refinements to woodgolem; ori & small updates to harvester; some formatting

This commit is contained in:
horblegorble 2024-06-21 17:28:58 +10:00
parent 9187c37ab1
commit a838dcf545
7 changed files with 98 additions and 53 deletions

View File

@ -14,6 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
ori_rate: 0.4,
ori_rate: 0.6,
specifier: Flamethrower,
)

View File

@ -12,8 +12,8 @@ BasicMelee(
energy_regen: 0.0,
),
range: 4.5,
angle: 60.0,
angle: 50.0,
multi_target: Some(Normal),
),
ori_modifier: 1.0,
ori_modifier: 0.5,
)

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@ -11,7 +11,7 @@ BasicMelee(
knockback: 20,
energy_regen: 0,
),
range: 6.0,
range: 5.0,
angle: 360,
),
ori_modifier: 0.75,

View File

@ -11,7 +11,7 @@ BasicMelee(
knockback: 15.0,
energy_regen: 0.0,
),
range: 4.5,
range: 4.0,
angle: 55.0,
),
ori_modifier: 0.7,

View File

@ -226,7 +226,10 @@ 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,

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@ -685,6 +685,21 @@ impl<'a> AgentData<'a> {
}
}
// same as look_toward, using &TargetData instead of EcsEntity
pub fn look_toward_data(&self, controller: &mut Controller, tgt_data: &TargetData) {
let tgt_pos = tgt_data.pos;
let eye_offset = self.body.map_or(0.0, |b| b.eye_height(self.scale));
let tgt_eye_offset = tgt_data
.body
.map_or(0.0, |b| b.eye_height(tgt_data.scale.map_or(1.0, |s| s.0)));
if let Some(dir) = Dir::from_unnormalized(
Vec3::new(tgt_pos.0.x, tgt_pos.0.y, tgt_pos.0.z + tgt_eye_offset)
- Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
) {
controller.inputs.look_dir = dir;
}
}
pub fn flee(
&self,
agent: &mut Agent,

