Merge branch 'horblegorble/gnarling-bosses' into 'master'

broad updates to wooden golem, gnarling chieftain, harvester

See merge request veloren/veloren!4485
This commit is contained in:
Samuel Keiffer 2024-07-10 00:51:53 +00:00
commit 9c129e8c24
41 changed files with 954 additions and 317 deletions

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@ -36,6 +36,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Rebalanced cultist dungeon loot tables; among other things, the drop Ankh of Life from Mindflayer is now 25x more frequent.
- Improved Mindflayer anticheese measures.
- Recipe pricing with NPCs.
- Broad entity and loot updates to Gnarling Fortifications
### Removed

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@ -771,8 +771,9 @@
primary: Simple(None, "common.abilities.custom.harvester.scythe"),
secondary: Simple(None, "common.abilities.custom.harvester.firebreath"),
abilities: [
Simple(None, "common.abilities.custom.harvester.ensnaringvines"),
Simple(None, "common.abilities.custom.harvester.explodingpumpkin"),
Simple(None, "common.abilities.custom.harvester.ensnaringvines_sparse"),
Simple(None, "common.abilities.custom.harvester.ensnaringvines_dense"),
],
),
// TODO: Allow ability sets to expand other ability sets

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@ -0,0 +1,10 @@
SpriteSummon(
buildup_duration: 0.9,
cast_duration: 0.6,
recover_duration: 0.5,
sprite: EnsnaringVines,
del_timeout: None,
summon_distance: (0, 25),
sparseness: 0.6,
angle: 360,
)

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@ -4,7 +4,7 @@ SpriteSummon(
recover_duration: 0.3,
sprite: EnsnaringVines,
del_timeout: None,
summon_distance: (0, 25),
sparseness: 0.67,
summon_distance: (0, 30),
sparseness: 0.8,
angle: 360,
)

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@ -1,21 +1,21 @@
BasicRanged(
energy_cost: 0,
buildup_duration: 0.75,
buildup_duration: 1.0,
recover_duration: 1.6,
projectile: (
kind: Explosive(
radius: 5,
radius: 7.2,
min_falloff: 0.6,
reagent: Some(Red),
terrain: Some((5, Black)),
),
attack: Some((
damage: 37.5,
knockback: Some(25),
damage: 20,
knockback: Some(22),
energy: 0,
buff: Some((
kind: Burning,
dur_secs: 5,
dur_secs: 4,
strength: DamageFraction(0.2),
chance: 1.0,
)),

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@ -2,18 +2,18 @@ BasicBeam(
buildup_duration: 1.4,
recover_duration: 0.9,
beam_duration: 1.0,
damage: 9.0,
damage: 5.0,
tick_rate: 1.5,
range: 20.0,
max_angle: 15.0,
damage_effect: Some(Buff((
kind: Burning,
dur_secs: 10.0,
strength: DamageFraction(1.0),
dur_secs: 3.0,
strength: DamageFraction(0.8),
chance: 1.0,
))),
energy_regen: 0,
energy_drain: 0,
ori_rate: 0.3,
ori_rate: 0.7,
specifier: Flamethrower,
)

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@ -1,19 +1,19 @@
BasicMelee(
energy_cost: 0,
buildup_duration: 0.9,
swing_duration: 0.1,
buildup_duration: 1.0,
swing_duration: 0.2,
hit_timing: 0.5,
recover_duration: 1.2,
recover_duration: 1.0,
melee_constructor: (
kind: Slash(
damage: 21.0,
damage: 15.0,
poise: 10.0,
knockback: 10.0,
energy_regen: 0.0,
),
range: 4.0,
angle: 60.0,
range: 4.5,
angle: 50.0,
multi_target: Some(Normal),
),
ori_modifier: 1.0,
ori_modifier: 0.5,
)

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@ -7,7 +7,7 @@ BasicMelee(
melee_constructor: (
kind: Bash(
damage: 8,
poise: 5,
poise: 10,
knockback: 0,
energy_regen: 0,
),

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@ -7,7 +7,7 @@ BasicMelee(
melee_constructor: (
kind: SonicWave(
damage: 10,
poise: 100,
poise: 75,
knockback: 20,
energy_regen: 0,
),

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@ -1,20 +1,20 @@
Shockwave(
energy_cost: 0,
buildup_duration: 3.0,
buildup_duration: 1.2,
swing_duration: 0.12,
recover_duration: 2.4,
damage: 60.0,
recover_duration: 1.5,
damage: 22.0,
poise_damage: 30,
knockback: (strength: 30.0, direction: TowardsUp),
knockback: (strength: 20.0, direction: TowardsUp),
shockwave_angle: 90.0,
shockwave_vertical_angle: 90.0,
shockwave_speed: 15.0,
shockwave_duration: 2.0,
shockwave_duration: 1.9,
dodgeable: Jump,
move_efficiency: 0.0,
damage_kind: Crushing,
specifier: Ground,
ori_rate: 1.0,
ori_rate: 0.9,
timing: PostBuildup,
emit_outcome: true,
)

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@ -1,18 +1,18 @@
BasicMelee(
energy_cost: 0,
buildup_duration: 0.9,
buildup_duration: 1.2,
swing_duration: 0.3,
hit_timing: 0.6,
recover_duration: 0.6,
recover_duration: 1.2,
melee_constructor: (
kind: Bash(
damage: 45,
damage: 18,
poise: 30,
knockback: 20,
energy_regen: 0,
),
range: 7.5,
range: 5.0,
angle: 360,
),
ori_modifier: 1.0,
ori_modifier: 0.75,
)

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@ -1,18 +1,18 @@
BasicMelee(
energy_cost: 0,
buildup_duration: 1.6,
swing_duration: 0.1,
buildup_duration: 1.0,
swing_duration: 0.2,
hit_timing: 0.6,
recover_duration: 1.0,
melee_constructor: (
kind: Bash(
damage: 30.0,
damage: 12.0,
poise: 25.0,
knockback: 15.0,
energy_regen: 0.0,
),
range: 4.0,
angle: 45.0,
angle: 55.0,
),
ori_modifier: 0.4,
ori_modifier: 0.7,
)

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@ -1,28 +1,28 @@
BasicRanged(
energy_cost: 0,
buildup_duration: 0.825,
buildup_duration: 1.0,
recover_duration: 0.6,
projectile: (
kind: Explosive(
radius: 2,
min_falloff: 0.5,
radius: 3,
min_falloff: 0.7,
reagent: Some(Red),
terrain: Some((2, Black))
),
attack: Some((
damage: 13.5,
damage: 5.5,
energy: 10,
buff: Some((
kind: Burning,
dur_secs: 5,
strength: DamageFraction(0.1),
dur_secs: 3,
strength: DamageFraction(0.3),
chance: 0.1,
)),
)),
),
projectile_body: Object(BoltFire),
projectile_speed: 25,
num_projectiles: 8,
num_projectiles: 5,
projectile_spread: 0.125,
move_efficiency: 0.3,
)

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@ -1,16 +1,16 @@
Shockwave(
energy_cost: 0,
buildup_duration: 0.975,
buildup_duration: 1.2,
swing_duration: 0.1,
recover_duration: 0.6,
damage: 30,
recover_duration: 0.8,
damage: 16,
poise_damage: 0,
knockback: ( strength: 25, direction: Away),
knockback: ( strength: 15, direction: Away),
shockwave_angle: 360,
shockwave_vertical_angle: 90,
shockwave_speed: 10,
shockwave_duration: 1,
dodgeable: Roll,
shockwave_speed: 12,
shockwave_duration: 1.0,
dodgeable: Jump,
move_efficiency: 0,
damage_kind: Energy,
specifier: Fire,

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@ -1,21 +1,21 @@
BasicMelee(
energy_cost: 0,
buildup_duration: 0.6,
swing_duration: 0.1,
buildup_duration: 0.75,
swing_duration: 0.4,
hit_timing: 0.5,
recover_duration: 0.45,
recover_duration: 0.6,
melee_constructor: (
kind: Bash(
damage: 12,
damage: 9,
poise: 10,
knockback: 0,
energy_regen: 0,
),
range: 7.5,
angle: 60.0,
range: 3.0,
angle: 40.0,
damage_effect: Some(Buff((
kind: Burning,
dur_secs: 10.0,
dur_secs: 4.0,
strength: DamageFraction(0.5),
chance: 0.5,
))),

