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:
parent
674a9e1d6c
commit
93b336cd20
@ -1,6 +1,6 @@
|
||||
BasicMelee(
|
||||
energy_cost: 0,
|
||||
buildup_duration: 0.8,
|
||||
buildup_duration: 0.75,
|
||||
swing_duration: 0.4,
|
||||
hit_timing: 0.5,
|
||||
recover_duration: 0.6,
|
||||
@ -12,7 +12,7 @@ BasicMelee(
|
||||
energy_regen: 0,
|
||||
),
|
||||
range: 3.0,
|
||||
angle: 50.0,
|
||||
angle: 40.0,
|
||||
damage_effect: Some(Buff((
|
||||
kind: Burning,
|
||||
dur_secs: 4.0,
|
||||
|
@ -4769,21 +4769,18 @@ impl<'a> AgentData<'a> {
|
||||
|
||||
// === setup ===
|
||||
|
||||
// hard-coded attack values
|
||||
const SCYTHE_RANGE: f32 = 4.5;
|
||||
const SCYTHE_AIM_ANGLE: f32 = 50.0;
|
||||
const FIREBREATH_RANGE: f32 = 20.0;
|
||||
// --- static ---
|
||||
const MAX_PUMPKIN_RANGE: f32 = 50.0;
|
||||
// behaviour parameters
|
||||
const PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe
|
||||
const FIRST_VINE_CREATION_THRESHOLD: f32 = 0.60;
|
||||
const SECOND_VINE_CREATION_THRESHOLD: f32 = 0.30;
|
||||
const PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe
|
||||
const SCYTHE_RANGE_FACTOR: f32 = 0.75; // start attack while suitably in range
|
||||
const SCYTHE_AIM_FACTOR: f32 = 0.7;
|
||||
const MAX_PUMPKIN_RANGE: f32 = 50.0;
|
||||
const FIREBREATH_RANGE_FACTOR: f32 = 0.7;
|
||||
const FIREBREATH_AIM_ANGLE: f32 = 30.0;
|
||||
const FIREBREATH_TIME: f32 = 4.0;
|
||||
const FIREBREATH_SHORT_TIME: f32 = 2.5; // cutoff sooner at close range
|
||||
const FIREBREATH_AIM_FACTOR: f32 = 0.8;
|
||||
const FIREBREATH_TIME_LIMIT: f32 = 4.0;
|
||||
const FIREBREATH_SHORT_TIME_LIMIT: f32 = 2.5; // cutoff sooner at close range
|
||||
const FIREBREATH_COOLDOWN: f32 = 3.5;
|
||||
const CLOSE_MIXUP_COOLDOWN_SPAN: [f32; 2] = [1.5, 7.0]; // variation in attacks at close range
|
||||
const MID_MIXUP_COOLDOWN_SPAN: [f32; 2] = [1.5, 4.5]; // ^ mid
|
||||
@ -4791,13 +4788,13 @@ impl<'a> AgentData<'a> {
|
||||
|
||||
// conditions
|
||||
enum ActionStateConditions {
|
||||
HasSummonedFirstVines = 0,
|
||||
HasSummonedFirstVines,
|
||||
HasSummonedSecondVines,
|
||||
}
|
||||
|
||||
// timers
|
||||
enum ActionStateTimers {
|
||||
Firebreath = 0,
|
||||
Firebreath,
|
||||
Mixup,
|
||||
FarPumpkin,
|
||||
}
|
||||
@ -4805,7 +4802,7 @@ impl<'a> AgentData<'a> {
|
||||
// //counters
|
||||
#[allow(clippy::enum_variant_names)]
|
||||
enum ActionStateCounters {
|
||||
CloseMixupCooldown = 0,
|
||||
CloseMixupCooldown,
|
||||
MidMixupCooldown,
|
||||
FarPumpkinCooldown,
|
||||
}
|
||||
@ -4823,9 +4820,78 @@ impl<'a> AgentData<'a> {
|
||||
)
|
||||
};
|
||||
|
||||
// === main ===
|
||||
// --- dynamic ---
|
||||
// attack data (with fallback values)
|
||||
let scythe_range;
|
||||
let scythe_angle;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Primary)
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::BasicMelee { range, angle, .. } => {
|
||||
scythe_range = range;
|
||||
scythe_angle = angle;
|
||||
},
|
||||
_ => {
|
||||
scythe_range = 4.5;
|
||||
scythe_angle = 50.0;
|
||||
},
|
||||
};
|
||||
|
||||
let firebreath_range;
|
||||
let firebreath_angle;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Secondary)
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::BasicBeam { range, angle, .. } => {
|
||||
firebreath_range = range;
|
||||
firebreath_angle = angle;
|
||||
},
|
||||
_ => {
|
||||
firebreath_range = 20.0;
|
||||
firebreath_angle = 15.0;
|
||||
},
|
||||
};
|
||||
|
||||
let pumpkin_speed;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Auxiliary(0))
|
||||
.unwrap_or(AbilityData::default())
|
||||
{
|
||||
AbilityData::BasicRanged {
|
||||
projectile_speed, ..
