mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
read & use attack data from AbilityData: added default usage to AbilityData, expanded AbilityData::BasicRanged; tweaked chieftain flamestrike; removed existing buff check for cheiftain totem & increased cooldown; more comments in attack functions
This commit is contained in:
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674a9e1d6c
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@ -1,6 +1,6 @@
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BasicMelee(
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energy_cost: 0,
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buildup_duration: 0.8,
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buildup_duration: 0.75,
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swing_duration: 0.4,
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hit_timing: 0.5,
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recover_duration: 0.6,
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@ -12,7 +12,7 @@ BasicMelee(
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energy_regen: 0,
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),
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range: 3.0,
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angle: 50.0,
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angle: 40.0,
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damage_effect: Some(Buff((
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kind: Burning,
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dur_secs: 4.0,
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@ -4769,21 +4769,18 @@ 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 = 4.5;
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const SCYTHE_AIM_ANGLE: f32 = 50.0;
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const FIREBREATH_RANGE: f32 = 20.0;
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// --- static ---
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const MAX_PUMPKIN_RANGE: f32 = 50.0;
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// behaviour parameters
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const PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe
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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 PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe
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const SCYTHE_RANGE_FACTOR: f32 = 0.75; // start attack while suitably in range
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const SCYTHE_AIM_FACTOR: f32 = 0.7;
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const MAX_PUMPKIN_RANGE: f32 = 50.0;
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const FIREBREATH_RANGE_FACTOR: f32 = 0.7;
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const FIREBREATH_AIM_ANGLE: f32 = 30.0;
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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_AIM_FACTOR: f32 = 0.8;
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const FIREBREATH_TIME_LIMIT: f32 = 4.0;
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const FIREBREATH_SHORT_TIME_LIMIT: f32 = 2.5; // cutoff sooner at close range
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const FIREBREATH_COOLDOWN: f32 = 3.5;
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const CLOSE_MIXUP_COOLDOWN_SPAN: [f32; 2] = [1.5, 7.0]; // variation in attacks at close range
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const MID_MIXUP_COOLDOWN_SPAN: [f32; 2] = [1.5, 4.5]; // ^ mid
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@ -4791,13 +4788,13 @@ impl<'a> AgentData<'a> {
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// conditions
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enum ActionStateConditions {
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HasSummonedFirstVines = 0,
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HasSummonedFirstVines,
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HasSummonedSecondVines,
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}
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// timers
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enum ActionStateTimers {
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Firebreath = 0,
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Firebreath,
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Mixup,
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FarPumpkin,
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}
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@ -4805,7 +4802,7 @@ impl<'a> AgentData<'a> {
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// //counters
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#[allow(clippy::enum_variant_names)]
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enum ActionStateCounters {
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CloseMixupCooldown = 0,
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CloseMixupCooldown,
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MidMixupCooldown,
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FarPumpkinCooldown,
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}
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@ -4823,9 +4820,78 @@ impl<'a> AgentData<'a> {
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)
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};
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// === main ===
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// --- dynamic ---
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// attack data (with fallback values)
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let scythe_range;
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let scythe_angle;
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match self
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.extract_ability(AbilityInput::Primary)
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.unwrap_or(AbilityData::default())
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{
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AbilityData::BasicMelee { range, angle, .. } => {
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scythe_range = range;
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scythe_angle = angle;
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},
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_ => {
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scythe_range = 4.5;
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scythe_angle = 50.0;
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},
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};
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let firebreath_range;
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let firebreath_angle;
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match self
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.extract_ability(AbilityInput::Secondary)
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.unwrap_or(AbilityData::default())
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{
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AbilityData::BasicBeam { range, angle, .. } => {
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firebreath_range = range;
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firebreath_angle = angle;
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},
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_ => {
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firebreath_range = 20.0;
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firebreath_angle = 15.0;
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},
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};
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let pumpkin_speed;
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match self
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.extract_ability(AbilityInput::Auxiliary(0))
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.unwrap_or(AbilityData::default())
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{
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AbilityData::BasicRanged {
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projectile_speed, ..