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@ -1,24 +1,24 @@
BasicAura(
buildup_duration: 0.375,
cast_duration: 0.5,
recover_duration: 0.375,
buildup_duration: 0.2,
cast_duration: 0.4,
recover_duration: 0.2,
targets: InGroup,
auras: [
(
kind: Regeneration,
strength: 7.5,
duration: Some(5),
strength: 1,
duration: Some(1),
category: Magical,
),
(
kind: ProtectingWard,
strength: 0.75,
duration: Some(5),
strength: 0.5,
duration: Some(1),
category: Magical,
),
],
aura_duration: Some(2),
range: 50,
aura_duration: Some(1),
range: 15,
energy_cost: 0,
scales_with_combo: false,
)

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@ -1,18 +1,18 @@
BasicAura(
buildup_duration: 0.375,
cast_duration: 0.5,
recover_duration: 0.375,
buildup_duration: 0.2,
cast_duration: 0.4,
recover_duration: 0.2,
targets: OutOfGroup,
auras: [
(
kind: Burning,
strength: 0.75,
duration: Some(5),
strength: 1.2,
duration: Some(1),
category: Magical,
),
],
aura_duration: Some(2),
range: 50,
aura_duration: Some(1),
range: 15,
energy_cost: 0,
scales_with_combo: false,
)

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@ -1,18 +1,18 @@
BasicAura(
buildup_duration: 0.375,
cast_duration: 0.5,
recover_duration: 0.375,
buildup_duration: 0.2,
cast_duration: 0.4,
recover_duration: 0.2,
targets: InGroup,
auras: [
(
kind: Hastened,
strength: 0.75,
duration: Some(5),
strength: 0.4,
duration: Some(1),
category: Magical,
),
],
aura_duration: Some(2),
range: 50,
aura_duration: Some(1),
range: 15,
energy_cost: 0,
scales_with_combo: false,
)

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@ -2,7 +2,7 @@
#![enable(implicit_some)]
(
name: Name("Gnarling Chieftain"),
body: RandomWith("gnarling"),
body: RandomWith("gnarling_chieftain"),
alignment: Alignment(Enemy),
loot: LootTable("common.loot_tables.dungeon.gnarling.chieftain"),
inventory: (

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@ -6,10 +6,10 @@ ItemDef(
stats: Direct((
protection: Some(Normal(3.0)),
poise_resilience: Some(Normal(1.0)),
energy_max: Some(14.0),
energy_max: Some(6.0),
)),
)),
quality: High,
quality: Moderate,
tags: [
Gnarling,
SalvageInto(Lifecloth, 1),

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@ -2,6 +2,6 @@ ItemDef(
legacy_name: "Green Luna",
legacy_description: "The delicate wings flutter faintly.",
kind: Glider,
quality: High,
quality: Moderate,
tags: [],
)

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@ -8,6 +8,6 @@ ItemDef(
flicker_thousandths: 600,
),
),
quality: High,
quality: Moderate,
tags: [Utility],
)

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@ -1,12 +1,14 @@
[
// Weapons
(5.0, LootTable("common.loot_tables.weapons.tier-1")),
// Armor
(5.0, LootTable("common.loot_tables.armor.tier-1")),
// Misc
(3.0, Item("common.items.armor.misc.neck.scratched")),
(2.0, Item("common.items.armor.misc.head.wanderers_hat")),
(3.0, Item("common.items.armor.misc.head.bamboo_twig")),
// Chieftain Mask
(1.0, Item("common.items.armor.misc.head.gnarling_mask")),
(1, All([
All([
LootTable("common.loot_tables.armor.tier-1"),
LootTable("common.loot_tables.weapons.tier-1"),
]),
Lottery([
(2.0, Nothing),
(1.0, Item("common.items.armor.misc.neck.scratched")),
(1.0, Item("common.items.armor.misc.head.gnarling_mask")),
(1.0, Item("common.items.glider.moth")),
]),
])),
]

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@ -1,10 +1,13 @@
[
// Weapons
(5.0, LootTable("common.loot_tables.weapons.tier-3")),
// Armor
(5.0, LootTable("common.loot_tables.armor.tier-3")),
// Misc
(3.0, Item("common.items.armor.misc.neck.scratched")),
(2.0, Item("common.items.lantern.pumpkin")),
(1.0, Item("common.items.glider.moth")),
(1, All([
All([
LootTable("common.loot_tables.armor.tier-2"),
LootTable("common.loot_tables.weapons.tier-2"),
]),
Lottery([
(3.0, Nothing),
(1.0, Item("common.items.lantern.pumpkin")),
(1.0, Item("common.items.armor.misc.head.wanderers_hat")),
]),
])),
]

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@ -1,6 +1,16 @@
[
// Crafting ingredients
(2.4, MultiDrop(Item("common.items.log.wood"), 5, 10)),
(0.1, MultiDrop(Item("common.items.log.hardwood"), 1, 2)),
(0.5, LootTable("common.loot_tables.weapons.components.secondary.sceptre")),
(1, Lottery([
(0.7, All([
MultiDrop(Item("common.items.log.wood"), 3, 4),
MultiDrop(Item("common.items.crafting_ing.twigs"), 1, 2),
Lottery([
(0.6, MultiDrop(Item("common.items.log.bamboo"), 1, 2)),
(0.4, LootTable("common.loot_tables.weapons.components.secondary.sceptre")),
]),
])),
(0.3, All([
MultiDrop(Item("common.items.log.wood"), 5, 7),
MultiDrop(Item("common.items.crafting_ing.twigs"), 3, 5),
])),
]))
]

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@ -1,5 +1,5 @@
[
(1.0, LootTable("common.loot_tables.weapons.components.tier-1")),
(1.0, LootTable("common.loot_tables.weapons.components.tier-0")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(0.5, Item("common.items.recipes.explosives")),
]

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@ -1,7 +1,16 @@
[
(1.0, LootTable("common.loot_tables.weapons.components.tier-0")),
(1.0, LootTable("common.loot_tables.weapons.components.tier-1")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(0.5, LootTable("common.loot_tables.weapons.components.tier-0")),
(0.25, LootTable("common.loot_tables.weapons.tier-0")),
(0.25, LootTable("common.loot_tables.armor.tier-0")),
(0.25, Item("common.items.armor.misc.head.bamboo_twig")),
// Currency
(3.0, MultiDrop(Item("common.items.utility.coins"), 25, 50)),
// Materials
(0.5, MultiDrop(Item("common.items.mineral.ore.veloritefrag"), 5, 10)),
// Consumables
(2.0, MultiDrop(Item("common.items.consumable.potion_minor"), 2, 5)),
// Food
(1.0, MultiDrop(LootTable("common.loot_tables.food.prepared"), 1, 2)),
(0.2, Item("common.items.recipes.explosives")),
(0.5, Item("common.items.recipes.instruments")),
(0.2, Item("common.items.recipes.charms")),

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@ -1233,6 +1233,10 @@
keyword: "treasure_egg",
generic: "Treasure Egg",
),
gnarling_chieftain: (
keyword: "gnarling_chieftain",
generic: "Gnarling Chieftain"
),
)
),
fish_small: (

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@ -367,6 +367,7 @@ impl<'a> From<&'a Body> for Psyche {
},
Body::BipedSmall(biped_small) => match biped_small.species {
biped_small::Species::Gnarling => 0.2,
biped_small::Species::Mandragora => 0.1,
biped_small::Species::Adlet => 0.2,
biped_small::Species::Haniwa => 0.1,
biped_small::Species::Sahagin => 0.1,
@ -379,7 +380,8 @@ impl<'a> From<&'a Body> for Psyche {
| biped_small::Species::Irrwurz
| biped_small::Species::ShamanicSpirit
| biped_small::Species::Jiangshi
| biped_small::Species::Bushly => 0.0,
| biped_small::Species::Bushly
| biped_small::Species::GnarlingChieftain => 0.0,
_ => 0.5,
},

