mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
read atack data with direct assignment & no mutables; removed default from 'AbilityData'; added 'fn rng_from_span' to avoid repitition typos; indices moved from enums to consts; fixed const typo in 'handle_simple_backstab'
This commit is contained in:
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bdf1134814
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9e837383a5
@ -40,6 +40,8 @@ fn projectile_multi_angle(projectile_spread: f32, num_projectiles: u32) -> f32 {
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(180.0 / PI) * projectile_spread * (num_projectiles - 1) as f32
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}
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fn rng_from_span(rng: &mut impl Rng, span: [f32; 2]) -> f32 { rng.gen_range(span[0]..=span[1]) }
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impl<'a> AgentData<'a> {
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// Intended for any agent that has one attack, that attack is a melee attack,
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// and the agent is able to freely walk around
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@ -138,7 +140,7 @@ impl<'a> AgentData<'a> {
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// Behaviour parameters
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const STRAFE_DIST: f32 = 4.5;
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const STRAFE_SPEED_MULT: f32 = 0.75;
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const STRATE_SPIRAL_MULT: f32 = 0.8; // how quickly they close gap while strafing
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const STRAFE_SPIRAL_MULT: f32 = 0.8; // how quickly they close gap while strafing
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const BACKSTAB_SPEED_MULT: f32 = 0.3;
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// Handle movement of agent
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@ -179,7 +181,7 @@ impl<'a> AgentData<'a> {
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.find(|move_dir| target_ori.xy().dot(**move_dir) < 0.0)
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{
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controller.inputs.move_dir =
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STRAFE_SPEED_MULT * (*move_dir - STRATE_SPIRAL_MULT * target_ori.xy());
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STRAFE_SPEED_MULT * (*move_dir - STRAFE_SPIRAL_MULT * target_ori.xy());
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}
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} else {
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// Aim for a point a given distance behind the target to prevent sideways
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@ -4775,7 +4777,7 @@ impl<'a> AgentData<'a> {
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// Inputs:
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// Primary: scythe
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// Secondary: firebreath
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// Abilities:
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// Auxiliary
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// 0: explosivepumpkin
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// 1: ensaringvines_sparse
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// 2: ensaringvines_dense
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@ -4800,25 +4802,16 @@ impl<'a> AgentData<'a> {
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const FAR_PUMPKIN_COOLDOWN_SPAN: [f32; 2] = [3.0, 5.0]; // allows for pathing to player between throws
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// conditions
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enum ActionStateConditions {
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HasSummonedFirstVines,
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HasSummonedSecondVines,
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}
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const HAS_SUMMONED_FIRST_VINES: usize = 0;
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const HAS_SUMMONED_SECOND_VINES: usize = 1;
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// timers
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enum ActionStateTimers {
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Firebreath,
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Mixup,
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FarPumpkin,
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}
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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,
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MidMixupCooldown,
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FarPumpkinCooldown,
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}
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const FIREBREATH: usize = 0;
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const MIXUP: usize = 1;
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const FAR_PUMPKIN: usize = 2;
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//counters
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const CLOSE_MIXUP_COOLDOWN: usize = 0;
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const MID_MIXUP_COOLDOWN: usize = 1;
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const FAR_PUMPKIN_COOLDOWN: usize = 2;
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// line of sight check
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let line_of_sight_with_target = || {
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@ -4834,82 +4827,59 @@ impl<'a> AgentData<'a> {
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};
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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_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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// attack data
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let (scythe_range, scythe_angle) = {
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if let Some(AbilityData::BasicMelee { range, angle, .. }) =
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self.extract_ability(AbilityInput::Primary)
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{
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(range, angle)
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} else {
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(0.0, 0.0)
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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_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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let (firebreath_range, firebreath_angle) = {
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if let Some(AbilityData::BasicBeam { range, angle, .. }) =
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self.extract_ability(AbilityInput::Secondary)
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{
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(range, angle)
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} else {
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(0.0, 0.0)
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}
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};
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let pumpkin_speed = match self
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.extract_ability(AbilityInput::Auxiliary(0))
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.unwrap_or_default()
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{
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AbilityData::BasicRanged {
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let pumpkin_speed = {
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if let Some(AbilityData::BasicRanged {
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projectile_speed, ..
