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https://gitlab.com/veloren/veloren.git
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woodgolem broad update; minor fix for harvester mixup attack
This commit is contained in:
parent
557f2ae53f
commit
9187c37ab1
@ -6,7 +6,7 @@ BasicMelee(
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recover_duration: 1.0,
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melee_constructor: (
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kind: Slash(
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damage: 13.0,
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damage: 15.0,
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poise: 10.0,
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knockback: 10.0,
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energy_regen: 0.0,
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@ -1,9 +1,9 @@
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Shockwave(
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energy_cost: 0,
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buildup_duration: 3.0,
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buildup_duration: 1.2,
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swing_duration: 0.12,
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recover_duration: 2.4,
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damage: 60.0,
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recover_duration: 1.5,
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damage: 22.0,
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poise_damage: 30,
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knockback: (strength: 30.0, direction: TowardsUp),
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shockwave_angle: 90.0,
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@ -14,7 +14,7 @@ Shockwave(
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move_efficiency: 0.0,
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damage_kind: Crushing,
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specifier: Ground,
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ori_rate: 1.0,
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ori_rate: 0.9,
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timing: PostBuildup,
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emit_outcome: true,
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)
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@ -1,18 +1,18 @@
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BasicMelee(
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energy_cost: 0,
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buildup_duration: 0.9,
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buildup_duration: 1.2,
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swing_duration: 0.3,
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hit_timing: 0.6,
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recover_duration: 0.6,
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recover_duration: 1.2,
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melee_constructor: (
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kind: Bash(
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damage: 45,
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damage: 18,
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poise: 30,
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knockback: 20,
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energy_regen: 0,
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),
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range: 7.5,
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range: 6.0,
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angle: 360,
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),
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ori_modifier: 1.0,
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ori_modifier: 0.75,
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)
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@ -1,18 +1,18 @@
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BasicMelee(
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energy_cost: 0,
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buildup_duration: 1.6,
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swing_duration: 0.1,
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buildup_duration: 1.0,
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swing_duration: 0.2,
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hit_timing: 0.6,
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recover_duration: 1.0,
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melee_constructor: (
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kind: Bash(
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damage: 30.0,
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damage: 12.0,
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poise: 25.0,
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knockback: 15.0,
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energy_regen: 0.0,
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),
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range: 4.0,
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angle: 45.0,
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range: 4.5,
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angle: 55.0,
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),
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ori_modifier: 0.4,
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ori_modifier: 0.7,
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)
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@ -1,6 +1,16 @@
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[
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// Crafting ingredients
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(2.4, MultiDrop(Item("common.items.log.wood"), 5, 10)),
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(0.1, MultiDrop(Item("common.items.log.hardwood"), 1, 2)),
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(0.5, LootTable("common.loot_tables.weapons.components.secondary.sceptre")),
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(1, Lottery([
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(0.7, All([
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MultiDrop(Item("common.items.log.wood"), 3, 4),
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MultiDrop(Item("common.items.crafting_ing.twigs"), 1, 2),
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Lottery([
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(0.6, MultiDrop(Item("common.items.log.bamboo"), 1, 2)),
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(0.4, LootTable("common.loot_tables.weapons.components.secondary.sceptre")),
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]),
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])),
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(0.3, All([
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MultiDrop(Item("common.items.log.wood"), 5, 7),
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MultiDrop(Item("common.items.crafting_ing.twigs"), 3, 5),
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])),
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]))
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]
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@ -1000,7 +1000,7 @@ impl Body {
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},
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Body::ItemDrop(_) => 1000,
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Body::Golem(golem) => match golem.species {
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golem::Species::WoodGolem => 200,
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golem::Species::WoodGolem => 120,
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golem::Species::ClayGolem => 350,
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golem::Species::Gravewarden => 1000,
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golem::Species::CoralGolem => 550,
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@ -230,7 +230,10 @@ impl Body {
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Body::BipedSmall(_) => 3.5,
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Body::Object(_) => 2.0,
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Body::ItemDrop(_) => 2.0,
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Body::Golem(_) => 2.0,
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Body::Golem(golem) => match golem.species {
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golem::Species::WoodGolem => 1.2,
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_ => 2.0,
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},
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Body::Theropod(theropod) => match theropod.species {
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theropod::Species::Archaeos => 2.3,
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theropod::Species::Odonto => 2.3,
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@ -1685,7 +1685,7 @@ impl<'a> AgentData<'a> {
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self.handle_mandragora(agent, controller, &attack_data, tgt_data, read_data)