View File

@ -4770,16 +4770,22 @@ impl<'a> AgentData<'a> {
// --- setup ---
// hard-coded attack values
const SCYTHE_RANGE: f32 = 5.0;
const SCYTHE_RANGE: f32 = 4.5;
const SCYTHE_AIM_ANGLE: f32 = 50.0 * 0.7;
const FIREBREATH_RANGE: f32 = 20.0;
// behaviour parameters
const SCYTHE_RANGE_FACTOR: f32 = 0.75; // start attack while suitably in range
const FIREBREATH_RANGE_FACTOR: f32 = 0.7; // ^
const PATH_RANGE_FACTOR: f32 = 0.4; // get comfortably in range, but give player room to breathe
const FIRST_VINE_CREATION_THRESHOLD: f32 = 0.60;
const SECOND_VINE_CREATION_THRESHOLD: f32 = 0.30;
const MAX_PUMPKIN_RANGE: f32 = 50.0;
const FIREBREATH_RANGE: f32 = 20.0;
const FIREBREATH_AIM_ANGLE: f32 = 30.0;
const FIREBREATH_TIME: f32 = 4.0;
const FIREBREATH_SHORT_TIME: f32 = 2.5; // cutoff sooner at close range
const FIREBREATH_COOLDOWN: f32 = 3.0;
const FIREBREATH_COOLDOWN: f32 = 3.5;
const CLOSE_MIXUP_COOLDOWN: f32 = 2.5; // variation in attacks at close range
const MID_MIXUP_COOLDOWN: f32 = 3.0; // ^ mid
const FAR_PUMPKIN_COOLDOWN: f32 = 1.0; // allows for pathing to player between throws
// conditions
@ -4808,25 +4814,29 @@ impl<'a> AgentData<'a> {
)
};
// --- main ---
// === main ===
// handle timers
// --- timers ---
match self.char_state {
CharacterState::BasicBeam(_) => {
// reset when using firebreath
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
},
CharacterState::BasicRanged(_) => {
// reset when using explodingpumpkin
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] = 0.0;
},
_ => {
// increment otherwise
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] += read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] += read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::CloseMixup as usize] += read_data.dt.0;
},
}
// --- attacks ---
// vine summoning
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
@ -4853,17 +4863,19 @@ impl<'a> AgentData<'a> {
}
}
// close range
// 0.75 multiplier tuned to start melee attack while suitably in range
else if attack_data.dist_sqrd < (attack_data.body_dist + 0.75 * SCYTHE_RANGE).powi(2) {
else if attack_data.dist_sqrd
< (attack_data.body_dist + SCYTHE_RANGE * SCYTHE_RANGE_FACTOR).powi(2)
{
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME))
{
// keep using firebreath under short time limit
controller.push_basic_input(InputKind::Secondary);
} else if agent.combat_state.timers[ActionStateTimers::CloseMixup as usize]
> CLOSE_MIXUP_COOLDOWN
&& attack_data.angle < SCYTHE_AIM_ANGLE
// for now, no line of sight check for consitency in attacks
{
// mix up close range attacks
// mix up close range attacks when in angle
if agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
< FIREBREATH_COOLDOWN
{
@ -4873,31 +4885,37 @@ impl<'a> AgentData<'a> {
let randomise = rng.gen_range(1..=3);
match randomise {
1 => controller.push_basic_input(InputKind::Secondary), // firebreath
2 => controller.push_basic_input(InputKind::Ability(0)), // pumpkin
_ => controller.push_basic_input(InputKind::Primary), // scythe
2 => controller.push_basic_input(InputKind::Primary), // scythe
_ => controller.push_basic_input(InputKind::Ability(0)), // pumpkin
}
}
} else if attack_data.angle < 60.0 {
} else if attack_data.angle < SCYTHE_AIM_ANGLE {
// scythe melee
controller.push_basic_input(InputKind::Primary);
}
}
// mid range (with line of sight)
else if attack_data.dist_sqrd < FIREBREATH_RANGE.powi(2) && line_of_sight_with_target() {
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
else if attack_data.dist_sqrd < FIREBREATH_RANGE.powi(2)
&& line_of_sight_with_target()
{
// keep using firebreath under full time limit
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
{
controller.push_basic_input(InputKind::Secondary);
} else if attack_data.angle < 30.0
&& agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
}
// start using firebreath if close enough, in angle, and off cooldown
else if // attack_data.dist_sqrd < FIREBREATH_RANGE * FIREBREATH_RANGE_FACTOR
// && attack_data.angle < FIREBREATH_AIM_ANGLE
// &&
agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
> FIREBREATH_COOLDOWN
{
// start using firebreath
controller.push_basic_input(InputKind::Secondary);
} else if agent.combat_state.timers[ActionStateTimers::CloseMixup as usize]
> CLOSE_MIXUP_COOLDOWN
}
// on mixup timer, throw a pumpkin
else if agent.combat_state.timers[ActionStateTimers::CloseMixup as usize]