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} => projectile_speed,
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_ => 30.0,
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}) = self.extract_ability(AbilityInput::Auxiliary(0))
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{
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projectile_speed
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} else {
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0.0
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}
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};
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// calculated attack data
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let pumpkin_max_range =
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projectile_flat_range(pumpkin_speed, self.body.map_or(5.4, |b| b.height()));
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projectile_flat_range(pumpkin_speed, self.body.map_or(0.0, |b| b.height()));
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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_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_in_summon_recovery = matches!(self.char_state, CharacterState::SpriteSummon(data) if matches!(data.stage_section, StageSection::Recover));
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let firebreath_timer = if let CharacterState::BasicBeam(data) = self.char_state {
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data.timer
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} else {
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Default::default()
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};
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let is_using_mixup = is_using_firebreath || is_using_pumpkin;
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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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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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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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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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agent.combat_state.counters[CLOSE_MIXUP_COOLDOWN] =
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rng_from_span(rng, CLOSE_MIXUP_COOLDOWN_SPAN);
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agent.combat_state.counters[MID_MIXUP_COOLDOWN] =
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rng_from_span(rng, MID_MIXUP_COOLDOWN_SPAN);
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agent.combat_state.counters[FAR_PUMPKIN_COOLDOWN] =
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rng_from_span(rng, FAR_PUMPKIN_COOLDOWN_SPAN);
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}
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// === main ===
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@ -4917,25 +4887,25 @@ impl<'a> AgentData<'a> {
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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[FIREBREATH] = 0.0;
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agent.combat_state.timers[MIXUP] = 0.0;
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agent.combat_state.timers[FAR_PUMPKIN] = 0.0;
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} else {
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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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agent.combat_state.timers[FIREBREATH] = 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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agent.combat_state.timers[FIREBREATH] += read_data.dt.0;
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}
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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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agent.combat_state.timers[MIXUP] = 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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agent.combat_state.timers[MIXUP] += 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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agent.combat_state.timers[FAR_PUMPKIN] = 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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agent.combat_state.timers[FAR_PUMPKIN] += read_data.dt.0;
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}
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}
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@ -4943,25 +4913,24 @@ impl<'a> AgentData<'a> {
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
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// second vine summon
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if health_fraction < SECOND_VINE_CREATION_THRESHOLD
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&& !agent.combat_state.conditions
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[ActionStateConditions::HasSummonedSecondVines as usize]
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&& !agent.combat_state.conditions[HAS_SUMMONED_SECOND_VINES]
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{
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// use the dense vine summon
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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 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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agent.combat_state.conditions[HAS_SUMMONED_SECOND_VINES] = true;
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}
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}