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} => {
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pumpkin_speed = projectile_speed;
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},
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_ => {
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pumpkin_speed = 30.0;
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},
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};
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// TODO: calculate ground-level max pumpkin range from projectile speed
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// character state info
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let mut is_using_firebreath = false;
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let mut is_using_pumpkin = false;
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let mut is_in_summon_recovery = false;
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let mut firebreath_timer = Duration::from_secs(0);
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match self.char_state {
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CharacterState::BasicBeam(data) => {
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is_using_firebreath = true;
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firebreath_timer = data.timer;
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},
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CharacterState::BasicRanged(_) => {
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is_using_pumpkin = true;
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},
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CharacterState::SpriteSummon(data)
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if matches!(data.stage_section, StageSection::Recover) =>
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{
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is_in_summon_recovery = true;
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},
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_ => {},
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}
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let is_using_mixup = is_using_firebreath || is_using_pumpkin;
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// --- timers ---
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// initialise randomised cooldowns
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if !agent.combat_state.initialized {
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agent.combat_state.initialized = true;
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@ -4835,31 +4901,34 @@ impl<'a> AgentData<'a> {
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rng.gen_range(MID_MIXUP_COOLDOWN_SPAN[0]..=MID_MIXUP_COOLDOWN_SPAN[1]);
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agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
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rng.gen_range(FAR_PUMPKIN_COOLDOWN_SPAN[0]..=FAR_PUMPKIN_COOLDOWN_SPAN[1]);
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// note: if f32 rng is too expensive, could use randomised u8
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// multipliers of a const f32
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}
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// timer changes
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if matches!(self.char_state, CharacterState::SpriteSummon(_)) {
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// reset all timers when summoning
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// === main ===
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// --- timers ---
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if is_in_summon_recovery {
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// reset all timers when done summoning
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::Mixup 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::Firebreath as usize] = 0.0;
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} else {
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// increment timers when not in corresponding state
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let is_using_firebreath = matches!(self.char_state, CharacterState::BasicBeam(_));
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let is_using_pumpkin = matches!(self.char_state, CharacterState::BasicRanged(_));
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let is_using_mixup = is_using_firebreath || is_using_pumpkin;
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if !is_using_mixup {
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] += read_data.dt.0;
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}
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if !is_using_firebreath {
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// handle state timers
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if is_using_firebreath {
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
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} else {
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] += read_data.dt.0;
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}
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if !is_using_pumpkin {
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if is_using_mixup {
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
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} else {
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] += read_data.dt.0;
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}