> MID_MIXUP_COOLDOWN
{
// throw pumpkin
controller.push_basic_input(InputKind::Ability(0));
}
}
@ -4911,9 +4929,11 @@ impl<'a> AgentData<'a> {
controller.push_basic_input(InputKind::Ability(0));
}
// --- movement ---
// closing gap
// 0.4 multiplier tuned to get comfortably in melee range
if attack_data.dist_sqrd > (attack_data.body_dist + 0.4 * SCYTHE_RANGE).powi(2) {
if attack_data.dist_sqrd
> (attack_data.body_dist + SCYTHE_RANGE * PATH_RANGE_FACTOR).powi(2)
{
self.path_toward_target(
agent,
controller,
@ -4923,6 +4943,14 @@ impl<'a> AgentData<'a> {
None,
);
}
// closing angle
else if attack_data.angle > 0.0 {
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_frostgigas_attack(
@ -5855,17 +5883,21 @@ impl<'a> AgentData<'a> {
// === setup ===
// hard-coded attack vlues
const STRIKE_RANGE: f32 = 4.5;
// hard-coded attack vlues (some scaled for usage)
const STRIKE_RANGE: f32 = 4.0;
const STRIKE_AIM_ANGLE: f32 = 55.0 * 0.7;
const SPIN_RANGE: f32 = 6.0;
const SPIN_RANGE: f32 = 5.0;
const SHOCKWAVE_AIM_ANGLE: f32 = 45.0 * 0.7;
const SHOCKWAVE_MAX_RANGE: f32 = 30.0 * 0.6;
// behaviour parameters
const ATTACK_RANGE_FACTOR: f32 = 0.6; // start attack while suitably in range
const PATH_RANGE_FACTOR: f32 = 0.3; // get comfortably in range, but give player room to breathe
const SPIN_COOLDOWN: f32 = 1.5;
const SHOCKWAVE_COOLDOWN: f32 = 4.5;
const SPIN_RELAX_FACTOR: f32 = 0.2;
const SHOCKWAVE_COOLDOWN: f32 = 5.0;
const SHOCKWAVE_MIN_RANGE: f32 = 8.0;
const SHOCKWAVE_MAX_RANGE: f32 = 25.0;
const MIXUP_COOLDOWN: f32 = 3.0;
const MIXUP_COOLDOWN: f32 = 2.5;
const MIXUP_RELAX_FACTOR: f32 = 0.3;
// timers
enum ActionStateTimers {
@ -5874,14 +5906,14 @@ impl<'a> AgentData<'a> {
Mixup,
}
// re-used comparisons
// hard-coded multiplier tuned to start attack while suitably in range
let is_in_spin_range =
attack_data.dist_sqrd < (attack_data.body_dist + (0.85 * SPIN_RANGE).powi(2));
let is_in_strike_range =
attack_data.dist_sqrd < (attack_data.body_dist + (0.85 * STRIKE_RANGE).powi(2));
// re-used comparisons (makes separating timers and attacks easier)
let is_in_spin_range = attack_data.dist_sqrd
< (attack_data.body_dist + SPIN_RANGE * ATTACK_RANGE_FACTOR).powi(2);
let is_in_strike_range = attack_data.dist_sqrd
< (attack_data.body_dist + STRIKE_RANGE * ATTACK_RANGE_FACTOR).powi(2);
let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE;
// === main ===
// --- timers ---
@ -5898,7 +5930,7 @@ impl<'a> AgentData<'a> {
// relax towards zero otherwise
agent.combat_state.timers[ActionStateTimers::Spin as usize] =
(agent.combat_state.timers[ActionStateTimers::Spin as usize]
- 0.2 * read_data.dt.0)
- SPIN_RELAX_FACTOR * read_data.dt.0)
.max(0.0);
}
// shockwave
@ -5918,13 +5950,13 @@ impl<'a> AgentData<'a> {
// relax towards zero otherwise
agent.combat_state.timers[ActionStateTimers::Mixup as usize] =
(agent.combat_state.timers[ActionStateTimers::Mixup as usize]
- 0.5 * read_data.dt.0)
- MIXUP_RELAX_FACTOR * read_data.dt.0)
.max(0.0);
}
// --- attacks ---
// strike range
if is_in_strike_range {
// strike range and in angle
if is_in_strike_range && is_in_strike_angle {
if agent.combat_state.timers[ActionStateTimers::Mixup as usize] > MIXUP_COOLDOWN {
// randomly mix up
let randomise = rng.gen_range(1..=3);
@ -5933,7 +5965,7 @@ impl<'a> AgentData<'a> {
2 => controller.push_basic_input(InputKind::Primary), // strike
_ => controller.push_basic_input(InputKind::Secondary), // spin
}
} else if is_in_strike_angle {
} else {
// use strike
controller.push_basic_input(InputKind::Primary);
}
@ -5957,9 +5989,9 @@ impl<'a> AgentData<'a> {
// --- movement ---
// closing gap
// hard-coded multiplier tuned to get comfortably in range, while giving player
// some room to breathe
if attack_data.dist_sqrd > (attack_data.body_dist + (0.75 * STRIKE_RANGE).powi(2)) {
if attack_data.dist_sqrd
> (attack_data.body_dist + STRIKE_RANGE * PATH_RANGE_FACTOR).powi(2)
{
self.path_toward_target(
agent,
controller,
@ -5976,12 +6008,7 @@ impl<'a> AgentData<'a> {
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero)
* 0.001;
// // an attempt modifying look direciton, rather than using
// movement: let delta = (tgt_data.pos.0 -
// self.pos.0).try_normalized().unwrap_or_else(Vec3::zero);
// controller.inputs.look_dir =
// controller.inputs.look_dir.slerped_to(Dir::new(delta), 0.8);
* 0.001; // scaled way down to minimise position change and keep close rotation consistent
}
}