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// first vine summon
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else if health_fraction < FIRST_VINE_CREATION_THRESHOLD
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&& !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstVines as usize]
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&& !agent.combat_state.conditions[HAS_SUMMONED_FIRST_VINES]
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{
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// use the sparse vine summon
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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 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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agent.combat_state.conditions[HAS_SUMMONED_FIRST_VINES] = true;
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}
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}
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// close range
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@ -4977,14 +4946,12 @@ impl<'a> AgentData<'a> {
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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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if agent.combat_state.timers[MIXUP]
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> agent.combat_state.counters[CLOSE_MIXUP_COOLDOWN]
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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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{
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if agent.combat_state.timers[FIREBREATH] < FIREBREATH_COOLDOWN {
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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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@ -4995,9 +4962,8 @@ impl<'a> AgentData<'a> {
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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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agent.combat_state.counters[CLOSE_MIXUP_COOLDOWN] =
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rng_from_span(rng, CLOSE_MIXUP_COOLDOWN_SPAN);
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}
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}
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// default to using scythe melee
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@ -5017,35 +4983,34 @@ impl<'a> AgentData<'a> {
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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_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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&& agent.combat_state.timers[FIREBREATH] > FIREBREATH_COOLDOWN
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{
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controller.push_basic_input(InputKind::Secondary);
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}
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// on mixup timer, throw a pumpkin
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else if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
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> agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize]
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else if agent.combat_state.timers[MIXUP]
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> agent.combat_state.counters[MID_MIXUP_COOLDOWN]
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{
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controller.push_basic_input(InputKind::Ability(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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agent.combat_state.counters[MID_MIXUP_COOLDOWN] =
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rng_from_span(rng, MID_MIXUP_COOLDOWN_SPAN);
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}
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}
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}
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// long range (with line of sight)
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else if attack_data.dist_sqrd < (pumpkin_max_range * PUMPKIN_RANGE_FACTOR).powi(2)
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&& agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize]
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> agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize]
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&& agent.combat_state.timers[FAR_PUMPKIN]
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> agent.combat_state.counters[FAR_PUMPKIN_COOLDOWN]
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&& line_of_sight_with_target()
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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 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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agent.combat_state.counters[FAR_PUMPKIN_COOLDOWN] =
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rng_from_span(rng, FAR_PUMPKIN_COOLDOWN_SPAN);
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}
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}
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@ -5999,7 +5964,7 @@ impl<'a> AgentData<'a> {
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// Inputs:
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// Primary: strike
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// Secondary: spin
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// Abilities:
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// Auxiliary
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// 0: shockwave