|
||||
} => {
|
||||
pumpkin_speed = projectile_speed;
|
||||
},
|
||||
_ => {
|
||||
pumpkin_speed = 30.0;
|
||||
},
|
||||
};
|
||||
// TODO: calculate ground-level max pumpkin range from projectile speed
|
||||
|
||||
// character state info
|
||||
let mut is_using_firebreath = false;
|
||||
let mut is_using_pumpkin = false;
|
||||
let mut is_in_summon_recovery = false;
|
||||
let mut firebreath_timer = Duration::from_secs(0);
|
||||
match self.char_state {
|
||||
CharacterState::BasicBeam(data) => {
|
||||
is_using_firebreath = true;
|
||||
firebreath_timer = data.timer;
|
||||
},
|
||||
CharacterState::BasicRanged(_) => {
|
||||
is_using_pumpkin = true;
|
||||
},
|
||||
CharacterState::SpriteSummon(data)
|
||||
if matches!(data.stage_section, StageSection::Recover) =>
|
||||
{
|
||||
is_in_summon_recovery = true;
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
let is_using_mixup = is_using_firebreath || is_using_pumpkin;
|
||||
|
||||
// --- timers ---
|
||||
// initialise randomised cooldowns
|
||||
if !agent.combat_state.initialized {
|
||||
agent.combat_state.initialized = true;
|
||||
@ -4835,31 +4901,34 @@ impl<'a> AgentData<'a> {
|
||||
rng.gen_range(MID_MIXUP_COOLDOWN_SPAN[0]..=MID_MIXUP_COOLDOWN_SPAN[1]);
|
||||
agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
|
||||
rng.gen_range(FAR_PUMPKIN_COOLDOWN_SPAN[0]..=FAR_PUMPKIN_COOLDOWN_SPAN[1]);
|
||||
// note: if f32 rng is too expensive, could use randomised u8
|
||||
// multipliers of a const f32
|
||||
}
|
||||
// timer changes
|
||||
if matches!(self.char_state, CharacterState::SpriteSummon(_)) {
|
||||
// reset all timers when summoning
|
||||
|
||||
// === main ===
|
||||
|
||||
// --- timers ---
|
||||
if is_in_summon_recovery {
|
||||
// reset all timers when done summoning
|
||||
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
|
||||
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
|
||||
} else {
|
||||
// handle state timers
|
||||
if is_using_firebreath {
|
||||
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
|
||||
} else {
|
||||
// increment timers when not in corresponding state
|
||||
let is_using_firebreath = matches!(self.char_state, CharacterState::BasicBeam(_));
|
||||
let is_using_pumpkin = matches!(self.char_state, CharacterState::BasicRanged(_));
|
||||
let is_using_mixup = is_using_firebreath || is_using_pumpkin;
|
||||
if !is_using_mixup {
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] += read_data.dt.0;
|
||||
}
|
||||
if !is_using_firebreath {
|
||||
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] += read_data.dt.0;
|
||||
}
|
||||
if !is_using_pumpkin {
|
||||
if is_using_mixup {
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
|
||||
} else {
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] += read_data.dt.0;
|
||||
}
|
||||
if is_using_pumpkin {
|
||||
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
|
||||
} else {
|
||||
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] += read_data.dt.0;
|
||||
}
|
||||
}
|
||||
// note: some timer resets are performerd in attack logic
|
||||
|
||||
// --- attacks ---
|
||||
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
||||
@ -4870,8 +4939,7 @@ impl<'a> AgentData<'a> {
|
||||
{
|
||||
controller.push_basic_input(InputKind::Ability(2));
|
||||
// wait till recovery before finishing
|
||||
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
||||
{
|
||||
if is_in_summon_recovery {
|
||||
agent.combat_state.conditions
|
||||
[ActionStateConditions::HasSummonedSecondVines as usize] = true;
|
||||
