mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'slipped/combatstuff' into 'master'
combat ori changes See merge request veloren/veloren!2198
This commit is contained in:
commit
b99404749a
@ -2,7 +2,7 @@ BasicBeam(
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buildup_duration: 0.25,
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recover_duration: 0.25,
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beam_duration: 1.0,
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damage: 50,
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damage: 35,
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tick_rate: 3.0,
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range: 20.0,
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max_angle: 15.0,
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|
@ -10,10 +10,10 @@ DashMelee(
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angle: 45.0,
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energy_drain: 0,
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forward_speed: 4.0,
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buildup_duration: 0.25,
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buildup_duration: 0.6,
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charge_duration: 1.2,
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swing_duration: 0.1,
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recover_duration: 0.5,
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recover_duration: 0.9,
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charge_through: true,
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is_interruptible: true,
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)
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|
@ -10,7 +10,7 @@ ComboMelee(
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range: 3.5,
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angle: 50.0,
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base_buildup_duration: 0.4,
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base_swing_duration: 0.06,
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base_swing_duration: 0.08,
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base_recover_duration: 0.5,
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forward_movement: 2.5,
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),
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@ -23,9 +23,9 @@ ComboMelee(
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knockback: 12.0,
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range: 3.5,
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angle: 30.0,
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base_buildup_duration: 0.5,
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base_buildup_duration: 0.7,
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base_swing_duration: 0.1,
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base_recover_duration: 0.5,
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base_recover_duration: 0.7,
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forward_movement: 2.0,
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),
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],
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|
@ -49,6 +49,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.8);
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handle_jump(data, &mut update, 1.0);
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@ -68,6 +68,7 @@ impl CharacterBehavior for Data {
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},
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}
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handle_orientation(data, &mut update, 0.6);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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@ -42,6 +42,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.3);
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handle_jump(data, &mut update, 1.0);
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|
@ -37,6 +37,8 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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|
@ -66,6 +66,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.7);
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handle_jump(data, &mut update, 1.0);
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|
@ -65,6 +65,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.move_speed);
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handle_jump(data, &mut update, 1.0);
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|
@ -119,8 +119,8 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 0.65);
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handle_move(data, &mut update, 0.6);
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handle_orientation(data, &mut update, 0.2);
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let stage_index = (self.stage - 1) as usize;
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|
@ -26,6 +26,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 1.0);
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handle_jump(data, &mut update, 1.0);
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|
@ -52,6 +52,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 0.6);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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|
@ -10,6 +10,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 1.0);
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handle_jump(data, &mut update, 1.0);
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handle_wield(data, &mut update);
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|
@ -47,7 +47,7 @@ impl CharacterBehavior for Data {
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let mut update = StateUpdate::from(data);
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// Smooth orientation
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handle_orientation(data, &mut update, 1.0);
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handle_orientation(data, &mut update, 1.3);
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match self.stage_section {
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StageSection::Buildup => {
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|
@ -59,6 +59,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.move_efficiency);
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match self.stage_section {
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|
@ -10,6 +10,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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handle_wield(data, &mut update);
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|
@ -36,6 +36,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.movement_speed);
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match self.stage_section {
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|
@ -245,8 +245,6 @@ pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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/// Updates components to move player as if theyre on ground or in air
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#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
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fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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handle_orientation(data, update, 1.0);
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let accel = if data.physics.on_ground {
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data.body.base_accel()
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} else {
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@ -271,8 +269,6 @@ pub fn handle_forced_movement(
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movement: ForcedMovement,
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efficiency: f32,
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) {
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handle_orientation(data, update, efficiency);
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match movement {
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ForcedMovement::Forward { strength } => {
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if let Some(accel) = data.physics.on_ground.then_some(data.body.base_accel()) {
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@ -331,8 +327,6 @@ pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, efficiency:
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/// Updates components to move player as if theyre swimming
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fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, submersion: f32) -> bool {
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if let Some(force) = data.body.swim_thrust() {
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handle_orientation(data, update, efficiency * 0.2);
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let force = efficiency * force;
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let mut water_accel = force / data.mass.0;
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@ -374,8 +368,6 @@ pub fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) -> b
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let accel = thrust / data.mass.0;
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handle_orientation(data, update, efficiency);
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// Elevation control
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match data.body {
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// flappy flappy
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@ -13,6 +13,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(&data, &mut update, 1.0);
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handle_climb(&data, &mut update);
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attempt_input(&data, &mut update);
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@ -1565,6 +1565,11 @@ impl<'a> AgentData<'a> {
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};
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let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
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let angle = self
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.ori
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.look_vec()
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.angle_between(tgt_pos.0 - self.pos.0)
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.to_degrees();
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// FIXME: Retrieve actual projectile speed!