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if is_using_pumpkin {
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agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
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} else {
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agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] += read_data.dt.0;
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}
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}
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// note: some timer resets are performerd in attack logic
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// --- attacks ---
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
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@ -4870,8 +4939,7 @@ impl<'a> AgentData<'a> {
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{
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controller.push_basic_input(InputKind::Ability(2));
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// wait till recovery before finishing
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if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
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{
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if is_in_summon_recovery {
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agent.combat_state.conditions
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[ActionStateConditions::HasSummonedSecondVines as usize] = true;
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}
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@ -4882,67 +4950,63 @@ impl<'a> AgentData<'a> {
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{
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controller.push_basic_input(InputKind::Ability(1));
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// wait till recovery before finishing
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if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
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{
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if is_in_summon_recovery {
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agent.combat_state.conditions
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[ActionStateConditions::HasSummonedFirstVines as usize] = true;
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}
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}
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// close range
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else if attack_data.dist_sqrd
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< (attack_data.body_dist + SCYTHE_RANGE * SCYTHE_RANGE_FACTOR).powi(2)
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< (attack_data.body_dist + scythe_range * SCYTHE_RANGE_FACTOR).powi(2)
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{
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// if using firebreath, keep going under short time limit
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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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if is_using_firebreath
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&& firebreath_timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME_LIMIT)
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{
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controller.push_basic_input(InputKind::Secondary);
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
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}
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// on timer, randomly mixup attacks
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else if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
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> agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize]
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&& attack_data.angle < SCYTHE_AIM_ANGLE * SCYTHE_AIM_FACTOR
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// for now, no line of sight check for consitency in attacks
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{
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// if on firebreath cooldown, throw pumpkin
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if agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
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< FIREBREATH_COOLDOWN
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// in scythe angle
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if attack_data.angle < scythe_angle * SCYTHE_AIM_FACTOR {
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// on timer, randomly mixup attacks
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if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
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> agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize]
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// for now, no line of sight check for consitency in attacks
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{
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controller.push_basic_input(InputKind::Ability(0));
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}
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// otherwise, randomise between firebreath and pumpkin
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else {
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match rng.gen_bool(0.5) {
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true => controller.push_basic_input(InputKind::Secondary), // firebreath