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@ -552,6 +552,7 @@ impl Body {
biped_small::Species::Jiangshi => Vec3::new(1.3, 1.8, 2.5),
biped_small::Species::Flamekeeper => Vec3::new(1.5, 1.5, 2.5),
biped_small::Species::TreasureEgg => Vec3::new(1.1, 1.1, 1.4),
biped_small::Species::GnarlingChieftain => Vec3::new(1.0, 0.75, 1.4),
_ => Vec3::new(1.0, 0.75, 1.4),
},
Body::BirdLarge(body) => match body.species {
@ -948,7 +949,7 @@ impl Body {
biped_large::Species::Tidalwarrior => 1600,
biped_large::Species::Yeti => 1800,
biped_large::Species::Minotaur => 3000,
biped_large::Species::Harvester => 1500,
biped_large::Species::Harvester => 1300,
biped_large::Species::Blueoni => 240,
biped_large::Species::Redoni => 240,
biped_large::Species::Huskbrute => 800,
@ -969,6 +970,8 @@ impl Body {
},
Body::BipedSmall(biped_small) => match biped_small.species {
biped_small::Species::Gnarling => 50,
biped_small::Species::GnarlingChieftain => 150,
biped_small::Species::Mandragora => 65,
biped_small::Species::Adlet => 65,
biped_small::Species::Sahagin => 85,
biped_small::Species::Haniwa => 100,
@ -990,14 +993,14 @@ impl Body {
object::Body::BarrelOrgan => 500,
object::Body::HaniwaSentry => 60,
object::Body::SeaLantern => 100,
object::Body::GnarlingTotemGreen => 25,
object::Body::TerracottaStatue => 600,
object::Body::GnarlingTotemRed | object::Body::GnarlingTotemWhite => 35,
object::Body::GnarlingTotemGreen => 15,
object::Body::GnarlingTotemRed | object::Body::GnarlingTotemWhite => 15,
_ => 1000,
},
Body::ItemDrop(_) => 1000,
Body::Golem(golem) => match golem.species {
golem::Species::WoodGolem => 200,
golem::Species::WoodGolem => 120,
golem::Species::ClayGolem => 350,
golem::Species::Gravewarden => 1000,
golem::Species::CoralGolem => 550,
@ -1221,7 +1224,6 @@ impl Body {
biped_large::Species::Minotaur => 4.05,
biped_large::Species::Tidalwarrior => 2.75,
biped_large::Species::Yeti => 2.25,
biped_large::Species::Harvester => 2.1,
_ => 1.0,
},
Body::BipedSmall(b) => match b.species {
@ -1271,6 +1273,7 @@ impl Body {
_ => 300,
},
Body::BipedSmall(b) => match b.species {
biped_small::Species::GnarlingChieftain => 130,
biped_small::Species::IronDwarf | biped_small::Species::Flamekeeper => 300,
_ => 100,
},

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@ -53,6 +53,7 @@ make_case_elim!(
ShamanicSpirit = 16,
Jiangshi = 17,
TreasureEgg = 18,
GnarlingChieftain = 19,
}
);
@ -80,6 +81,7 @@ pub struct AllSpecies<SpeciesMeta> {
pub shamanic_spirit: SpeciesMeta,
pub jiangshi: SpeciesMeta,
pub treasure_egg: SpeciesMeta,
pub gnarling_chieftain: SpeciesMeta,
}
impl<'a, SpeciesMeta> core::ops::Index<&'a Species> for AllSpecies<SpeciesMeta> {
@ -107,11 +109,12 @@ impl<'a, SpeciesMeta> core::ops::Index<&'a Species> for AllSpecies<SpeciesMeta>
Species::ShamanicSpirit => &self.shamanic_spirit,
Species::Jiangshi => &self.jiangshi,
Species::TreasureEgg => &self.treasure_egg,
Species::GnarlingChieftain => &self.gnarling_chieftain,
}
}
}
pub const ALL_SPECIES: [Species; 19] = [
pub const ALL_SPECIES: [Species; 20] = [
Species::Gnome,
Species::Sahagin,
Species::Adlet,
@ -131,6 +134,7 @@ pub const ALL_SPECIES: [Species; 19] = [
Species::ShamanicSpirit,
Species::Jiangshi,
Species::TreasureEgg,
Species::GnarlingChieftain,
];
impl<'a, SpeciesMeta: 'a> IntoIterator for &'a AllSpecies<SpeciesMeta> {

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@ -226,11 +226,17 @@ impl Body {
Body::Dragon(_) => 1.0,
Body::BirdLarge(_) => 7.0,
Body::FishSmall(_) => 7.0,
Body::BipedLarge(_) => 2.7,
Body::BipedLarge(biped_large) => match biped_large.species {
biped_large::Species::Harvester => 2.0,
_ => 2.7,
},
Body::BipedSmall(_) => 3.5,
Body::Object(_) => 2.0,
Body::ItemDrop(_) => 2.0,
Body::Golem(_) => 2.0,
Body::Golem(golem) => match golem.species {
golem::Species::WoodGolem => 1.2,
_ => 2.0,
},
Body::Theropod(theropod) => match theropod.species {
theropod::Species::Archaeos => 2.3,
theropod::Species::Odonto => 2.3,

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@ -543,7 +543,7 @@ impl SpriteKind {
| SpriteKind::Gold => 0.6,
SpriteKind::EnsnaringVines
| SpriteKind::CavernLillypadBlue
| SpriteKind::EnsnaringWeb => 0.1,
| SpriteKind::EnsnaringWeb => 0.15,
SpriteKind::LillyPads => 0.1,
SpriteKind::WindowArabic | SpriteKind::BookshelfArabic => 1.9,
SpriteKind::DecorSetArabic => 2.6,

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@ -206,9 +206,27 @@ impl<'a> System<'a> for Sys {
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::EnsnaringVines) | Some(SpriteKind::EnsnaringWeb)
Some(SpriteKind::EnsnaringVines)
) {
// If on ensnaring vines, apply ensnared debuff
// If on ensnaring vines, apply partial ensnared debuff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Ensnared,
BuffData::new(0.5, Some(Secs(0.1))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::EnsnaringWeb)
) {
// If on ensnaring web, apply ensnared debuff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(

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@ -1204,9 +1204,15 @@ impl<'a> AgentData<'a> {
// Wield the weapon as running towards the target
controller.push_action(ControlAction::Wield);
let min_attack_dist = (self.body.map_or(0.5, |b| b.max_radius()) + DEFAULT_ATTACK_RANGE)
* self.scale
+ tgt_data.body.map_or(0.5, |b| b.max_radius()) * tgt_data.scale.map_or(1.0, |s| s.0);
// Information for attack checks
// 'min_attack_dist' uses DEFAULT_ATTACK_RANGE, while 'body_dist' does not
let self_radius = self.body.map_or(0.5, |b| b.max_radius()) * self.scale;
let self_attack_range =
(self.body.map_or(0.5, |b| b.max_radius()) + DEFAULT_ATTACK_RANGE) * self.scale;
let tgt_radius =
tgt_data.body.map_or(0.5, |b| b.max_radius()) * tgt_data.scale.map_or(1.0, |s| s.0);
let min_attack_dist = self_attack_range + tgt_radius;
let body_dist = self_radius + tgt_radius;
let dist_sqrd = self.pos.0.distance_squared(tgt_data.pos.0);
let angle = self
.ori
@ -1358,6 +1364,7 @@ impl<'a> AgentData<'a> {
}
let attack_data = AttackData {
body_dist,
min_attack_dist,
dist_sqrd,
angle,
@ -1617,9 +1624,14 @@ impl<'a> AgentData<'a> {
Tactic::Yeti => {
self.handle_yeti_attack(agent, controller, &attack_data, tgt_data, read_data)
},
Tactic::Harvester => {
self.handle_harvester_attack(agent, controller, &attack_data, tgt_data, read_data)
},
Tactic::Harvester => self.handle_harvester_attack(
agent,
controller,
&attack_data,
tgt_data,
read_data,
rng,
),
Tactic::Cardinal => self.handle_cardinal_attack(
agent,
controller,
@ -1673,7 +1685,7 @@ impl<'a> AgentData<'a> {
self.handle_mandragora(agent, controller, &attack_data, tgt_data, read_data)
},
Tactic::WoodGolem => {
self.handle_wood_golem(agent, controller, &attack_data, tgt_data, read_data)
self.handle_wood_golem(agent, controller, &attack_data, tgt_data, read_data, rng)
},
Tactic::GnarlingChieftain => self.handle_gnarling_chieftain(
agent,