}
|
||||
@ -4882,26 +4950,26 @@ impl<'a> AgentData<'a> {
|
||||
{
|
||||
controller.push_basic_input(InputKind::Ability(1));
|
||||
// wait till recovery before finishing
|
||||
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
||||
{
|
||||
if is_in_summon_recovery {
|
||||
agent.combat_state.conditions
|
||||
[ActionStateConditions::HasSummonedFirstVines as usize] = true;
|
||||
}
|
||||
}
|
||||
// close range
|
||||
else if attack_data.dist_sqrd
|
||||
< (attack_data.body_dist + SCYTHE_RANGE * SCYTHE_RANGE_FACTOR).powi(2)
|
||||
< (attack_data.body_dist + scythe_range * SCYTHE_RANGE_FACTOR).powi(2)
|
||||
{
|
||||
// if using firebreath, keep going under short time limit
|
||||
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME))
|
||||
if is_using_firebreath
|
||||
&& firebreath_timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME_LIMIT)
|
||||
{
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
|
||||
}
|
||||
// in scythe angle
|
||||
if attack_data.angle < scythe_angle * SCYTHE_AIM_FACTOR {
|
||||
// on timer, randomly mixup attacks
|
||||
else if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
|
||||
if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
|
||||
> agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize]
|
||||
&& attack_data.angle < SCYTHE_AIM_ANGLE * SCYTHE_AIM_FACTOR
|
||||
// for now, no line of sight check for consitency in attacks
|
||||
{
|
||||
// if on firebreath cooldown, throw pumpkin
|
||||
@ -4911,38 +4979,34 @@ impl<'a> AgentData<'a> {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
// otherwise, randomise between firebreath and pumpkin
|
||||
else {
|
||||
match rng.gen_bool(0.5) {
|
||||
true => controller.push_basic_input(InputKind::Secondary), // firebreath
|
||||
_ => controller.push_basic_input(InputKind::Ability(0)), // pumpkin
|
||||
else if rng.gen_bool(0.5) {
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
} else {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
}
|
||||
// reset mixup timing if actually being used
|
||||
if matches!(
|
||||
self.char_state,
|
||||
CharacterState::BasicBeam(_) | CharacterState::BasicRanged(_)
|
||||
) {
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
|
||||
agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize] =
|
||||
rng.gen_range(CLOSE_MIXUP_COOLDOWN_SPAN[0]..=CLOSE_MIXUP_COOLDOWN_SPAN[1]);
|
||||
// reset mixup cooldown if actually being used
|
||||
if is_using_mixup {
|
||||
agent.combat_state.counters
|
||||
[ActionStateCounters::CloseMixupCooldown as usize] = rng
|
||||
.gen_range(CLOSE_MIXUP_COOLDOWN_SPAN[0]..=CLOSE_MIXUP_COOLDOWN_SPAN[1]);
|
||||
}
|
||||
}
|
||||
// default to using scythe melee
|
||||
else if attack_data.angle < SCYTHE_AIM_ANGLE * SCYTHE_AIM_FACTOR {
|
||||
else {
|
||||
controller.push_basic_input(InputKind::Primary);
|
||||
}
|
||||
}
|
||||
// mid range (line of sight not needed for these 'suppressing' attacks)
|
||||
else if attack_data.dist_sqrd < FIREBREATH_RANGE.powi(2) {
|
||||
} else if attack_data.dist_sqrd < firebreath_range.powi(2) {
|
||||
// if using firebreath, keep going under full time limit
|
||||
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
|
||||
if is_using_firebreath
|
||||
&& firebreath_timer < Duration::from_secs_f32(FIREBREATH_TIME_LIMIT)
|
||||
{
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
|
||||
}
|
||||
// start using firebreath if close enough, in angle, and off cooldown
|
||||
else if attack_data.dist_sqrd < (FIREBREATH_RANGE * FIREBREATH_RANGE_FACTOR).powi(2)
|
||||
