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Fix up comments relating to AI logic
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@ -2477,7 +2477,8 @@ impl<'a> AgentData<'a> {
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&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
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&& !matches!(self.char_state, CharacterState::Shockwave(_))
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{
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// if a humanoid, have enough stamina, and in melee range, emergency roll
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// if a humanoid, have enough stamina, not in shockwave, and in melee range,
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// emergency roll
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Roll));
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@ -2491,8 +2492,7 @@ impl<'a> AgentData<'a> {
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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} else if !matches!(self.char_state, CharacterState::Shockwave(c) if !matches!(c.stage_section, StageSection::Recover))
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{
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// only try to use another ability if not already in recover and not casting
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// shockwave
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// only try to use another ability unless in shockwave or recover
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let target_approaching_speed = -agent
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.target
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.as_ref()
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@ -2502,8 +2502,8 @@ impl<'a> AgentData<'a> {
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if self
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.skill_set
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.has_skill(Skill::Staff(StaffSkill::UnlockShockwave))
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&& target_approaching_speed > 20.0
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&& self.energy.current() > 200
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&& target_approaching_speed > 12.0
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&& self.energy.current() > shockwave_cost
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{
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// if enemy is closing distance quickly, use shockwave to knock back
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if matches!(self.char_state, CharacterState::Wielding) {
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@ -2579,7 +2579,8 @@ impl<'a> AgentData<'a> {
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// Sometimes try to roll
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if self.body.map_or(false, |b| b.is_humanoid())
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&& attack_data.dist_sqrd < 16.0f32.powi(2)
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&& thread_rng().gen::<f32>() < 0.01
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&& !matches!(self.char_state, CharacterState::Shockwave(_))
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&& thread_rng().gen::<f32>() < 0.02
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{
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controller
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.actions
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