View File

@ -13,6 +13,7 @@ use common::{
Ability, AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction,
ControlEvent, Controller, Fluid, InputKind,
},
consts::GRAVITY,
path::TraversalConfig,
states::{
self_buff,
@ -27,6 +28,20 @@ use rand::{prelude::SliceRandom, Rng};
use std::{f32::consts::PI, time::Duration};
use vek::*;
// ground-level max range from projectile speed and launch height
fn projectile_flat_range(speed: f32, height: f32) -> f32 {
let w = speed.powi(2);
let u = 0.5 * 2_f32.sqrt() * speed;
(0.5 * w + u * (0.5 * w + 2.0 * GRAVITY * height).sqrt()) / GRAVITY
}
// multi-projectile spread (in degrees) based on maximum of linear increase
fn projectile_multi_angle(projectile_spread: f32, num_projectiles: u32) -> f32 {
(180.0 / PI) * projectile_spread * (num_projectiles - 1) as f32
}
fn rng_from_span(rng: &mut impl Rng, span: [f32; 2]) -> f32 { rng.gen_range(span[0]..=span[1]) }
impl<'a> AgentData<'a> {
// Intended for any agent that has one attack, that attack is a melee attack,
// and the agent is able to freely walk around
@ -125,7 +140,7 @@ impl<'a> AgentData<'a> {
// Behaviour parameters
const STRAFE_DIST: f32 = 4.5;
const STRAFE_SPEED_MULT: f32 = 0.75;
const STRATE_SPIRAL_MULT: f32 = 0.8; // how quickly they close gap while strafing
const STRAFE_SPIRAL_MULT: f32 = 0.8; // how quickly they close gap while strafing
const BACKSTAB_SPEED_MULT: f32 = 0.3;
// Handle movement of agent
@ -166,7 +181,7 @@ impl<'a> AgentData<'a> {
.find(|move_dir| target_ori.xy().dot(**move_dir) < 0.0)
{
controller.inputs.move_dir =
STRAFE_SPEED_MULT * (*move_dir - STRATE_SPIRAL_MULT * target_ori.xy());
STRAFE_SPEED_MULT * (*move_dir - STRAFE_SPIRAL_MULT * target_ori.xy());
}
} else {
// Aim for a point a given distance behind the target to prevent sideways
@ -4756,16 +4771,49 @@ impl<'a> AgentData<'a> {
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
const VINE_CREATION_THRESHOLD: f32 = 0.50;
const FIRE_BREATH_RANGE: f32 = 20.0;
const MAX_PUMPKIN_RANGE: f32 = 50.0;
// === reference ===
// Inputs:
// Primary: scythe
// Secondary: firebreath
// Auxiliary
// 0: explosivepumpkin
// 1: ensaringvines_sparse
// 2: ensaringvines_dense
enum ActionStateConditions {
ConditionHasSummonedVines = 0,
}
// === setup ===
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
// --- static ---
// behaviour parameters
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 FIREBREATH_RANGE_FACTOR: f32 = 0.7;
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 PUMPKIN_RANGE_FACTOR: f32 = 0.75;
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
const FAR_PUMPKIN_COOLDOWN_SPAN: [f32; 2] = [3.0, 5.0]; // allows for pathing to player between throws
// conditions
const HAS_SUMMONED_FIRST_VINES: usize = 0;
const HAS_SUMMONED_SECOND_VINES: usize = 1;
// timers
const FIREBREATH: usize = 0;
const MIXUP: usize = 1;
const FAR_PUMPKIN: usize = 2;
//counters
const CLOSE_MIXUP_COOLDOWN: usize = 0;
const MID_MIXUP_COOLDOWN: usize = 1;
const FAR_PUMPKIN_COOLDOWN: usize = 2;
// line of sight check
let line_of_sight_with_target = || {
entities_have_line_of_sight(
self.pos,
@ -4778,45 +4826,217 @@ impl<'a> AgentData<'a> {
)
};
if health_fraction < VINE_CREATION_THRESHOLD
&& !agent.combat_state.conditions
[ActionStateConditions::ConditionHasSummonedVines as usize]
{
// Summon vines when reach threshold of health
controller.push_basic_input(InputKind::Ability(0));
// --- dynamic ---
// attack data
let (scythe_range, scythe_angle) = {
if let Some(AbilityData::BasicMelee { range, angle, .. }) =
self.extract_ability(AbilityInput::Primary)
{
(range, angle)
} else {
(0.0, 0.0)
}
};
let (firebreath_range, firebreath_angle) = {
if let Some(AbilityData::BasicBeam { range, angle, .. }) =
self.extract_ability(AbilityInput::Secondary)
{
(range, angle)
} else {
(0.0, 0.0)
}
};
let pumpkin_speed = {
if let Some(AbilityData::BasicRanged {
projectile_speed, ..
}) = self.extract_ability(AbilityInput::Auxiliary(0))
{
projectile_speed
} else {
0.0
}
};
// calculated attack data
let pumpkin_max_range =
projectile_flat_range(pumpkin_speed, self.body.map_or(0.0, |b| b.height()));
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.combat_state.conditions
[ActionStateConditions::ConditionHasSummonedVines as usize] = true;
}
} else if attack_data.dist_sqrd < FIRE_BREATH_RANGE.powi(2) {
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
&& line_of_sight_with_target()
{
// Keep breathing fire if close enough, can see target, and have not been
// breathing for more than 5 seconds
controller.push_basic_input(InputKind::Secondary);
} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
// Scythe them if they're in range and angle
controller.push_basic_input(InputKind::Primary);
} else if attack_data.angle < 30.0 && line_of_sight_with_target() {
// Start breathing fire at them if close enough, in angle, and can see target
controller.push_basic_input(InputKind::Secondary);
}
} else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2) && line_of_sight_with_target() {
// Throw a pumpkin at them if close enough and can see them
controller.push_basic_input(InputKind::Ability(1));
// character state info
let is_using_firebreath = matches!(self.char_state, CharacterState::BasicBeam(_));
let is_using_pumpkin = matches!(self.char_state, CharacterState::BasicRanged(_));
let is_in_summon_recovery = matches!(self.char_state, CharacterState::SpriteSummon(data) if matches!(data.stage_section, StageSection::Recover));
let firebreath_timer = if let CharacterState::BasicBeam(data) = self.char_state {
data.timer
} else {
Default::default()
};
let is_using_mixup = is_using_firebreath || is_using_pumpkin;
// initialise randomised cooldowns
if !agent.combat_state.initialized {
agent.combat_state.initialized = true;
agent.combat_state.counters[CLOSE_MIXUP_COOLDOWN] =
rng_from_span(rng, CLOSE_MIXUP_COOLDOWN_SPAN);
agent.combat_state.counters[MID_MIXUP_COOLDOWN] =
rng_from_span(rng, MID_MIXUP_COOLDOWN_SPAN);
agent.combat_state.counters[FAR_PUMPKIN_COOLDOWN] =
rng_from_span(rng, FAR_PUMPKIN_COOLDOWN_SPAN);
}
// === main ===
// --- timers ---
if is_in_summon_recovery {
// reset all timers when done summoning
agent.combat_state.timers[FIREBREATH] = 0.0;
agent.combat_state.timers[MIXUP] = 0.0;
agent.combat_state.timers[FAR_PUMPKIN] = 0.0;
} else {
// handle state timers
if is_using_firebreath {
agent.combat_state.timers[FIREBREATH] = 0.0;
} else {
agent.combat_state.timers[FIREBREATH] += read_data.dt.0;
}
if is_using_mixup {
agent.combat_state.timers[MIXUP] = 0.0;
} else {
agent.combat_state.timers[MIXUP] += read_data.dt.0;
}
if is_using_pumpkin {
agent.combat_state.timers[FAR_PUMPKIN] = 0.0;
} else {
agent.combat_state.timers[FAR_PUMPKIN] += read_data.dt.0;
}
}
// --- attacks ---
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
// second vine summon
if health_fraction < SECOND_VINE_CREATION_THRESHOLD
&& !agent.combat_state.conditions[HAS_SUMMONED_SECOND_VINES]
{
// use the dense vine summon
controller.push_basic_input(InputKind::Ability(2));
// wait till recovery before finishing
if is_in_summon_recovery {
agent.combat_state.conditions[HAS_SUMMONED_SECOND_VINES] = true;
}
}
// first vine summon
else if health_fraction < FIRST_VINE_CREATION_THRESHOLD
&& !agent.combat_state.conditions[HAS_SUMMONED_FIRST_VINES]
{
// use the sparse vine summon
controller.push_basic_input(InputKind::Ability(1));
// wait till recovery before finishing
if is_in_summon_recovery {
agent.combat_state.conditions[HAS_SUMMONED_FIRST_VINES] = true;
}
}
// close range
else if attack_data.dist_sqrd
< (attack_data.body_dist + scythe_range * SCYTHE_RANGE_FACTOR).powi(2)
{
// if using firebreath, keep going under short time limit
if is_using_firebreath
&& firebreath_timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME_LIMIT)
{
controller.push_basic_input(InputKind::Secondary);
}
// in scythe angle
if attack_data.angle < scythe_angle * SCYTHE_AIM_FACTOR {
// on timer, randomly mixup attacks