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_ => controller.push_basic_input(InputKind::Ability(0)), // pumpkin
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// if on firebreath cooldown, throw pumpkin
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if agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
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< FIREBREATH_COOLDOWN
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{
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controller.push_basic_input(InputKind::Ability(0));
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}
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// otherwise, randomise between firebreath and pumpkin
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else if rng.gen_bool(0.5) {
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controller.push_basic_input(InputKind::Secondary);
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} else {
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controller.push_basic_input(InputKind::Ability(0));
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}
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// reset mixup cooldown if actually being used
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if is_using_mixup {
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agent.combat_state.counters
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[ActionStateCounters::CloseMixupCooldown as usize] = rng
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.gen_range(CLOSE_MIXUP_COOLDOWN_SPAN[0]..=CLOSE_MIXUP_COOLDOWN_SPAN[1]);
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}
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}
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// reset mixup timing if actually being used
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if matches!(
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self.char_state,
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CharacterState::BasicBeam(_) | CharacterState::BasicRanged(_)
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) {
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
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agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize] =
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rng.gen_range(CLOSE_MIXUP_COOLDOWN_SPAN[0]..=CLOSE_MIXUP_COOLDOWN_SPAN[1]);
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// default to using scythe melee
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else {
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controller.push_basic_input(InputKind::Primary);
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}
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}
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// default to using scythe melee
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else if attack_data.angle < SCYTHE_AIM_ANGLE * SCYTHE_AIM_FACTOR {
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controller.push_basic_input(InputKind::Primary);
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}
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}
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// mid range (line of sight not needed for these 'suppressing' attacks)
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else if attack_data.dist_sqrd < FIREBREATH_RANGE.powi(2) {
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} else if attack_data.dist_sqrd < firebreath_range.powi(2) {
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// if using firebreath, keep going under full time limit
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
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if is_using_firebreath
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&& firebreath_timer < Duration::from_secs_f32(FIREBREATH_TIME_LIMIT)
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{
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controller.push_basic_input(InputKind::Secondary);
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
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}
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// start using firebreath if close enough, in angle, and off cooldown
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else if attack_data.dist_sqrd < (FIREBREATH_RANGE * FIREBREATH_RANGE_FACTOR).powi(2)
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&& attack_data.angle < FIREBREATH_AIM_ANGLE
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else if attack_data.dist_sqrd < (firebreath_range * FIREBREATH_RANGE_FACTOR).powi(2)
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&& attack_data.angle < firebreath_angle * FIREBREATH_AIM_FACTOR
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&& agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
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> FIREBREATH_COOLDOWN
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{
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@ -4953,9 +5017,8 @@ impl<'a> AgentData<'a> {
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> agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize]
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{
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controller.push_basic_input(InputKind::Ability(0));
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// reset mixup timing if pumpkin is actually being used
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if matches!(self.char_state, CharacterState::BasicRanged(_)) {
