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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
refinements to woodgolem; ori & small updates to harvester; some formatting
This commit is contained in:
parent
9187c37ab1
commit
a838dcf545
@ -14,6 +14,6 @@ BasicBeam(
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))),
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energy_regen: 0,
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energy_drain: 0,
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ori_rate: 0.4,
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ori_rate: 0.6,
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specifier: Flamethrower,
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)
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@ -12,8 +12,8 @@ BasicMelee(
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energy_regen: 0.0,
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),
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range: 4.5,
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angle: 60.0,
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angle: 50.0,
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multi_target: Some(Normal),
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),
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ori_modifier: 1.0,
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ori_modifier: 0.5,
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)
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@ -11,7 +11,7 @@ BasicMelee(
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knockback: 20,
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energy_regen: 0,
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),
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range: 6.0,
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range: 5.0,
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angle: 360,
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),
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ori_modifier: 0.75,
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@ -11,7 +11,7 @@ BasicMelee(
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knockback: 15.0,
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energy_regen: 0.0,
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),
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range: 4.5,
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range: 4.0,
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angle: 55.0,
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),
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ori_modifier: 0.7,
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@ -226,7 +226,10 @@ impl Body {
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Body::Dragon(_) => 1.0,
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Body::BirdLarge(_) => 7.0,
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Body::FishSmall(_) => 7.0,
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Body::BipedLarge(_) => 2.7,
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Body::BipedLarge(biped_large) => match biped_large.species {
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biped_large::Species::Harvester => 2.0,
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_ => 2.7,
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},
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Body::BipedSmall(_) => 3.5,
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Body::Object(_) => 2.0,
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Body::ItemDrop(_) => 2.0,
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@ -685,6 +685,21 @@ impl<'a> AgentData<'a> {
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}
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}
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// same as look_toward, using &TargetData instead of EcsEntity
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pub fn look_toward_data(&self, controller: &mut Controller, tgt_data: &TargetData) {
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let tgt_pos = tgt_data.pos;
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let eye_offset = self.body.map_or(0.0, |b| b.eye_height(self.scale));
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let tgt_eye_offset = tgt_data
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.body
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.map_or(0.0, |b| b.eye_height(tgt_data.scale.map_or(1.0, |s| s.0)));
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if let Some(dir) = Dir::from_unnormalized(
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Vec3::new(tgt_pos.0.x, tgt_pos.0.y, tgt_pos.0.z + tgt_eye_offset)
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- Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
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) {
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controller.inputs.look_dir = dir;
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}
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}
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pub fn flee(
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&self,
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agent: &mut Agent,
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@ -4770,16 +4770,22 @@ impl<'a> AgentData<'a> {
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// --- setup ---
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// hard-coded attack values
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const SCYTHE_RANGE: f32 = 5.0;
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const SCYTHE_RANGE: f32 = 4.5;
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const SCYTHE_AIM_ANGLE: f32 = 50.0 * 0.7;
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const FIREBREATH_RANGE: f32 = 20.0;
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// behaviour parameters
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const SCYTHE_RANGE_FACTOR: f32 = 0.75; // start attack while suitably in range
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const FIREBREATH_RANGE_FACTOR: f32 = 0.7; // ^
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const PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe
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const FIRST_VINE_CREATION_THRESHOLD: f32 = 0.60;
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const SECOND_VINE_CREATION_THRESHOLD: f32 = 0.30;
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const MAX_PUMPKIN_RANGE: f32 = 50.0;
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const FIREBREATH_RANGE: f32 = 20.0;
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const FIREBREATH_AIM_ANGLE: f32 = 30.0;
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const FIREBREATH_TIME: f32 = 4.0;
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const FIREBREATH_SHORT_TIME: f32 = 2.5; // cutoff sooner at close range
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const FIREBREATH_COOLDOWN: f32 = 3.0;
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const FIREBREATH_COOLDOWN: f32 = 3.5;
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const CLOSE_MIXUP_COOLDOWN: f32 = 2.5; // variation in attacks at close range
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const MID_MIXUP_COOLDOWN: f32 = 3.0; // ^ mid
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const FAR_PUMPKIN_COOLDOWN: f32 = 1.0; // allows for pathing to player between throws
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// conditions
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@ -4808,25 +4814,29 @@ impl<'a> AgentData<'a> {
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)
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};
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// --- main ---
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// === main ===
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// handle timers
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// --- timers ---
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match self.char_state {
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CharacterState::BasicBeam(_) => {
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// reset when using firebreath
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
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},
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CharacterState::BasicRanged(_) => {
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// reset when using explodingpumpkin
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agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
