @@ impl<'a> AgentData<'a> {
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..self.traversal_config
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},
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) {
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dbg!("fly towards target");
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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 (self.pos.0.z - tgt_pos.0.z) < 20.0 {
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@ -2628,197 +2758,46 @@ impl<'a> AgentData<'a> {
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controller.inputs.move_z = bearing.z;
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}
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}
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} else if agent.action_timer < 3.0 {
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if thread_rng().gen_bool(0.1) {
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if thread_rng().gen_bool(0.5) {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(1)));
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}
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} else if thread_rng().gen_bool(0.5) && (self.pos.0.z - tgt_pos.0.z) < 15.0 {
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dbg!("fly");
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Fly));
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Jump));
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controller.inputs.move_z = 1.0;
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}
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agent.action_timer += dt.0;
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} else if !self.physics_state.on_ground {
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} else if !read_data
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.terrain
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.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
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.until(Block::is_solid)
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.cast()
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.1
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.map_or(true, |b| b.is_some())
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{
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// Do not increment the timer during this movement
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// The next stage shouldn't trigger until the entity
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// is on the ground
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Fly));
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dbg!("fly to player2");
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let move_dir = tgt_pos.0 - self.pos.0;
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controller.inputs.move_dir =
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move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
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controller.inputs.move_z = move_dir.z - 0.5;
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} else if agent.action_timer < 7.0 {
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if dist_sqrd < (2.5 * min_attack_dist).powi(2) {
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if self.energy.current() > 600 && thread_rng().gen_bool(0.3) {
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dbg!("shockwave");
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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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} else {
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dbg!("triple strike");
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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}
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} else {
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*terrain,
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self.pos.0,
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self.vel.0,
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tgt_pos.0,
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TraversalConfig {
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min_tgt_dist: 1.25,
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..self.traversal_config
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},
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) {
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if thread_rng().gen_bool(0.2)
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&& can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd)
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{
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dbg!("fireball1");
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(1)));
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agent.action_timer = 0.0;
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}
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dbg!("walk to player1");
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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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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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if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2) {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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}
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agent.action_timer += dt.0;
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}
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if agent.action_timer > 7.0 {
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agent.action_timer = 0.0;
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}
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/*
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} else {
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if read_data
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.terrain
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.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 5.0))
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.until(Block::is_solid)
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.cast()
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.1
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.map_or(true, |b| b.is_some())
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{
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controller.inputs.move_z = 1.0;
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}
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if self.energy.current() > 50 {
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if thread_rng().gen_bool(0.99) {
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if dist_sqrd < (3.5 * min_attack_dist).powi(2) {
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dbg!("flamethrower1");
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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} else {