if agent.combat_state.timers[MIXUP]
> agent.combat_state.counters[CLOSE_MIXUP_COOLDOWN]
// for now, no line of sight check for consitency in attacks
{
// if on firebreath cooldown, throw pumpkin
if agent.combat_state.timers[FIREBREATH] < FIREBREATH_COOLDOWN {
controller.push_basic_input(InputKind::Ability(0));
}
// otherwise, randomise between firebreath and pumpkin
else if rng.gen_bool(0.5) {
controller.push_basic_input(InputKind::Secondary);
} else {
controller.push_basic_input(InputKind::Ability(0));
}
// reset mixup cooldown if actually being used
if is_using_mixup {
agent.combat_state.counters[CLOSE_MIXUP_COOLDOWN] =
rng_from_span(rng, CLOSE_MIXUP_COOLDOWN_SPAN);
}
}
// default to using scythe melee
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) {
// if using firebreath, keep going under full time limit
#[allow(clippy::if_same_then_else)]
if is_using_firebreath
&& firebreath_timer < Duration::from_secs_f32(FIREBREATH_TIME_LIMIT)
{
controller.push_basic_input(InputKind::Secondary);
}
// 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_angle * FIREBREATH_AIM_FACTOR
&& agent.combat_state.timers[FIREBREATH] > FIREBREATH_COOLDOWN
{
controller.push_basic_input(InputKind::Secondary);
}
// on mixup timer, throw a pumpkin
else if agent.combat_state.timers[MIXUP]
> agent.combat_state.counters[MID_MIXUP_COOLDOWN]
{
controller.push_basic_input(InputKind::Ability(0));
// reset mixup cooldown if pumpkin is actually being used
if is_using_pumpkin {
agent.combat_state.counters[MID_MIXUP_COOLDOWN] =
rng_from_span(rng, MID_MIXUP_COOLDOWN_SPAN);
}
}
}
// long range (with line of sight)
else if attack_data.dist_sqrd < (pumpkin_max_range * PUMPKIN_RANGE_FACTOR).powi(2)
&& agent.combat_state.timers[FAR_PUMPKIN]
> agent.combat_state.counters[FAR_PUMPKIN_COOLDOWN]
&& line_of_sight_with_target()
{
// throw pumpkin
controller.push_basic_input(InputKind::Ability(0));
// reset pumpkin cooldown if actually being used
if is_using_pumpkin {
agent.combat_state.counters[FAR_PUMPKIN_COOLDOWN] =
rng_from_span(rng, FAR_PUMPKIN_COOLDOWN_SPAN);
}
}
// --- movement ---
// closing gap
if attack_data.dist_sqrd
> (attack_data.body_dist + scythe_range * PATH_RANGE_FACTOR).powi(2)
{
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
}
// closing angle
else if attack_data.angle > 0.0 {
// some movement is required to trigger re-orientation
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero)
* 0.001; // scaled way down to minimise position change and keep close rotation consistent
}
// Always attempt to path towards target
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Partial,
None,
);
}
pub fn handle_frostgigas_attack(
@ -5666,7 +5886,7 @@ impl<'a> AgentData<'a> {
tgt_data: &TargetData,
read_data: &ReadData,
) {
const SCREAM_RANGE: f32 = 10.0;
const SCREAM_RANGE: f32 = 10.0; // hard-coded from scream.ron
enum ActionStateFCounters {
FCounterHealthThreshold = 0,
@ -5737,59 +5957,155 @@ impl<'a> AgentData<'a> {
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
) {
const SHOCKWAVE_RANGE: f32 = 25.0;
const SHOCKWAVE_WAIT_TIME: f32 = 7.5;
const SPIN_WAIT_TIME: f32 = 3.0;
// === reference ===
enum ActionStateTimers {
TimerSpinWait = 0,
TimerShockwaveWait,
}
// Inputs:
// Primary: strike
// Secondary: spin
// Auxiliary
// 0: shockwave
// After spinning, reset timer
// === setup ===
// --- 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_COOLDOWN: f32 = 1.5;
const SPIN_RELAX_FACTOR: f32 = 0.2;
const SHOCKWAVE_RANGE_FACTOR: f32 = 0.7;
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
const SPIN: usize = 0;
const SHOCKWAVE: usize = 1;
const MIXUP: usize = 2;
// --- dynamic ---
// behaviour parameters
let shockwave_min_range = self.body.map_or(0.0, |b| b.height() * 1.1);
// attack data
let (strike_range, strike_angle) = {
if let Some(AbilityData::BasicMelee { range, angle, .. }) =
self.extract_ability(AbilityInput::Primary)
{
(range, angle)
} else {
(0.0, 0.0)
}
};
let spin_range = {
if let Some(AbilityData::BasicMelee { range, .. }) =
self.extract_ability(AbilityInput::Secondary)
{
range
} else {
0.0
}
};
let (shockwave_max_range, shockwave_angle) = {
if let Some(AbilityData::Shockwave { range, angle, .. }) =
self.extract_ability(AbilityInput::Auxiliary(0))
{
(range, angle)
} else {
(0.0, 0.0)
}
};
// 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);
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_angle * STRIKE_AIM_FACTOR;
// === main ===
// --- timers ---
// spin
let current_input = self.char_state.ability_info().map(|ai| ai.input);
if matches!(current_input, Some(InputKind::Secondary)) {
agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize] = 0.0;
// reset when spinning
agent.combat_state.timers[SPIN] = 0.0;
agent.combat_state.timers[MIXUP] = 0.0;
} else if is_in_spin_range && !(is_in_strike_range && is_in_strike_angle) {
// increment within spin range and not in strike range + angle
agent.combat_state.timers[SPIN] += read_data.dt.0;
} else {
// relax towards zero otherwise
agent.combat_state.timers[SPIN] =
(agent.combat_state.timers[SPIN] - read_data.dt.0 * SPIN_RELAX_FACTOR).max(0.0);
}
// shockwave
if matches!(self.char_state, CharacterState::Shockwave(_)) {
// reset when using shockwave
agent.combat_state.timers[SHOCKWAVE] = 0.0;
agent.combat_state.timers[MIXUP] = 0.0;
} else {
// increment otherwise
agent.combat_state.timers[SHOCKWAVE] += read_data.dt.0;
}
// mixup
if is_in_strike_range && is_in_strike_angle {
// increment within strike range and angle
agent.combat_state.timers[MIXUP] += read_data.dt.0;
} else {
// relax towards zero otherwise
agent.combat_state.timers[MIXUP] =
(agent.combat_state.timers[MIXUP] - read_data.dt.0 * MIXUP_RELAX_FACTOR).max(0.0);
}
if attack_data.in_min_range() {
// If in minimum range
if agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize] > SPIN_WAIT_TIME
{
// If it's been too long since able to hit target, spin
controller.push_basic_input(InputKind::Secondary);
} else if attack_data.angle < 30.0 {
// Else if in angle to strike, strike
// --- attacks ---
// strike range and angle
if is_in_strike_range && is_in_strike_angle {
// on timer, randomly mixup between all attacks
if agent.combat_state.timers[MIXUP] > MIXUP_COOLDOWN {
let randomise: u8 = rng.gen_range(1..=3);
match randomise {
1 => controller.push_basic_input(InputKind::Ability(0)), // shockwave
2 => controller.push_basic_input(InputKind::Primary), // strike
_ => controller.push_basic_input(InputKind::Secondary), // spin
}
}
// default to strike
else {
controller.push_basic_input(InputKind::Primary);
} else {
// Else increment spin timer
agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize] +=
read_data.dt.0;
// If not in angle, apply slight movement so golem orients itself correctly
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero)
* 0.01;
}
} else {
// Else if too far for melee
if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) && attack_data.angle < 45.0 {
// Shockwave if close enough and haven't shockwaved too recently
if agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize]
> SHOCKWAVE_WAIT_TIME
{
controller.push_basic_input(InputKind::Ability(0));
}
if matches!(self.char_state, CharacterState::Shockwave(_)) {
agent.combat_state.timers[ActionStateTimers::TimerShockwaveWait as usize] = 0.0;
} else {
agent.combat_state.timers[ActionStateTimers::TimerShockwaveWait as usize] +=
read_data.dt.0;
}
}
// spin range (or out of angle in strike range)
else if is_in_spin_range || (is_in_strike_range && !is_in_strike_angle) {
// on timer, use spin attack to try and hit evasive target
if agent.combat_state.timers[SPIN] > SPIN_COOLDOWN {
controller.push_basic_input(InputKind::Secondary);
}
// And always try to path towards target
// otherwise, close angle (no action required)
}
// 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[SHOCKWAVE] > 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)
{
self.path_toward_target(
agent,
controller,