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},
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_ => {
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// increment otherwise
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize] += read_data.dt.0;
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agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] += read_data.dt.0;
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agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] += read_data.dt.0;
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},
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}
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// --- attacks ---
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// vine summoning
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
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@ -4853,17 +4863,19 @@ impl<'a> AgentData<'a> {
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}
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}
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// close range
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// 0.75 multiplier tuned to start melee attack while suitably in range
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else if attack_data.dist_sqrd < (attack_data.body_dist + 0.75 * SCYTHE_RANGE).powi(2) {
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else if attack_data.dist_sqrd
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< (attack_data.body_dist + SCYTHE_RANGE * SCYTHE_RANGE_FACTOR).powi(2)
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{
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME))
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{
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// keep using firebreath under short time limit
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controller.push_basic_input(InputKind::Secondary);
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} else if agent.combat_state.timers[ActionStateTimers::CloseMixup as usize]
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> CLOSE_MIXUP_COOLDOWN
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&& attack_data.angle < SCYTHE_AIM_ANGLE
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// for now, no line of sight check for consitency in attacks
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{
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// mix up close range attacks
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// mix up close range attacks when in angle
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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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@ -4873,31 +4885,37 @@ impl<'a> AgentData<'a> {
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let randomise = rng.gen_range(1..=3);
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match randomise {
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1 => controller.push_basic_input(InputKind::Secondary), // firebreath
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2 => controller.push_basic_input(InputKind::Ability(0)), // pumpkin
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_ => controller.push_basic_input(InputKind::Primary), // scythe
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2 => controller.push_basic_input(InputKind::Primary), // scythe
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_ => controller.push_basic_input(InputKind::Ability(0)), // pumpkin
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}
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}
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} else if attack_data.angle < 60.0 {
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} else if attack_data.angle < SCYTHE_AIM_ANGLE {
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// scythe melee
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controller.push_basic_input(InputKind::Primary);
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}
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}
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// mid range (with line of sight)
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else if attack_data.dist_sqrd < FIREBREATH_RANGE.powi(2) && line_of_sight_with_target() {
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
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else if attack_data.dist_sqrd < FIREBREATH_RANGE.powi(2)
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&& line_of_sight_with_target()
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{
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// keep using firebreath under full time limit
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
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{
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controller.push_basic_input(InputKind::Secondary);
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} else if attack_data.angle < 30.0
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&& agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
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}
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// start using firebreath if close enough, in angle, and off cooldown
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else if // attack_data.dist_sqrd < FIREBREATH_RANGE * FIREBREATH_RANGE_FACTOR
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// && attack_data.angle < FIREBREATH_AIM_ANGLE
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// &&
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agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
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> FIREBREATH_COOLDOWN
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{
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// start using firebreath
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controller.push_basic_input(InputKind::Secondary);
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} else if agent.combat_state.timers[ActionStateTimers::CloseMixup as usize]
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> CLOSE_MIXUP_COOLDOWN
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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::CloseMixup as usize]
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> MID_MIXUP_COOLDOWN
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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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}
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}
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@ -4911,9 +4929,11 @@ impl<'a> AgentData<'a> {
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controller.push_basic_input(InputKind::Ability(0));
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}
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// --- movement ---
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// closing gap
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// 0.4 multiplier tuned to get comfortably in melee range
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if attack_data.dist_sqrd > (attack_data.body_dist + 0.4 * SCYTHE_RANGE).powi(2) {
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if attack_data.dist_sqrd
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> (attack_data.body_dist + SCYTHE_RANGE * PATH_RANGE_FACTOR).powi(2)
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{
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self.path_toward_target(
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agent,
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controller,
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@ -4923,6 +4943,14 @@ impl<'a> AgentData<'a> {
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None,
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);
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}
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// closing angle
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else if attack_data.angle > 0.0 {
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controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
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.xy()
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* 0.001; // scaled way down to minimise position change and keep close rotation consistent
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}
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}
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pub fn handle_frostgigas_attack(
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@ -5855,17 +5883,21 @@ impl<'a> AgentData<'a> {