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*terrain,
|
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self.pos.0,
|
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self.vel.0,
|
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tgt_pos.0,
|
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TraversalConfig {
|
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min_tgt_dist: 1.25,
|
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..self.traversal_config
|
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},
|
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) {
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if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
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if agent.action_timer > 3.0 {
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dbg!("fireball2");
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controller.actions.push(ControlAction::basic_input(
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InputKind::Ability(1),
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));
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agent.action_timer = 0.0;
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} else {
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dbg!("fly to player1");
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controller.inputs.move_dir = bearing
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.xy()
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.rotated_z(thread_rng().gen_range(-1.57..-0.5))
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.try_normalized()
|
||||
.unwrap_or_else(Vec2::zero)
|
||||
* speed;
|
||||
agent.action_timer += dt.0;
|
||||
}
|
||||
} else {
|
||||
dbg!("fly to player2");
|
||||
controller.inputs.move_dir = bearing
|
||||
.xy()
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::zero)
|
||||
* speed;
|
||||
self.jump_if(controller, bearing.z > 1.5);
|
||||
controller.inputs.move_z = bearing.z;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
dbg!("land1");
|
||||
controller.inputs.move_z = -1.0;
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::CancelInput(InputKind::Fly));
|
||||
}
|
||||
} else {
|
||||
if dist_sqrd < (2.5 * min_attack_dist).powi(2) {
|
||||
dbg!("land2");
|
||||
controller.inputs.move_z = -1.0;
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::CancelInput(InputKind::Fly));
|
||||
} else {
|
||||
dbg!("fly to player");
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
},
|
||||
Tactic::BirdLargeBreathe => {
|
||||
if dist_sqrd < (2.5 * min_attack_dist).powi(2) {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
} else if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
} else if dist_sqrd < (7.0 * min_attack_dist).powi(2) {
|
||||
if agent.action_timer < 2.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(0.47 * PI)
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::unit_y);
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 4.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(-0.47 * PI)
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::unit_y);
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 6.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
agent.action_timer += dt.0;
|
||||
} else {
|
||||
agent.action_timer = 0.0;
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
} else if thread_rng().gen_bool(0.5)
|
||||
&& (self.pos.0.z - tgt_pos.0.z) < 15.0
|
||||
&& dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Fly));
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Jump));
|
||||
controller.inputs.move_z = 1.0;
|
||||
} else if dist_sqrd > (3.0 * min_attack_dist).powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
&*terrain,
|
||||
self.pos.0,
|
||||
@ -2834,8 +2813,18 @@ 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 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 6.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_timer += dt.0;
|
||||
} else {
|
||||
agent.target = None;
|
||||
agent.action_timer = 0.0;
|
||||
}
|
||||
},
|
||||
}
|
||||
|
@ -7,7 +7,7 @@ use common::states::utils::StageSection;
|
||||
pub struct AlphaAnimation;
|
||||
|
||||
impl Animation for AlphaAnimation {
|
||||
type Dependency = (Option<StageSection>, Vec3<f32>, Vec3<f32>, f32, f32);
|
||||
type Dependency = (Option<StageSection>, Vec3<f32>, Vec3<f32>, bool);
|
||||
type Skeleton = BirdLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -16,7 +16,7 @@ impl Animation for AlphaAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_alpha")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(stage_section, orientation, last_ori, _global_time, _timer): Self::Dependency,
|
||||
(stage_section, orientation, last_ori, on_ground): Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -73,28 +73,35 @@ impl Animation for AlphaAnimation {
|
||||
next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
|
||||
next.beak.orientation = Quaternion::rotation_x(wave_slow_cos * -0.02 - 0.02);
|
||||
|
||||
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
|
||||
next.tail_front.orientation = Quaternion::rotation_x(-move1 * 0.2);
|
||||
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
|
||||
next.tail_rear.orientation = Quaternion::rotation_x(0.0);
|
||||
if on_ground {
|
||||
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
|
||||
next.tail_front.orientation = Quaternion::rotation_x(-move1 * 0.2);
|
||||
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
|
||||
next.tail_rear.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
|
||||
next.wing_in_l.orientation =
|
||||
Quaternion::rotation_y(-1.0 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2);
|
||||
next.wing_in_r.orientation =
|
||||
Quaternion::rotation_y(1.0 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2);
|
||||
next.wing_in_l.orientation =
|
||||
Quaternion::rotation_y(-1.0 + wave_slow_cos * 0.06) * Quaternion::rotation_z(0.2);
|
||||
next.wing_in_r.orientation =
|
||||
Quaternion::rotation_y(1.0 - wave_slow_cos * 0.06) * Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_l.orientation = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
|
||||
next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
|
||||
next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_l.orientation =
|
||||
Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
|
||||
next.wing_mid_r.orientation =
|
||||
Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
|
||||
|
||||
next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_l.orientation = Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation = Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
|
||||
next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_l.orientation =
|
||||
Quaternion::rotation_y(-0.2) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation =
|
||||
Quaternion::rotation_y(0.2) * Quaternion::rotation_z(-0.2);
|
||||
} else {
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -7,7 +7,6 @@ use common::{states::utils::StageSection, util::Dir};
|
||||
pub struct BreatheAnimation;
|