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
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// reset mixup cooldown if pumpkin is actually being used
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if is_using_pumpkin {
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agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize] =
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rng.gen_range(MID_MIXUP_COOLDOWN_SPAN[0]..=MID_MIXUP_COOLDOWN_SPAN[1]);
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}
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@ -4969,9 +5032,8 @@ impl<'a> AgentData<'a> {
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{
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// throw pumpkin
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controller.push_basic_input(InputKind::Ability(0));
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// reset pumpkin timing if actually being used
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if matches!(self.char_state, CharacterState::BasicRanged(_)) {
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agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
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// reset pumpkin cooldown if actually being used
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if is_using_pumpkin {
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agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
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rng.gen_range(FAR_PUMPKIN_COOLDOWN_SPAN[0]..=FAR_PUMPKIN_COOLDOWN_SPAN[1]);
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}
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@ -4980,7 +5042,7 @@ impl<'a> AgentData<'a> {
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// --- movement ---
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// closing gap
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if attack_data.dist_sqrd
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> (attack_data.body_dist + SCYTHE_RANGE * PATH_RANGE_FACTOR).powi(2)
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> (attack_data.body_dist + scythe_range * PATH_RANGE_FACTOR).powi(2)
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{
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self.path_toward_target(
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agent,
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@ -5932,39 +5994,83 @@ impl<'a> AgentData<'a> {
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// === setup ===
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// hard-coded attack values (some scaled for usage)
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const STRIKE_RANGE: f32 = 4.0;
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const STRIKE_AIM_ANGLE: f32 = 55.0;
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const SPIN_RANGE: f32 = 5.0;
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const SHOCKWAVE_AIM_ANGLE: f32 = 45.0;
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const SHOCKWAVE_MAX_RANGE: f32 = 30.0;
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// --- static ---
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// behaviour parameters
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const PATH_RANGE_FACTOR: f32 = 0.3; // get comfortably in range, but give player room to breathe
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const STRIKE_RANGE_FACTOR: f32 = 0.6; // start attack while suitably in range
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const STRIKE_AIM_FACTOR: f32 = 0.7;
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const SPIN_RANGE_FACTOR: f32 = 0.6; // ^
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const SPIN_RANGE_FACTOR: f32 = 0.6;
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const SPIN_COOLDOWN: f32 = 1.5;
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const SPIN_RELAX_FACTOR: f32 = 0.2;
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const SHOCKWAVE_AIM_FACTOR: f32 = 0.7;
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const SHOCKWAVE_COOLDOWN: f32 = 5.0;
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const SHOCKWAVE_MIN_RANGE: f32 = 8.0;
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const SHOCKWAVE_RANGE_FACTOR: f32 = 0.6;
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const SHOCKWAVE_AIM_FACTOR: f32 = 0.4;
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const SHOCKWAVE_COOLDOWN: f32 = 5.0;
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const MIXUP_COOLDOWN: f32 = 2.5;
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const MIXUP_RELAX_FACTOR: f32 = 0.3;
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// timers
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enum ActionStateTimers {
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Spin = 0,
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Spin,
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Shockwave,
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Mixup,
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}
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// --- dynamic ---
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// behaviour parameters
|
||||
let shockwave_min_range = self.body.map_or(8.0, |b| b.height() * 1.1);
|
||||
|
||||
// attack data (with fallback values)
|
||||
let strike_range;
|
||||
let strike_angle;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Primary)
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::BasicMelee { range, angle, .. } => {
|
||||