@ -5799,6 +6115,15 @@ impl<'a> AgentData<'a> {
None,
);
}
// closing angle
else if attack_data.angle > 0.0 {
// some movement is required to trigger re-orientation
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero)
* 0.001; // scaled way down to minimise position change and keep close rotation consistent
}
}
pub fn handle_gnarling_chieftain(
@ -5810,60 +6135,42 @@ impl<'a> AgentData<'a> {
read_data: &ReadData,
rng: &mut impl Rng,
) {
const TOTEM_TIMER: f32 = 10.0;
const HEAVY_ATTACK_WAIT_TIME: f32 = 15.0;
// === reference ===
// Inputs
// Primary: flamestrike
// Secondary: firebarrage
// Auxiliary
// 0: fireshockwave
// 1: redtotem
// 2: greentotem
// 3: whitetotem
enum ActionStateTimers {
TimerSummonTotem = 0,
TimerShockwave,
}
// Handle timers
agent.combat_state.timers[ActionStateTimers::TimerSummonTotem as usize] += read_data.dt.0;
match self.char_state {
CharacterState::BasicSummon(_) => {
agent.combat_state.timers[ActionStateTimers::TimerSummonTotem as usize] = 0.0
},
CharacterState::Shockwave(_) | CharacterState::BasicRanged(_) => {
agent.combat_state.counters[ActionStateTimers::TimerShockwave as usize] = 0.0
},
_ => {},
}
// === setup ===
if !agent.combat_state.initialized {
// If not initialized yet, start out by summoning green totem
controller.push_basic_input(InputKind::Ability(2));
if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover)
{
agent.combat_state.initialized = true;
}
} else if agent.combat_state.timers[ActionStateTimers::TimerSummonTotem as usize]
> TOTEM_TIMER
{
// If time to summon a totem, do it
let input = rng.gen_range(1..=3);
let buff_kind = match input {
2 => Some(BuffKind::Regeneration),
3 => Some(BuffKind::Hastened),
_ => None,
};
if buff_kind.map_or(true, |b| self.has_buff(read_data, b))
&& matches!(self.char_state, CharacterState::Wielding { .. })
{
// If already under effects of buff from totem that would be summoned, don't
// summon totem (doesn't work for red totems since that applies debuff to
// enemies instead)
agent.combat_state.timers[ActionStateTimers::TimerSummonTotem as usize] = 0.0;
} else {
controller.push_basic_input(InputKind::Ability(input));
}
} else if agent.combat_state.counters[ActionStateTimers::TimerShockwave as usize]
> HEAVY_ATTACK_WAIT_TIME
{
// Else if time for a heavy attack
if attack_data.in_min_range() {
// If in range, shockwave
controller.push_basic_input(InputKind::Ability(0));
} else if entities_have_line_of_sight(
// --- static ---
// behaviour parameters
const PATH_RANGE_FACTOR: f32 = 0.4;
const STRIKE_RANGE_FACTOR: f32 = 0.7;
const STRIKE_AIM_FACTOR: f32 = 0.8;
const BARRAGE_RANGE_FACTOR: f32 = 0.8;
const BARRAGE_AIM_FACTOR: f32 = 0.65;
const SHOCKWAVE_RANGE_FACTOR: f32 = 0.75;
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
const HAS_SUMMONED_FIRST_TOTEM: usize = 0;
// timers
const SUMMON_TOTEM: usize = 0;
const HEAVY_ATTACK: usize = 1;
// counters
const HEAVY_ATTACK_COOLDOWN: usize = 0;
// line of sight check
let line_of_sight_with_target = || {
entities_have_line_of_sight(
self.pos,
self.body,
self.scale,
@ -5871,35 +6178,171 @@ impl<'a> AgentData<'a> {
tgt_data.body,
tgt_data.scale,
read_data,
) {
// Else if in sight, barrage
controller.push_basic_input(InputKind::Secondary);
)
};
// --- dynamic ---
// attack data
let (strike_range, strike_angle) = {
if let Some(AbilityData::BasicMelee { range, angle, .. }) =
self.extract_ability(AbilityInput::Primary)
{
(range, angle)
} else {
(0.0, 0.0)
}
} else if attack_data.in_min_range() {
// Else if not time to use anything fancy, if in range and angle, strike them
if attack_data.angle < 20.0 {
controller.push_basic_input(InputKind::Primary);
agent.combat_state.counters[ActionStateTimers::TimerShockwave as usize] +=
read_data.dt.0;
};
let (barrage_speed, barrage_spread, barrage_count) = {
if let Some(AbilityData::BasicRanged {
projectile_speed,
projectile_spread,
num_projectiles,
..
}) = self.extract_ability(AbilityInput::Secondary)
{
(projectile_speed, projectile_spread, num_projectiles)
} else {
(0.0, 0.0, 0)
}
};
let shockwave_range = {
if let Some(AbilityData::Shockwave { range, .. }) =
self.extract_ability(AbilityInput::Auxiliary(0))
{
range
} else {
0.0
}
};
// calculated attack data
let barrage_max_range =
projectile_flat_range(barrage_speed, self.body.map_or(2.0, |b| b.height()));
let barrange_angle = projectile_multi_angle(barrage_spread, barrage_count);
// 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_angle * STRIKE_AIM_FACTOR;
// initialise randomised cooldowns
if !agent.combat_state.initialized {
agent.combat_state.initialized = true;
agent.combat_state.counters[HEAVY_ATTACK_COOLDOWN] =
rng_from_span(rng, HEAVY_ATTACK_COOLDOWN_SPAN);
}
// === main ===
// --- timers ---
// resets
match self.char_state {
CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover => {
// reset when finished summoning
agent.combat_state.timers[SUMMON_TOTEM] = 0.0;
agent.combat_state.conditions[HAS_SUMMONED_FIRST_TOTEM] = true;
},
CharacterState::Shockwave(_) | CharacterState::BasicRanged(_) => {
// reset heavy attack on either ability
agent.combat_state.counters[HEAVY_ATTACK] = 0.0;
agent.combat_state.counters[HEAVY_ATTACK_COOLDOWN] =
rng_from_span(rng, HEAVY_ATTACK_COOLDOWN_SPAN);
},
_ => {},
}
// totem (always increment)
agent.combat_state.timers[SUMMON_TOTEM] += read_data.dt.0;
// heavy attack (increment at different rates)
if is_in_strike_range {
// recharge at standard rate in strike range and angle
if is_in_strike_angle {
agent.combat_state.counters[HEAVY_ATTACK] += read_data.dt.0;
} else {
// If not in angle, charge heavy attack faster
agent.combat_state.counters[ActionStateTimers::TimerShockwave as usize] +=
read_data.dt.0 * 5.0;
agent.combat_state.counters[HEAVY_ATTACK] +=
read_data.dt.0 * HEAVY_ATTACK_FAST_CHARGE_FACTOR;
}
} else {
// If not in range, charge heavy attack faster
agent.combat_state.counters[ActionStateTimers::TimerShockwave as usize] +=
read_data.dt.0 * 3.3;
agent.combat_state.counters[HEAVY_ATTACK] +=
read_data.dt.0 * HEAVY_ATTACK_CHARGE_FACTOR;
}
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Full,
None,
);
// --- attacks ---
// start by summoning green totem
if !agent.combat_state.conditions[HAS_SUMMONED_FIRST_TOTEM] {
controller.push_basic_input(InputKind::Ability(2));
}
// on timer, summon a new random totem
else if agent.combat_state.timers[SUMMON_TOTEM] > TOTEM_COOLDOWN {
controller.push_basic_input(InputKind::Ability(rng.gen_range(1..=3)));
}
// on timer and in range, use a heavy attack
// assumes: barrange_max_range * BARRAGE_RANGE_FACTOR > shockwave_range *
// SHOCKWAVE_RANGE_FACTOR
else if agent.combat_state.counters[HEAVY_ATTACK]
> agent.combat_state.counters[HEAVY_ATTACK_COOLDOWN]
&& attack_data.dist_sqrd < (barrage_max_range * BARRAGE_RANGE_FACTOR).powi(2)
{
// has line of sight
if line_of_sight_with_target() {
// out of barrage angle, use shockwave
if attack_data.angle > barrange_angle * BARRAGE_AIM_FACTOR {
controller.push_basic_input(InputKind::Ability(0));
}
// in shockwave range, randomise between barrage and shockwave
else if attack_data.dist_sqrd < (shockwave_range * SHOCKWAVE_RANGE_FACTOR).powi(2)
{
if rng.gen_bool(0.5) {
controller.push_basic_input(InputKind::Secondary);
} else {
controller.push_basic_input(InputKind::Ability(0));
}
}
// in range and angle, use barrage
else {
controller.push_basic_input(InputKind::Secondary);
}
// otherwise, close gap and/or angle (no action required)
}
// no line of sight
else {
// 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)
}
}
// 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)
{
self.path_toward_target(
agent,
controller,
tgt_data.pos.0,
read_data,
Path::Full,
None,
);
}
// closing angle
else if attack_data.angle > 0.0 {
// some movement is required to trigger re-orientation
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero)
* 0.001; // scaled way down to minimise position change and keep close rotation consistent
}
}
pub fn handle_sword_simple_attack(