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},
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Tactic::WoodGolem => {
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self.handle_wood_golem(agent, controller, &attack_data, tgt_data, read_data)
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self.handle_wood_golem(agent, controller, &attack_data, tgt_data, read_data, rng)
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},
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Tactic::GnarlingChieftain => self.handle_gnarling_chieftain(
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agent,
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@ -4769,12 +4769,13 @@ impl<'a> AgentData<'a> {
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// --- setup ---
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// hard-coded attack values
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const SCYTHE_RANGE: f32 = 5.0;
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// behaviour parameters
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const FIRST_VINE_CREATION_THRESHOLD: f32 = 0.60;
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const SECOND_VINE_CREATION_THRESHOLD: f32 = 0.30;
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const MELEE_RANGE: f32 = 5.0; // hard coded from scythe attack
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const MAX_PUMPKIN_RANGE: f32 = 50.0;
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const FIREBREATH_RANGE: f32 = 20.0; // hard coded from firebreath attack
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const FIREBREATH_RANGE: f32 = 20.0;
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const FIREBREATH_TIME: f32 = 4.0;
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const FIREBREATH_SHORT_TIME: f32 = 2.5; // cutoff sooner at close range
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const FIREBREATH_COOLDOWN: f32 = 3.0;
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@ -4813,15 +4814,16 @@ impl<'a> AgentData<'a> {
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match self.char_state {
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CharacterState::BasicBeam(_) => {
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
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},
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CharacterState::BasicRanged(_) => {
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
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},
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_ => {
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] += read_data.dt.0;
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] += read_data.dt.0;
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agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] += read_data.dt.0;
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] += read_data.dt.0;
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},
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}
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@ -4852,7 +4854,7 @@ impl<'a> AgentData<'a> {
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}
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// close range
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// 0.75 multiplier tuned to start melee attack while suitably in range
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else if attack_data.dist_sqrd < (attack_data.body_dist + 0.75 * MELEE_RANGE).powi(2) {
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else if attack_data.dist_sqrd < (attack_data.body_dist + 0.75 * SCYTHE_RANGE).powi(2) {
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME))
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{
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// keep using firebreath under short time limit
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@ -4911,7 +4913,7 @@ impl<'a> AgentData<'a> {
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// closing gap
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// 0.4 multiplier tuned to get comfortably in melee range
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if attack_data.dist_sqrd > (attack_data.body_dist + 0.4 * MELEE_RANGE).powi(2) {
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if attack_data.dist_sqrd > (attack_data.body_dist + 0.4 * SCYTHE_RANGE).powi(2) {
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self.path_toward_target(
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agent,
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controller,
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@ -5841,59 +5843,123 @@ impl<'a> AgentData<'a> {
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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rng: &mut impl Rng,
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) {
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const SHOCKWAVE_RANGE: f32 = 25.0;
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const SHOCKWAVE_WAIT_TIME: f32 = 7.5;
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const SPIN_WAIT_TIME: f32 = 3.0;
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// === reference ===
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// Inputs:
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// Primary: strike
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// Secondary: spin
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// Abilities:
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// 0: shockwave
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// === setup ===
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// hard-coded attack vlues
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const STRIKE_RANGE: f32 = 4.5;
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const STRIKE_AIM_ANGLE: f32 = 55.0 * 0.7;
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const SPIN_RANGE: f32 = 6.0;
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const SHOCKWAVE_AIM_ANGLE: f32 = 45.0 * 0.7;
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// behaviour parameters
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const SPIN_COOLDOWN: f32 = 1.5;
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const SHOCKWAVE_COOLDOWN: f32 = 4.5;
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const SHOCKWAVE_MIN_RANGE: f32 = 8.0;
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const SHOCKWAVE_MAX_RANGE: f32 = 25.0;
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const MIXUP_COOLDOWN: f32 = 3.0;
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// timers
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enum ActionStateTimers {
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TimerSpinWait = 0,
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TimerShockwaveWait,
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Spin = 0,
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Shockwave,
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Mixup,
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}
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// After spinning, reset timer
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// re-used comparisons
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// hard-coded multiplier tuned to start attack while suitably in range
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let is_in_spin_range =
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attack_data.dist_sqrd < (attack_data.body_dist + (0.85 * SPIN_RANGE).powi(2));
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let is_in_strike_range =
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attack_data.dist_sqrd < (attack_data.body_dist + (0.85 * STRIKE_RANGE).powi(2));
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let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE;
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// === main ===
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// --- timers ---
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// spin
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let current_input = self.char_state.ability_info().map(|ai| ai.input);
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if matches!(current_input, Some(InputKind::Secondary)) {
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agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize] = 0.0;
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// reset when spinning
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agent.combat_state.timers[ActionStateTimers::Spin as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
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} else if is_in_spin_range && !(is_in_strike_range && is_in_strike_angle) {
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// increment within spin range and not in strike range + angle
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agent.combat_state.timers[ActionStateTimers::Spin as usize] += read_data.dt.0;
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} else {
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// relax towards zero otherwise
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agent.combat_state.timers[ActionStateTimers::Spin as usize] =