strike_range = range;
|
||||
strike_angle = angle;
|
||||
},
|
||||
_ => {
|
||||
strike_range = 4.0;
|
||||
strike_angle = 55.0;
|
||||
},
|
||||
};
|
||||
|
||||
let spin_range;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Secondary)
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::BasicMelee { range, .. } => {
|
||||
spin_range = range;
|
||||
},
|
||||
_ => {
|
||||
spin_range = 5.0;
|
||||
},
|
||||
};
|
||||
|
||||
let shockwave_max_range;
|
||||
let shockwave_angle;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Auxiliary(0))
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::Shockwave { angle, range, .. } => {
|
||||
shockwave_max_range = range;
|
||||
shockwave_angle = angle;
|
||||
},
|
||||
_ => {
|
||||
shockwave_max_range = 15.0 * 2.0;
|
||||
shockwave_angle = 90.0;
|
||||
},
|
||||
};
|
||||
|
||||
// re-used checks (makes separating timers and attacks easier)
|
||||
let is_in_spin_range = attack_data.dist_sqrd
|
||||
< (attack_data.body_dist + SPIN_RANGE * SPIN_RANGE_FACTOR).powi(2);
|
||||
< (attack_data.body_dist + spin_range * SPIN_RANGE_FACTOR).powi(2);
|
||||
let is_in_strike_range = attack_data.dist_sqrd
|
||||
< (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2);
|
||||
let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE * STRIKE_AIM_FACTOR;
|
||||
< (attack_data.body_dist + strike_range * STRIKE_RANGE_FACTOR).powi(2);
|
||||
let is_in_strike_angle = attack_data.angle < strike_angle * STRIKE_AIM_FACTOR;
|
||||
|
||||
// === main ===
|
||||
|
||||
@ -6029,20 +6135,25 @@ impl<'a> AgentData<'a> {
|
||||
if agent.combat_state.timers[ActionStateTimers::Spin as usize] > SPIN_COOLDOWN {
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
}
|
||||
// otherwise, close angle (no action required)
|
||||
}
|
||||
// shockwave range and angle with cooldown
|
||||
else if attack_data.dist_sqrd > SHOCKWAVE_MIN_RANGE.powi(2)
|
||||
&& attack_data.dist_sqrd < (SHOCKWAVE_MAX_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2)
|
||||
&& attack_data.angle < SHOCKWAVE_AIM_ANGLE * SHOCKWAVE_AIM_FACTOR
|
||||
&& agent.combat_state.timers[ActionStateTimers::Shockwave as usize] > SHOCKWAVE_COOLDOWN
|
||||
// shockwave range and angle
|
||||
else if attack_data.dist_sqrd > shockwave_min_range.powi(2)
|
||||
&& attack_data.dist_sqrd < (shockwave_max_range * SHOCKWAVE_RANGE_FACTOR).powi(2)
|
||||
&& attack_data.angle < shockwave_angle * SHOCKWAVE_AIM_FACTOR
|
||||
{
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
// on timer, use shockwave
|
||||
if agent.combat_state.timers[ActionStateTimers::Shockwave as usize] > SHOCKWAVE_COOLDOWN
|
||||
{
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
// otherwise, close gap and/or angle (no action required)
|
||||
}
|
||||
|
||||
// --- movement ---
|
||||
// closing gap
|
||||
if attack_data.dist_sqrd
|
||||
> (attack_data.body_dist + STRIKE_RANGE * PATH_RANGE_FACTOR).powi(2)
|
||||
> (attack_data.body_dist + strike_range * PATH_RANGE_FACTOR).powi(2)
|
||||
{
|
||||
self.path_toward_target(
|
||||
agent,
|
||||
@ -6085,55 +6196,124 @@ impl<'a> AgentData<'a> {
|
||||
|
||||
// === setup ===
|
||||
|
||||
// hard-coded attack values (some scaled for usage)
|
||||
const STRIKE_RANGE: f32 = 3.0;
|
||||
const STRIKE_AIM_ANGLE: f32 = 50.0;
|
||||
const SHOCKWAVE_RANGE: f32 = 12.0; // attack logic assumes this is less than BARRAGE_RANGE
|
||||
const BARRAGE_RANGE: f32 = 25.0;
|
||||
// --- static ---
|
||||
// hard-coded attack values
|
||||
const BARRAGE_RANGE: f32 = 25.0; // attack logic assumes this is greater than shockwave_range
|
||||
const BARRAGE_ANGLE: f32 = 20.0;
|
||||
// behaviour parameters
|
||||
const PATH_RANGE_FACTOR: f32 = 0.4;
|
||||
const STRIKE_RANGE_FACTOR: f32 = 0.7;
|
||||
const STRIKE_AIM_FACTOR: f32 = 0.7;
|
||||
const STRIKE_AIM_FACTOR: f32 = 0.8;
|
||||
const BARRAGE_RANGE_FACTOR: f32 = 0.8;
|
||||
const BARRAGE_AIM_ANGLE: f32 = 20.0;
|
||||
const BARRAGE_AIM_FACTOR: f32 = 1.0;
|
||||
const SHOCKWAVE_RANGE_FACTOR: f32 = 0.75;
|
||||
const TOTEM_COOLDOWN: f32 = 20.0;
|
||||
const TOTEM_COOLDOWN: f32 = 25.0;
|
||||
const HEAVY_ATTACK_COOLDOWN_SPAN: [f32; 2] = [8.0, 13.0];
|
||||
const HEAVY_ATTACK_CHARGE_FACTOR: f32 = 3.3;
|
||||
const HEAVY_ATTACK_FAST_CHARGE_FACTOR: f32 = 5.0;
|
||||
|
||||
// conditions
|
||||
enum ActionStateConditions {
|
||||
HasSummonedFirstTotem = 0,
|
||||
HasSummonedFirstTotem,
|
||||
}
|
||||
|
||||
// timers
|
||||
enum ActionStateTimers {
|
||||
SummonTotem = 0,
|
||||
SummonTotem,
|
||||
HeavyAttack,
|
||||
}
|
||||
|
||||
// counters
|
||||
enum ActionStateCounters {
|
||||
HeavyAttackCooldown = 0,
|
||||
HeavyAttackCooldown,
|
||||
}
|
||||
|
||||
// line of sight check
|
||||
let line_of_sight_with_target = || {
|
||||
entities_have_line_of_sight(
|
||||
self.pos,
|
||||
self.body,
|
||||
self.scale,
|
||||
tgt_data.pos,
|
||||
tgt_data.body,
|
||||
tgt_data.scale,
|
||||
read_data,
|
||||
)
|
||||
};
|
||||
|
||||
// --- dynamic ---
|
||||
// attack data (with fallback values)
|
||||
let strike_range;
|
||||
let strike_angle;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Primary)
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::BasicMelee { range, angle, .. } => {
|
||||
strike_range = range;
|
||||
strike_angle = angle;
|
||||
},
|
||||
_ => {
|
||||
strike_range = 3.0;
|
||||
strike_angle = 40.0;
|
||||
},
|
||||
};
|
||||
|
||||
let barrage_speed;
|
||||
let barrage_spread;
|
||||
let barrage_count;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Secondary)
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::BasicRanged {
|
||||
projectile_speed,
|
||||
projectile_spread,
|
||||
num_projectiles,
|
||||
..