||||
|
||||
type BreatheAnimationDependency = (
|
||||
f32,
|
||||
f32,
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
@ -27,7 +26,7 @@ impl Animation for BreatheAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_breathe")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, global_time, orientation, last_ori, stage_section, timer, look_dir, on_ground): Self::Dependency,
|
||||
(global_time, orientation, last_ori, stage_section, timer, look_dir, on_ground): Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
|
@ -8,7 +8,7 @@ pub struct ShockwaveAnimation;
|
||||
|
||||
impl Animation for ShockwaveAnimation {
|
||||
#[allow(clippy::type_complexity)]
|
||||
type Dependency = (f32, f32, Option<StageSection>);
|
||||
type Dependency = (Option<StageSection>, bool);
|
||||
type Skeleton = BirdLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -17,7 +17,7 @@ impl Animation for ShockwaveAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_shockwave")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_global_time, _velocity, stage_section): Self::Dependency,
|
||||
(stage_section, on_ground): Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -64,35 +64,42 @@ impl Animation for ShockwaveAnimation {
|
||||
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
|
||||
next.tail_rear.orientation = Quaternion::rotation_x(-0.2);
|
||||
|
||||
next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
if on_ground {
|
||||
next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
|
||||
|
||||
next.wing_in_l.orientation =
|
||||
Quaternion::rotation_y(-0.8 + movement1abs * 1.6 + movement2abs * -1.6)
|
||||
* Quaternion::rotation_z(0.2 + movement1abs * -0.8);
|
||||
next.wing_in_r.orientation =
|
||||
Quaternion::rotation_y(0.8 + movement1abs * -1.6 + movement2abs * 1.6)
|
||||
* Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
|
||||
next.wing_in_l.orientation =
|
||||
Quaternion::rotation_y(-0.8 + movement1abs * 1.6 + movement2abs * -1.6)
|
||||
* Quaternion::rotation_z(0.2 + movement1abs * -0.8);
|
||||
next.wing_in_r.orientation =
|
||||
Quaternion::rotation_y(0.8 + movement1abs * -1.6 + movement2abs * 1.6)
|
||||
* Quaternion::rotation_z(-0.2 + movement1abs * 0.8);
|
||||
|
||||
next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_l.orientation = Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
|
||||
next.wing_mid_r.orientation = Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
|
||||
next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
|
||||
next.wing_mid_l.orientation =
|
||||
Quaternion::rotation_y(-0.1) * Quaternion::rotation_z(0.7);
|
||||
next.wing_mid_r.orientation =
|
||||
Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-0.7);
|
||||
|
||||
next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_l.orientation = Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation = Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
|
||||
next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
|
||||
next.wing_out_l.orientation =
|
||||
Quaternion::rotation_y(-0.4) * Quaternion::rotation_z(0.2);
|
||||
next.wing_out_r.orientation =
|
||||
Quaternion::rotation_y(0.4) * Quaternion::rotation_z(-0.2);
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_r.orientation = Quaternion::rotation_x(0.0);
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) / 8.0;
|
||||
next.leg_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.0);
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.0);
|
||||
} else {
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -27,7 +27,16 @@ impl Animation for ShootAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_shoot")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, global_time, orientation, last_ori, stage_section, timer, look_dir, on_ground): Self::Dependency,
|
||||
(
|
||||
_velocity,
|
||||
global_time,
|
||||
_orientation,
|
||||
_last_ori,
|
||||
stage_section,
|
||||
timer,
|
||||
look_dir,
|
||||
on_ground,
|
||||
): Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -67,9 +76,6 @@ impl Animation for ShootAnimation {
|
||||
) * s_a.scaler
|
||||
/ 8.0;
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5 + look_dir.z * 0.4);
|
||||
@ -78,6 +84,9 @@ impl Animation for ShootAnimation {
|
||||
next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
|
||||
|
||||
if on_ground {
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.1 - movement2abs * 0.1);
|
||||
|
||||
@ -112,23 +121,6 @@ impl Animation for ShootAnimation {
|
||||
next.tail_rear.orientation =
|
||||
Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02);
|
||||
} else {
|
||||
let ori: Vec2<f32> = Vec2::from(orientation);
|
||||
let last_ori = Vec2::from(last_ori);
|
||||
let tilt = if ::vek::Vec2::new(ori, last_ori)
|
||||
.map(|o| o.magnitude_squared())
|
||||
.map(|m| m > 0.001 && m.is_finite())
|
||||
.reduce_and()
|
||||
&& ori.angle_between(last_ori).is_finite()
|
||||
{
|
||||
ori.angle_between(last_ori).min(0.2)
|
||||
* last_ori.determine_side(Vec2::zero(), ori).signum()
|
||||
} else {
|
||||
0.0
|
||||
} * 1.3;
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(movement1abs * 0.1 - movement2abs * 0.1)
|
||||
* Quaternion::rotation_y(tilt * 1.8);
|
||||
}
|
||||
|
||||
next
|
||||
|
@ -8,7 +8,7 @@ pub struct SwimAnimation;
|
||||
|
||||
impl Animation for SwimAnimation {
|
||||
#[allow(clippy::type_complexity)]
|
||||
type Dependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f32);
|
||||
type Dependency = f32;
|
||||
type Skeleton = BirdLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -17,7 +17,7 @@ impl Animation for SwimAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_swim")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_velocity, _orientation, _last_ori, global_time): Self::Dependency,
|
||||
global_time: Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
|
@ -3335,13 +3335,7 @@ impl FigureMgr {
|
||||
// Swim
|
||||
(_, true, _) => anim::bird_large::SwimAnimation::update_skeleton(
|
||||
&BirdLargeSkeleton::default(),
|
||||
(
|
||||
rel_vel,
|
||||
// TODO: Update to use the quaternion.
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
time,
|
||||
),
|
||||
time,
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -3380,7 +3374,6 @@ impl FigureMgr {
|
||||
anim::bird_large::BreatheAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
@ -3425,8 +3418,7 @@ impl FigureMgr {
|
||||
Some(s.stage_section),
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
time,
|
||||
state.state_time,
|
||||
physics.on_ground,
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -3479,7 +3471,7 @@ impl FigureMgr {
|
||||
};
|
||||
anim::bird_large::ShockwaveAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(time, rel_vel.magnitude(), Some(s.stage_section)),
|
||||
(Some(s.stage_section), physics.on_ground),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
|
@ -522,7 +522,6 @@ impl PlayState for SessionState {
|
||||
select_pos,
|
||||
target_entity.map(|t| t.0),
|
||||
);
|
||||
dbg!(self.key_state.fly);
|
||||
},
|
||||
GameInput::Climb => {
|
||||
self.key_state.climb_up = state;
|
||||
|
Loading…
Reference in New Issue
Block a user