View File

@ -145,6 +145,7 @@ impl<'a> TargetData<'a> {
}
pub struct AttackData {
pub body_dist: f32,
pub min_attack_dist: f32,
pub dist_sqrd: f32,
pub angle: f32,
@ -498,6 +499,8 @@ pub enum AbilityData {
BasicRanged {
energy: f32,
projectile_speed: f32,
projectile_spread: f32,
num_projectiles: u32,
},
BasicMelee {
energy: f32,
@ -666,10 +669,14 @@ 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,
@ -929,6 +936,8 @@ impl AbilityData {
BasicRanged {
energy,
projectile_speed,
projectile_spread: _,
num_projectiles: _,
} => ranged_check(*projectile_speed) && energy_check(*energy),
BasicMelee {
energy,

View File

@ -113,7 +113,8 @@ impl Animation for SpriteSummonAnimation {
* Quaternion::rotation_y(move2 * -0.1);
},
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.harvester.ensnaringvines") => {
Some("common.abilities.custom.harvester.ensnaringvines_sparse")
| Some("common.abilities.custom.harvester.ensnaringvines_dense") => {
let (move1, move1pow, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, anim_time.powf(0.1), 0.0, 0.0),
Some(StageSection::Action) => {

View File

@ -168,6 +168,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => (-0.5, 4.5),
(Jiangshi, _) => (-1.0, 6.5),
(TreasureEgg, _) => (-1.0, 9.0),
(GnarlingChieftain, _) => (0.0, 6.0),
},
chest: match (body.species, body.body_type) {
(Gnome, _) => (0.0, 9.0),
@ -189,6 +190,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => (0.0, 14.5),
(Jiangshi, _) => (0.0, 14.0),
(TreasureEgg, _) => (0.0, 3.0),
(GnarlingChieftain, _) => (0.0, 7.5),
},
pants: match (body.species, body.body_type) {
(Gnome, _) => (0.0, -3.0),
@ -210,6 +212,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => (0.0, -8.0),
(Jiangshi, _) => (0.5, -6.0),
(TreasureEgg, _) => (0.0, 1.0),
(GnarlingChieftain, _) => (0.0, -3.0),
},
tail: match (body.species, body.body_type) {
(Gnome, _) => (0.0, 0.0),
@ -231,6 +234,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => (0.0, 0.0),
(Jiangshi, _) => (0.0, 0.0),
(TreasureEgg, _) => (0.0, 0.0),
(GnarlingChieftain, _) => (-2.0, 1.5),
},
hand: match (body.species, body.body_type) {
(Gnome, _) => (4.0, 0.5, -1.0),
@ -252,6 +256,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => (5.0, 0.0, 1.0),
(Jiangshi, _) => (5.0, -1.0, 3.0),
(TreasureEgg, _) => (5.0, 2.0, 5.0),
(GnarlingChieftain, _) => (4.0, 0.0, 1.5),
},
foot: match (body.species, body.body_type) {
(Gnome, _) => (3.0, 0.0, 4.0),
@ -273,6 +278,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => (3.5, 3.0, 7.0),
(Jiangshi, _) => (3.0, 0.0, 8.0),
(TreasureEgg, _) => (2.0, 0.5, 4.0),
(GnarlingChieftain, _) => (2.5, 1.0, 5.0),
},
grip: match (body.species, body.body_type) {
(Gnome, _) => (0.0, 0.0, 5.0),
@ -294,6 +300,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => (0.0, 0.0, 8.0),
(Jiangshi, _) => (0.0, 0.0, 8.0),
(TreasureEgg, _) => (0.0, 0.0, 7.0),
(GnarlingChieftain, _) => (0.0, 0.0, 7.0),
},
scaler: match (body.species, body.body_type) {
(Gnome, _) => 0.8,
@ -315,6 +322,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(ShamanicSpirit, _) => 1.0,
(Jiangshi, _) => 1.0,
(TreasureEgg, _) => 1.0,
(GnarlingChieftain, _) => 0.8,
},
}
}