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(agent.combat_state.timers[ActionStateTimers::Spin as usize]
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- 0.2 * read_data.dt.0)
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.max(0.0);
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}
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// shockwave
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if matches!(self.char_state, CharacterState::Shockwave(_)) {
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// reset when using shockwave
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agent.combat_state.timers[ActionStateTimers::Shockwave as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
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} else {
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// increment otherwise
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agent.combat_state.timers[ActionStateTimers::Shockwave as usize] += read_data.dt.0;
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}
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// mixup
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if is_in_strike_range && is_in_strike_angle {
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// increment within strike range and angle
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] += read_data.dt.0;
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} else {
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// relax towards zero otherwise
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] =
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(agent.combat_state.timers[ActionStateTimers::Mixup as usize]
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- 0.5 * read_data.dt.0)
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.max(0.0);
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}
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if attack_data.in_min_range() {
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// If in minimum range
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if agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize] > SPIN_WAIT_TIME
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{
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// --- attacks ---
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// strike range
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if is_in_strike_range {
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if agent.combat_state.timers[ActionStateTimers::Mixup as usize] > MIXUP_COOLDOWN {
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// randomly mix up
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let randomise = rng.gen_range(1..=3);
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match randomise {
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1 => controller.push_basic_input(InputKind::Ability(0)), // shockwave
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2 => controller.push_basic_input(InputKind::Primary), // strike
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_ => controller.push_basic_input(InputKind::Secondary), // spin
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}
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} else if is_in_strike_angle {
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// use strike
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controller.push_basic_input(InputKind::Primary);
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}
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}
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// spin range (or out of angle in strike range)
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else if is_in_spin_range || (is_in_strike_range && !is_in_strike_angle) {
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if agent.combat_state.timers[ActionStateTimers::Spin as usize] > SPIN_COOLDOWN {
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// If it's been too long since able to hit target, spin
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.angle < 30.0 {
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// Else if in angle to strike, strike
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controller.push_basic_input(InputKind::Primary);
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} else {
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// Else increment spin timer
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agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize] +=
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read_data.dt.0;
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// If not in angle, apply slight movement so golem orients itself correctly
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* 0.01;
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}
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} else {
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// Else if too far for melee
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if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) && attack_data.angle < 45.0 {
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// Shockwave if close enough and haven't shockwaved too recently
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if agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize]
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> SHOCKWAVE_WAIT_TIME
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{
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controller.push_basic_input(InputKind::Ability(0));
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}
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if matches!(self.char_state, CharacterState::Shockwave(_)) {
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agent.combat_state.timers[ActionStateTimers::TimerShockwaveWait as usize] = 0.0;
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} else {
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agent.combat_state.timers[ActionStateTimers::TimerShockwaveWait as usize] +=
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read_data.dt.0;
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}
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}
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// And always try to path towards target
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}
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// shockwave range
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else if attack_data.dist_sqrd > SHOCKWAVE_MIN_RANGE.powi(2)
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&& attack_data.dist_sqrd < SHOCKWAVE_MAX_RANGE.powi(2)
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&& attack_data.angle < SHOCKWAVE_AIM_ANGLE
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&& agent.combat_state.timers[ActionStateTimers::Shockwave as usize] > SHOCKWAVE_COOLDOWN
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{
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// Shockwave if close enough and haven't shockwaved too recently
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controller.push_basic_input(InputKind::Ability(0));
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}
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// --- movement ---
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// closing gap
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// hard-coded multiplier tuned to get comfortably in range, while giving player
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// some room to breathe
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if attack_data.dist_sqrd > (attack_data.body_dist + (0.75 * STRIKE_RANGE).powi(2)) {
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self.path_toward_target(
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agent,
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controller,
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@ -5903,6 +5969,20 @@ impl<'a> AgentData<'a> {
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None,
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);
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}
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// closing angle
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else if attack_data.angle > 0.0 {
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// If not in angle, apply slight movement so golem orients itself correctly
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* 0.001;
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// // an attempt modifying look direciton, rather than using
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// movement: let delta = (tgt_data.pos.0 -
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// self.pos.0).try_normalized().unwrap_or_else(Vec3::zero);
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// controller.inputs.look_dir =
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// controller.inputs.look_dir.slerped_to(Dir::new(delta), 0.8);
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}
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}
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pub fn handle_gnarling_chieftain(
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