&& attack_data.angle < FIREBREATH_AIM_ANGLE
|
||||
else if attack_data.dist_sqrd < (firebreath_range * FIREBREATH_RANGE_FACTOR).powi(2)
|
||||
&& attack_data.angle < firebreath_angle * FIREBREATH_AIM_FACTOR
|
||||
&& agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
|
||||
> FIREBREATH_COOLDOWN
|
||||
{
|
||||
@ -4953,9 +5017,8 @@ impl<'a> AgentData<'a> {
|
||||
> agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize]
|
||||
{
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
// reset mixup timing if pumpkin is actually being used
|
||||
if matches!(self.char_state, CharacterState::BasicRanged(_)) {
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
|
||||
// reset mixup cooldown if pumpkin is actually being used
|
||||
if is_using_pumpkin {
|
||||
agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize] =
|
||||
rng.gen_range(MID_MIXUP_COOLDOWN_SPAN[0]..=MID_MIXUP_COOLDOWN_SPAN[1]);
|
||||
}
|
||||
@ -4969,9 +5032,8 @@ impl<'a> AgentData<'a> {
|
||||
{
|
||||
// throw pumpkin
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
// reset pumpkin timing if actually being used
|
||||
if matches!(self.char_state, CharacterState::BasicRanged(_)) {
|
||||
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
|
||||
// reset pumpkin cooldown if actually being used
|
||||
if is_using_pumpkin {
|
||||
agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
|
||||
rng.gen_range(FAR_PUMPKIN_COOLDOWN_SPAN[0]..=FAR_PUMPKIN_COOLDOWN_SPAN[1]);
|
||||
}
|
||||
@ -4980,7 +5042,7 @@ impl<'a> AgentData<'a> {
|
||||
// --- movement ---
|
||||
// closing gap
|
||||
if attack_data.dist_sqrd
|
||||
> (attack_data.body_dist + SCYTHE_RANGE * PATH_RANGE_FACTOR).powi(2)
|
||||
> (attack_data.body_dist + scythe_range * PATH_RANGE_FACTOR).powi(2)
|
||||
{
|
||||
self.path_toward_target(
|
||||
agent,
|
||||
@ -5932,39 +5994,83 @@ impl<'a> AgentData<'a> {
|
||||
|
||||
// === setup ===
|
||||
|
||||
// hard-coded attack values (some scaled for usage)
|
||||
const STRIKE_RANGE: f32 = 4.0;
|
||||
const STRIKE_AIM_ANGLE: f32 = 55.0;
|
||||
const SPIN_RANGE: f32 = 5.0;
|
||||
const SHOCKWAVE_AIM_ANGLE: f32 = 45.0;
|
||||
const SHOCKWAVE_MAX_RANGE: f32 = 30.0;
|
||||
// --- static ---
|
||||
// behaviour parameters
|
||||
const PATH_RANGE_FACTOR: f32 = 0.3; // get comfortably in range, but give player room to breathe
|
||||
const STRIKE_RANGE_FACTOR: f32 = 0.6; // start attack while suitably in range
|
||||
const STRIKE_AIM_FACTOR: f32 = 0.7;
|
||||
const SPIN_RANGE_FACTOR: f32 = 0.6; // ^
|
||||
const SPIN_RANGE_FACTOR: f32 = 0.6;
|
||||
const SPIN_COOLDOWN: f32 = 1.5;
|
||||
const SPIN_RELAX_FACTOR: f32 = 0.2;
|
||||
const SHOCKWAVE_AIM_FACTOR: f32 = 0.7;
|
||||
const SHOCKWAVE_COOLDOWN: f32 = 5.0;
|
||||
const SHOCKWAVE_MIN_RANGE: f32 = 8.0;
|
||||
const SHOCKWAVE_RANGE_FACTOR: f32 = 0.6;
|
||||
const SHOCKWAVE_AIM_FACTOR: f32 = 0.4;
|
||||
const SHOCKWAVE_COOLDOWN: f32 = 5.0;
|
||||
const MIXUP_COOLDOWN: f32 = 2.5;
|
||||
const MIXUP_RELAX_FACTOR: f32 = 0.3;
|
||||
|
||||
// timers
|
||||
enum ActionStateTimers {
|
||||
Spin = 0,
|
||||
Spin,
|
||||
Shockwave,
|
||||
Mixup,
|
||||
}
|
||||
|
||||
// --- dynamic ---
|
||||
// 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
|
||||
{
|
||||
// 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;
|
||||
controller.push_basic_input(InputKind::Ability(rng.gen_range(1..=3)));
|
||||
}
|
||||
// summon totem
|
||||
else {
|
||||
controller.push_basic_input(InputKind::Ability(input));
|
||||
}
|
||||
}
|
||||
// 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