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// === setup ===
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@ -6019,55 +5984,41 @@ impl<'a> AgentData<'a> {
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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,
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Shockwave,
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Mixup,
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}
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const SPIN: usize = 0;
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const SHOCKWAVE: usize = 1;
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const MIXUP: usize = 2;
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// --- dynamic ---
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// behaviour parameters
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let shockwave_min_range = self.body.map_or(8.0, |b| b.height() * 1.1);
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let shockwave_min_range = self.body.map_or(0.0, |b| b.height() * 1.1);
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// attack data (with fallback values)
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let strike_range;
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let strike_angle;
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match self
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.extract_ability(AbilityInput::Primary)
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.unwrap_or_default()
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{
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AbilityData::BasicMelee { range, angle, .. } => {
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strike_range = range;
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strike_angle = angle;
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},
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_ => {
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strike_range = 4.0;
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strike_angle = 55.0;
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},
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// attack data
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let (strike_range, strike_angle) = {
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if let Some(AbilityData::BasicMelee { range, angle, .. }) =
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self.extract_ability(AbilityInput::Primary)
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{
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(range, angle)
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} else {
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(0.0, 0.0)
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}
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};
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let spin_range = match self
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.extract_ability(AbilityInput::Secondary)
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.unwrap_or_default()
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{
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AbilityData::BasicMelee { range, .. } => range,
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_ => 5.0,
|
||||
let spin_range = {
|
||||
if let Some(AbilityData::BasicMelee { range, .. }) =
|
||||
self.extract_ability(AbilityInput::Secondary)
|
||||
{
|
||||
range
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
};
|
||||
|
||||
let shockwave_max_range;
|
||||
let shockwave_angle;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Auxiliary(0))
|
||||
.unwrap_or_default()
|
||||
{
|
||||
AbilityData::Shockwave { angle, range, .. } => {
|
||||
shockwave_max_range = range;
|
||||
shockwave_angle = angle;
|
||||
},
|
||||
_ => {
|
||||
shockwave_max_range = 15.0 * 1.9;
|
||||
shockwave_angle = 90.0;
|
||||
},
|
||||
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)
|
||||
@ -6084,44 +6035,40 @@ impl<'a> AgentData<'a> {
|
||||
let current_input = self.char_state.ability_info().map(|ai| ai.input);
|
||||
if matches!(current_input, Some(InputKind::Secondary)) {
|
||||
// reset when spinning
|
||||
agent.combat_state.timers[ActionStateTimers::Spin as usize] = 0.0;
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
|
||||
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[ActionStateTimers::Spin as usize] += read_data.dt.0;
|
||||
agent.combat_state.timers[SPIN] += read_data.dt.0;
|
||||
} else {
|
||||
// relax towards zero otherwise
|
||||
agent.combat_state.timers[ActionStateTimers::Spin as usize] =
|
||||
(agent.combat_state.timers[ActionStateTimers::Spin as usize]
|
||||
- read_data.dt.0 * SPIN_RELAX_FACTOR)
|
||||
.max(0.0);
|
||||
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[ActionStateTimers::Shockwave as usize] = 0.0;
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
|
||||
agent.combat_state.timers[SHOCKWAVE] = 0.0;
|
||||
agent.combat_state.timers[MIXUP] = 0.0;
|
||||
} else {
|
||||
// increment otherwise
|
||||
agent.combat_state.timers[ActionStateTimers::Shockwave as usize] += read_data.dt.0;
|
||||
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[ActionStateTimers::Mixup as usize] += read_data.dt.0;
|
||||
agent.combat_state.timers[MIXUP] += read_data.dt.0;
|
||||
} else {
|
||||
// relax towards zero otherwise
|
||||
agent.combat_state.timers[ActionStateTimers::Mixup as usize] =
|
||||
(agent.combat_state.timers[ActionStateTimers::Mixup as usize]
|
||||
- read_data.dt.0 * MIXUP_RELAX_FACTOR)
|
||||
.max(0.0);
|
||||
agent.combat_state.timers[MIXUP] =
|
||||
(agent.combat_state.timers[MIXUP] - read_data.dt.0 * MIXUP_RELAX_FACTOR).max(0.0);