|
||||
} => {
|
||||
barrage_speed = projectile_speed;
|
||||
barrage_spread = projectile_spread;
|
||||
barrage_count = num_projectiles;
|
||||
},
|
||||
_ => {
|
||||
barrage_speed = 25.0;
|
||||
barrage_spread = 0.125;
|
||||
barrage_count = 5;
|
||||
},
|
||||
};
|
||||
// TODO: calculate ground-level max barrage range from projectile_speed
|
||||
// TODO: calculaate approx. aiming angle from projectile_spread and
|
||||
// num_projectiles
|
||||
|
||||
let shockwave_range;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Auxiliary(0))
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::Shockwave { range, .. } => {
|
||||
shockwave_range = range;
|
||||
},
|
||||
_ => {
|
||||
shockwave_range = 12.0 * 1.0;
|
||||
},
|
||||
};
|
||||
|
||||
// re-used checks
|
||||
let is_in_strike_range = attack_data.dist_sqrd
|
||||
< (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2);
|
||||
let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE * STRIKE_AIM_FACTOR;
|
||||
< (attack_data.body_dist + strike_range * STRIKE_RANGE_FACTOR).powi(2);
|
||||
let is_in_strike_angle = attack_data.angle < strike_angle * STRIKE_AIM_FACTOR;
|
||||
|
||||
// === main ===
|
||||
|
||||
// --- timers ---
|
||||
// initialise randomised cooldowns
|
||||
if !agent.combat_state.initialized {
|
||||
agent.combat_state.initialized = true;
|
||||
agent.combat_state.counters[ActionStateCounters::HeavyAttackCooldown as usize] =
|
||||
rng.gen_range(HEAVY_ATTACK_COOLDOWN_SPAN[0]..=HEAVY_ATTACK_COOLDOWN_SPAN[1]);
|
||||
// note: if f32 rng is too expensive, could use randomised u8
|
||||
// multipliers of a const f32
|
||||
}
|
||||
|
||||
// === main ===
|
||||
|
||||
// --- timers ---
|
||||
// resets
|
||||
match self.char_state {
|
||||
CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover => {
|
||||
@ -6170,84 +6350,61 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
|
||||
// --- attacks ---
|
||||
|
||||
// start by summoning green totem
|
||||
if !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstTotem as usize] {
|
||||
controller.push_basic_input(InputKind::Ability(2));
|
||||
}
|
||||
// on timer, summon a new totem
|
||||
// on timer, summon a new random totem
|
||||
else if agent.combat_state.timers[ActionStateTimers::SummonTotem as usize]
|
||||
> TOTEM_COOLDOWN
|
||||
{
|
||||
// randomly pick a totem to summon
|
||||
let input = rng.gen_range(1..=3);
|
||||
let buff_kind = match input {
|
||||
2 => Some(BuffKind::Regeneration),
|
||||
3 => Some(BuffKind::Hastened),
|
||||
_ => None,
|
||||
};
|
||||
// if already buffed by chosen totem, skip it
|
||||
if buff_kind.map_or(false, |b| self.has_buff(read_data, b))
|
||||
&& matches!(self.char_state, CharacterState::Wielding { .. })
|
||||
{
|
||||
// (doesn't work for red totems since debuff applies to enemies instead)
|
||||
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] = 0.0;
|
||||
}
|
||||
// summon totem
|
||||
else {
|
||||
controller.push_basic_input(InputKind::Ability(input));
|
||||
}
|
||||
controller.push_basic_input(InputKind::Ability(rng.gen_range(1..=3)));
|
||||
}
|
||||
// on timer, use a heavy attack in range
|
||||
// on timer and in range, use a heavy attack
|
||||
else if agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize]
|
||||
> agent.combat_state.counters[ActionStateCounters::HeavyAttackCooldown as usize]
|
||||
&& attack_data.dist_sqrd < (BARRAGE_RANGE * BARRAGE_RANGE_FACTOR).powi(2)
|
||||
{
|
||||
// has line of sight
|
||||
if entities_have_line_of_sight(
|
||||
self.pos,
|
||||
self.body,
|
||||
self.scale,
|
||||
tgt_data.pos,
|
||||
tgt_data.body,
|
||||