View File

@ -1894,11 +1894,11 @@ impl ParticleMgr {
kind: buff::BuffKind::Burning,
..
} => {
let num_particles = aura.radius.powi(2) * dt / 250.0;
let num_particles = num_particles.floor() as usize
+ usize::from(rng.gen_bool(f64::from(num_particles % 1.0)));
self.particles
.resize_with(self.particles.len() + num_particles, || {
let heartbeats = self.scheduler.heartbeats(Duration::from_millis(5));
self.particles.resize_with(
self.particles.len()
+ aura.radius.powi(2) as usize * usize::from(heartbeats) / 300,
|| {
let rand_pos = {
let theta = rng.gen::<f32>() * TAU;
let radius = aura.radius * rng.gen::<f32>().sqrt();
@ -1918,7 +1918,8 @@ impl ParticleMgr {
rand_pos.with_z(pos.z),
rand_pos.with_z(pos.z + 1.0),
)
});
},
);
},
aura::AuraKind::Buff {
kind: buff::BuffKind::Hastened,

View File

@ -336,6 +336,7 @@ impl GnarlingFortification {
max: rpos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
};
// tunnel junctions
for terminal in &self.tunnels.terminals {
if area.contains_point(terminal.xy() - self.origin) {
let chance = dynamic_rng.gen_range(0..10);
@ -362,6 +363,8 @@ impl GnarlingFortification {
}
}
}
// harvester room
if area.contains_point(self.tunnels.end.xy() - self.origin) {
let boss_room_offset = (self.tunnels.end.xy() - self.tunnels.start.xy())
.map(|e| if e < 0 { -20 } else { 20 });
@ -371,41 +374,114 @@ impl GnarlingFortification {
));
}
// above-ground structures
for (loc, pos, _ori) in &self.structure_locations {
let wpos = *pos + self.origin;
if area.contains_point(pos.xy()) {
match loc {
GnarlingStructure::Hut => {
let num = dynamic_rng.gen_range(1..=3);
for _ in 0..num {
const NUM_HUT_GNARLINGS: [i32; 2] = [1, 2];
let num =
dynamic_rng.gen_range(NUM_HUT_GNARLINGS[0]..=NUM_HUT_GNARLINGS[1]);
for _ in 1..=num {
supplement.add_entity(random_gnarling(wpos, dynamic_rng));
}
},
GnarlingStructure::VeloriteHut => {
let num = dynamic_rng.gen_range(1..=4);
for _ in 0..num {
const NUM_VELO_GNARLINGS: i32 = 4;
const GOLEM_SPAWN_THRESHOLD: i32 = 2;
const VELO_HEIGHT: i32 = 12;
const GROUND_HEIGHT: i32 = 8;
let num = dynamic_rng.gen_range(1..=NUM_VELO_GNARLINGS);
for _ in 1..=num {
supplement.add_entity(random_gnarling(
wpos.xy().with_z(wpos.z + 12),
wpos.xy().with_z(wpos.z + VELO_HEIGHT),
dynamic_rng,
));
}
if num <= GOLEM_SPAWN_THRESHOLD {
// wooden golem (with oriented spawn)
let x_offset;
let y_offset;
match _ori {
Dir::X => {
x_offset = 8;
y_offset = 8;
},
Dir::NegX => {
x_offset = -8;
y_offset = 8;
},
Dir::Y => {
x_offset = 8;
y_offset = -8;
},
Dir::NegY => {
x_offset = -8;
y_offset = -8;
},
}
let pos = Vec3::new(
wpos.x + x_offset,
wpos.y + y_offset,
wpos.z + GROUND_HEIGHT,
);
supplement.add_entity(wood_golem(pos, dynamic_rng));
}
},
GnarlingStructure::Banner => {},
GnarlingStructure::ChieftainHut => {
let pos = wpos.xy().with_z(wpos.z + 8);
// inside hut
const FLOOR_HEIGHT: i32 = 8;
let pos = wpos.xy().with_z(wpos.z + FLOOR_HEIGHT);
supplement.add_entity(gnarling_chieftain(pos, dynamic_rng));
for _ in 0..2 {
supplement.add_entity(wood_golem(pos, dynamic_rng));
supplement.add_entity(gnarling_logger(pos, dynamic_rng));
supplement.add_entity(gnarling_mugger(pos, dynamic_rng));
supplement.add_entity(gnarling_stalker(pos, dynamic_rng));
// hut corner posts
const CORNER_HEIGHT: i32 = 10;
const CORNER_OFFSET: i32 = 18;
let height = wpos.z + CORNER_HEIGHT;
let plus_minus: [i32; 2] = [1, -1];
for x in plus_minus {
for y in plus_minus {
let pos = Vec3::new(
wpos.x + x * CORNER_OFFSET,
wpos.y + y * CORNER_OFFSET,
height,
);
supplement.add_entity(gnarling_stalker(pos, dynamic_rng));
}
}
for _ in 0..6 {
supplement.add_entity(random_gnarling(pos, dynamic_rng));
// hut sides on ground (using orientation)
const NUM_SIDE_GNARLINGS: i32 = 2;
const GROUND_HEIGHT: i32 = 4;
const GROUND_OFFSET: i32 = 24;
let height = wpos.z + GROUND_HEIGHT;
let x_or_y = match _ori {
Dir::X | Dir::NegX => true,
Dir::Y | Dir::NegY => false,
};
for pm in plus_minus {
let mut pos_ori =
Vec3::new(wpos.x + pm * GROUND_OFFSET, wpos.y, height);
let mut pos_xori =
Vec3::new(wpos.x, wpos.y + pm * GROUND_OFFSET, height);
if x_or_y {
(pos_ori, pos_xori) = (pos_xori, pos_ori);
}
supplement.add_entity(wood_golem(pos_ori, dynamic_rng));
for _ in 1..=NUM_SIDE_GNARLINGS {
supplement.add_entity(melee_gnarling(pos_xori, dynamic_rng));
}
}
},
GnarlingStructure::WatchTower => {
const NUM_WATCHTOWER_STALKERS: i32 = 2;
const FLOOR_HEIGHT: i32 = 27;
supplement.add_entity(wood_golem(wpos, dynamic_rng));
let spawn_pos = wpos.xy().with_z(wpos.z + 27);
let num = dynamic_rng.gen_range(2..=4);
for _ in 0..num {
let spawn_pos = wpos.xy().with_z(wpos.z + FLOOR_HEIGHT);
for _ in 1..=NUM_WATCHTOWER_STALKERS {
supplement.add_entity(gnarling_stalker(
spawn_pos + Vec2::broadcast(4),
dynamic_rng,
@ -417,12 +493,19 @@ impl GnarlingFortification {
}
}
// wall towers
for pos in &self.wall_towers {
const NUM_WALLTOWER_STALKERS: [i32; 2] = [1, 3];
const FLOOR_HEIGHT: i32 = 27;
let wpos = *pos + self.origin;
if area.contains_point(pos.xy()) {
for _ in 0..4 {
supplement
.add_entity(gnarling_stalker(wpos.xy().with_z(wpos.z + 21), dynamic_rng))
let num =
dynamic_rng.gen_range(NUM_WALLTOWER_STALKERS[0]..=NUM_WALLTOWER_STALKERS[1]);
for _ in 1..=num {
supplement.add_entity(gnarling_stalker(
wpos.xy().with_z(wpos.z + FLOOR_HEIGHT),
dynamic_rng,
))
}
}
}
@ -1905,6 +1988,13 @@ fn random_gnarling<R: Rng>(pos: Vec3<i32>, rng: &mut R) -> EntityInfo {
}
}
fn melee_gnarling<R: Rng>(pos: Vec3<i32>, rng: &mut R) -> EntityInfo {
match rng.gen_range(0..2) {
0 => gnarling_mugger(pos, rng),
_ => gnarling_logger(pos, rng),
}
}
fn gnarling_chieftain<R: Rng>(pos: Vec3<i32>, rng: &mut R) -> EntityInfo {
EntityInfo::at(pos.map(|x| x as f32))
.with_asset_expect("common.entity.dungeon.gnarling.chieftain", rng, None)