|
||||
}
|
||||
|
||||
// --- 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[ActionStateTimers::Mixup as usize] > MIXUP_COOLDOWN {
|
||||
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
|
||||
@ -6137,7 +6084,7 @@ impl<'a> AgentData<'a> {
|
||||
// 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[ActionStateTimers::Spin as usize] > SPIN_COOLDOWN {
|
||||
if agent.combat_state.timers[SPIN] > SPIN_COOLDOWN {
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
}
|
||||
// otherwise, close angle (no action required)
|
||||
@ -6148,8 +6095,7 @@ impl<'a> AgentData<'a> {
|
||||
&& attack_data.angle < shockwave_angle * SHOCKWAVE_AIM_FACTOR
|
||||
{
|
||||
// on timer, use shockwave
|
||||
if agent.combat_state.timers[ActionStateTimers::Shockwave as usize] > SHOCKWAVE_COOLDOWN
|
||||
{
|
||||
if agent.combat_state.timers[SHOCKWAVE] > SHOCKWAVE_COOLDOWN {
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
// otherwise, close gap and/or angle (no action required)
|
||||
@ -6193,7 +6139,7 @@ impl<'a> AgentData<'a> {
|
||||
// Inputs
|
||||
// Primary: flamestrike
|
||||
// Secondary: firebarrage
|
||||
// Abilities
|
||||
// Auxiliary
|
||||
// 0: fireshockwave
|
||||
// 1: redtotem
|
||||
// 2: greentotem
|
||||
@ -6215,20 +6161,12 @@ impl<'a> AgentData<'a> {
|
||||
const HEAVY_ATTACK_FAST_CHARGE_FACTOR: f32 = 5.0;
|
||||
|
||||
// conditions
|
||||
enum ActionStateConditions {
|
||||
HasSummonedFirstTotem,
|
||||
}
|
||||
|
||||
const HAS_SUMMONED_FIRST_TOTEM: usize = 0;
|
||||
// timers
|
||||
enum ActionStateTimers {
|
||||
SummonTotem,
|
||||
HeavyAttack,
|
||||
}
|
||||
|
||||
const SUMMON_TOTEM: usize = 0;
|
||||
const HEAVY_ATTACK: usize = 1;
|
||||
// counters
|
||||
enum ActionStateCounters {
|
||||
HeavyAttackCooldown,
|
||||
}
|
||||
const HEAVY_ATTACK_COOLDOWN: usize = 0;
|
||||
|
||||
// line of sight check
|
||||
let line_of_sight_with_target = || {
|
||||
@ -6244,58 +6182,44 @@ impl<'a> AgentData<'a> {
|
||||
};
|
||||
|
||||
// --- dynamic ---
|
||||
// attack data (with fallback values)
|
||||
let strike_range;
|
||||
let strike_angle;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Primary)
|
||||
.unwrap_or_default()
|
||||
{
|
||||
AbilityData::BasicMelee { range, angle, .. } => {
|
||||
strike_range = range;
|
||||
strike_angle = angle;
|
||||
},
|
||||
_ => {
|
||||
strike_range = 3.0;
|
||||
strike_angle = 40.0;
|
||||
},
|
||||
// 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 barrage_speed;
|
||||
let barrage_spread;
|
||||
let barrage_count;
|
||||
match self
|
||||
.extract_ability(AbilityInput::Secondary)
|
||||
.unwrap_or_default()
|
||||
{
|
||||
AbilityData::BasicRanged {
|
||||
let (barrage_speed, barrage_spread, barrage_count) = {
|
||||
if let Some(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;
|
||||
},
|
||||
}) = 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);
|
||||
|
||||
let shockwave_range = match self
|
||||
.extract_ability(AbilityInput::Auxiliary(0))
|
||||
.unwrap_or_default()
|
||||
{
|
||||
AbilityData::Shockwave { range, .. } => 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);
|
||||
@ -6304,8 +6228,8 @@ impl<'a> AgentData<'a> {
|
||||
// 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]);
|
||||
agent.combat_state.counters[HEAVY_ATTACK_COOLDOWN] =
|
||||
rng_from_span(rng, HEAVY_ATTACK_COOLDOWN_SPAN);
|
||||
}
|
||||
|
||||
// === main ===
|
||||
@ -6315,53 +6239,49 @@ impl<'a> AgentData<'a> {
|
||||
match self.char_state {
|
||||
CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover => {
|
||||
// reset when finished summoning
|
||||
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] = 0.0;
|
||||
agent.combat_state.conditions
|
||||
[ActionStateConditions::HasSummonedFirstTotem as usize] = true;
|
||||
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[ActionStateTimers::HeavyAttack as usize] = 0.0;
|
||||
agent.combat_state.counters[ActionStateCounters::HeavyAttackCooldown as usize] =
|
||||
rng.gen_range(HEAVY_ATTACK_COOLDOWN_SPAN[0]..=HEAVY_ATTACK_COOLDOWN_SPAN[1]);
|
||||
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[ActionStateTimers::SummonTotem as usize] += read_data.dt.0;
|
||||
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[ActionStateTimers::HeavyAttack as usize] +=
|
||||
read_data.dt.0;
|
||||
agent.combat_state.counters[HEAVY_ATTACK] += read_data.dt.0;
|
||||
} else {
|
||||
// If not in angle, charge heavy attack faster
|
||||
agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize] +=
|
||||
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::HeavyAttack as usize] +=
|
||||
agent.combat_state.counters[HEAVY_ATTACK] +=
|
||||
read_data.dt.0 * HEAVY_ATTACK_CHARGE_FACTOR;
|
||||
}
|
||||
|
||||
// --- attacks ---
|
||||
// start by summoning green totem
|
||||
if !agent.combat_state.conditions[ActionStateConditions::HasSummonedFirstTotem as usize] {
|
||||
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[ActionStateTimers::SummonTotem as usize]
|
||||
> TOTEM_COOLDOWN
|
||||
{
|
||||
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[ActionStateTimers::HeavyAttack as usize]
|
||||
> agent.combat_state.counters[ActionStateCounters::HeavyAttackCooldown as usize]
|
||||
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
|
||||
|
@ -438,10 +438,8 @@ pub enum Path {
|
||||
Partial,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, Default)]
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub enum AbilityData {
|
||||
#[default]
|
||||
Default,
|
||||
ComboMelee {
|
||||
range: f32,
|
||||
angle: f32,
|
||||
@ -826,7 +824,6 @@ impl AbilityData {
|
||||
};
|
||||
use AbilityData::*;
|
||||
match self {
|
||||
Default => false,
|
||||
ComboMelee {
|
||||
range,
|
||||
angle,
|
||||
|
Loading…
Reference in New Issue
Block a user