tgt_data.scale,
|
||||
read_data,
|
||||
) {
|
||||
// use shockwave out of barrage angle
|
||||
if attack_data.angle > BARRAGE_AIM_ANGLE {
|
||||
if line_of_sight_with_target() {
|
||||
// out of barrage angle, use shockwave
|
||||
if attack_data.angle > BARRAGE_ANGLE * BARRAGE_AIM_FACTOR {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
// randomise in shockwave range
|
||||
else if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2)
|
||||
// in shockwave range, randomise between barrage and shockwave
|
||||
else if attack_data.dist_sqrd < (shockwave_range * SHOCKWAVE_RANGE_FACTOR).powi(2)
|
||||
{
|
||||
match rng.gen_bool(0.5) {
|
||||
true => controller.push_basic_input(InputKind::Secondary), // barrage
|
||||
_ => controller.push_basic_input(InputKind::Ability(0)), // shockwave
|
||||
if rng.gen_bool(0.5) {
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
} else {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
}
|
||||
// use barrage if in range and angle
|
||||
// in range and angle, use barrage
|
||||
else {
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
}
|
||||
// keep pathing to target (no action required)
|
||||
// otherwise, close gap and/or angle (no action required)
|
||||
}
|
||||
// no line of sight
|
||||
else {
|
||||
// use shockwave in range
|
||||
if attack_data.dist_sqrd < (SHOCKWAVE_RANGE * SHOCKWAVE_RANGE_FACTOR).powi(2) {
|
||||
// in range, use shockwave
|
||||
if attack_data.dist_sqrd < (shockwave_range * SHOCKWAVE_RANGE_FACTOR).powi(2) {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
// otherwise, close gap (no action required)
|
||||
}
|
||||
}
|
||||
// default to flamestrike when in range and angle
|
||||
// if viable, default to flamestrike
|
||||
else if is_in_strike_range && is_in_strike_angle {
|
||||
controller.push_basic_input(InputKind::Primary);
|
||||
}
|
||||
// otherwise, close gap and/or angle (no action required)
|
||||
|
||||
// --- movement ---
|
||||
// closing gap
|
||||
if attack_data.dist_sqrd
|
||||
> (attack_data.body_dist + STRIKE_RANGE * PATH_RANGE_FACTOR).powi(2)
|
||||
> (attack_data.body_dist + strike_range * PATH_RANGE_FACTOR).powi(2)
|
||||
{
|
||||
self.path_toward_target(
|
||||
agent,
|
||||
|
@ -438,8 +438,10 @@ pub enum Path {
|
||||
Partial,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
#[derive(Copy, Clone, Debug, Default)]
|
||||
pub enum AbilityData {
|
||||
#[default]
|
||||
Default,
|
||||
ComboMelee {
|
||||
range: f32,
|
||||
angle: f32,
|
||||
@ -499,6 +501,8 @@ pub enum AbilityData {
|
||||
BasicRanged {
|
||||
energy: f32,
|
||||
projectile_speed: f32,
|
||||
projectile_spread: f32,
|
||||
num_projectiles: u32,
|
||||
},
|
||||
BasicMelee {
|
||||
energy: f32,
|
||||
@ -667,10 +671,14 @@ impl AbilityData {
|
||||
BasicRanged {
|
||||
energy_cost,
|
||||
projectile_speed,
|
||||
projectile_spread,
|
||||
num_projectiles,
|
||||
..
|
||||
} => Self::BasicRanged {
|
||||
energy: *energy_cost,
|
||||
projectile_speed: *projectile_speed,
|
||||
projectile_spread: *projectile_spread,
|
||||
num_projectiles: *num_projectiles,
|
||||
},
|
||||
BasicMelee {
|
||||
energy_cost,
|
||||
@ -818,6 +826,7 @@ impl AbilityData {
|
||||
};
|
||||
use AbilityData::*;
|
||||
match self {
|
||||
Default => false,
|
||||
ComboMelee {
|
||||
range,
|
||||
angle,
|
||||
@ -930,6 +939,8 @@ impl AbilityData {
|
||||
BasicRanged {
|
||||
energy,
|
||||
projectile_speed,
|
||||
projectile_spread: _,
|
||||
num_projectiles: _,
|
||||
} => ranged_check(*projectile_speed) && energy_check(*energy),
|
||||
BasicMelee {
|
||||
energy,
|
||||
|
Loading…
Reference in New Issue
Block a user