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// === setup ===
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// hard-coded attack vlues
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const STRIKE_RANGE: f32 = 4.5;
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// hard-coded attack vlues (some scaled for usage)
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const STRIKE_RANGE: f32 = 4.0;
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const STRIKE_AIM_ANGLE: f32 = 55.0 * 0.7;
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const SPIN_RANGE: f32 = 6.0;
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const SPIN_RANGE: f32 = 5.0;
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const SHOCKWAVE_AIM_ANGLE: f32 = 45.0 * 0.7;
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const SHOCKWAVE_MAX_RANGE: f32 = 30.0 * 0.6;
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// behaviour parameters
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const ATTACK_RANGE_FACTOR: f32 = 0.6; // start attack while suitably in range
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const PATH_RANGE_FACTOR: f32 = 0.3; // get comfortably in range, but give player room to breathe
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const SPIN_COOLDOWN: f32 = 1.5;
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const SHOCKWAVE_COOLDOWN: f32 = 4.5;
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const SPIN_RELAX_FACTOR: f32 = 0.2;
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const SHOCKWAVE_COOLDOWN: f32 = 5.0;
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const SHOCKWAVE_MIN_RANGE: f32 = 8.0;
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const SHOCKWAVE_MAX_RANGE: f32 = 25.0;
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const MIXUP_COOLDOWN: f32 = 3.0;
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const MIXUP_COOLDOWN: f32 = 2.5;
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const MIXUP_RELAX_FACTOR: f32 = 0.3;
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// timers
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enum ActionStateTimers {
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@ -5874,14 +5906,14 @@ impl<'a> AgentData<'a> {
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Mixup,
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}
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// re-used comparisons
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// hard-coded multiplier tuned to start attack while suitably in range
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let is_in_spin_range =
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attack_data.dist_sqrd < (attack_data.body_dist + (0.85 * SPIN_RANGE).powi(2));
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let is_in_strike_range =
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attack_data.dist_sqrd < (attack_data.body_dist + (0.85 * STRIKE_RANGE).powi(2));
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// re-used comparisons (makes separating timers and attacks easier)
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let is_in_spin_range = attack_data.dist_sqrd
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< (attack_data.body_dist + SPIN_RANGE * ATTACK_RANGE_FACTOR).powi(2);
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let is_in_strike_range = attack_data.dist_sqrd
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< (attack_data.body_dist + STRIKE_RANGE * ATTACK_RANGE_FACTOR).powi(2);
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let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE;
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// === main ===
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// --- timers ---
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@ -5898,7 +5930,7 @@ impl<'a> AgentData<'a> {
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// relax towards zero otherwise
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agent.combat_state.timers[ActionStateTimers::Spin as usize] =
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(agent.combat_state.timers[ActionStateTimers::Spin as usize]
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- 0.2 * read_data.dt.0)
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- SPIN_RELAX_FACTOR * read_data.dt.0)
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.max(0.0);
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}
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// shockwave
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@ -5918,13 +5950,13 @@ impl<'a> AgentData<'a> {
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// relax towards zero otherwise
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agent.combat_state.timers[ActionStateTimers::Mixup as usize] =
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(agent.combat_state.timers[ActionStateTimers::Mixup as usize]
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- 0.5 * read_data.dt.0)
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- MIXUP_RELAX_FACTOR * read_data.dt.0)
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.max(0.0);
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}
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// --- attacks ---
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// strike range
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if is_in_strike_range {
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// strike range and in angle
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if is_in_strike_range && is_in_strike_angle {
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if agent.combat_state.timers[ActionStateTimers::Mixup as usize] > MIXUP_COOLDOWN {
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// randomly mix up
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let randomise = rng.gen_range(1..=3);
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@ -5933,7 +5965,7 @@ impl<'a> AgentData<'a> {
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2 => controller.push_basic_input(InputKind::Primary), // strike
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_ => controller.push_basic_input(InputKind::Secondary), // spin
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}
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} else if is_in_strike_angle {
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} else {
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// use strike
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controller.push_basic_input(InputKind::Primary);
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}
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@ -5957,9 +5989,9 @@ impl<'a> AgentData<'a> {
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// --- movement ---
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// closing gap
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// hard-coded multiplier tuned to get comfortably in range, while giving player
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// some room to breathe
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if attack_data.dist_sqrd > (attack_data.body_dist + (0.75 * STRIKE_RANGE).powi(2)) {
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if attack_data.dist_sqrd
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> (attack_data.body_dist + STRIKE_RANGE * PATH_RANGE_FACTOR).powi(2)
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{
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self.path_toward_target(
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agent,
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controller,
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@ -5976,12 +6008,7 @@ impl<'a> AgentData<'a> {
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.xy()
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* 0.001;
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// // an attempt modifying look direciton, rather than using
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// movement: let delta = (tgt_data.pos.0 -
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// self.pos.0).try_normalized().unwrap_or_else(Vec3::zero);
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// controller.inputs.look_dir =
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// controller.inputs.look_dir.slerped_to(Dir::new(delta), 0.8);
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* 0.001; // scaled way down to minimise position change and keep close rotation consistent
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}
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}
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