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// We have to assume projectiles are faster than base speed because there are
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@ -1598,7 +1603,7 @@ impl<'a> AgentData<'a> {
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// depending on the distance from the agent to the target
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match tactic {
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Tactic::Melee => {
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if dist_sqrd < min_attack_dist.powi(2) {
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if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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@ -1633,7 +1638,7 @@ impl<'a> AgentData<'a> {
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}
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},
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Tactic::Axe => {
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if dist_sqrd < min_attack_dist.powi(2) {
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if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_timer > 6.0 {
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controller
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@ -1688,7 +1693,7 @@ impl<'a> AgentData<'a> {
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}
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},
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Tactic::Hammer => {
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if dist_sqrd < min_attack_dist.powi(2) {
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if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_timer > 4.0 {
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controller
|
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@ -1727,7 +1732,7 @@ impl<'a> AgentData<'a> {
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..self.traversal_config
|
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},
|
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) {
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if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
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if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 45.0 {
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controller.inputs.move_dir =
|
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bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
||||
if self
|
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@ -1762,7 +1767,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
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},
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Tactic::Sword => {
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if dist_sqrd < min_attack_dist.powi(2) {
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||||
if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
|
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controller.inputs.move_dir = Vec2::zero();
|
||||
if self
|
||||
.skill_set
|
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@ -1796,7 +1801,7 @@ impl<'a> AgentData<'a> {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
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controller.inputs.move_dir =
|
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bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
||||
if agent.action_timer > 4.0 {
|
||||
if agent.action_timer > 4.0 && angle < 45.0 {
|
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controller
|
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.actions
|
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.push(ControlAction::basic_input(InputKind::Secondary));
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@ -1853,10 +1858,12 @@ impl<'a> AgentData<'a> {
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||||
self.jump_if(controller, bearing.z > 1.5);
|
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controller.inputs.move_z = bearing.z;
|
||||
}
|
||||
if angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
}
|
||||
}
|
||||
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
||||
if let Some((bearing, speed)) = agent.chaser.chase(
|
||||
&*terrain,
|
||||
@ -1868,7 +1875,7 @@ impl<'a> AgentData<'a> {
|
||||
..self.traversal_config
|
||||
},
|
||||
) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 45.0 {
|
||||
controller.inputs.move_dir = bearing
|
||||
.xy()
|
||||
.rotated_z(thread_rng().gen_range(0.5..1.57))
|
||||
@ -1949,7 +1956,7 @@ impl<'a> AgentData<'a> {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Roll));
|
||||
} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) {
|
||||
} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) && angle < 15.0 {
|
||||
if agent.action_timer < 1.5 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
@ -1996,7 +2003,7 @@ impl<'a> AgentData<'a> {
|
||||
..self.traversal_config
|
||||
},
|
||||
) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
controller.inputs.move_dir = bearing
|
||||
.xy()
|
||||
.rotated_z(thread_rng().gen_range(-1.57..-0.5))
|
||||
@ -2042,7 +2049,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::StoneGolemBoss => {
|
||||
if dist_sqrd < min_attack_dist.powi(2) {
|
||||
if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
|
||||
// 2.0 is temporary correction factor to allow them to melee with their
|
||||
// large hitbox
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
@ -2066,7 +2073,7 @@ impl<'a> AgentData<'a> {
|
||||
..self.traversal_config
|
||||
},
|
||||
) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 45.0 {
|
||||
controller.inputs.move_dir =
|
||||
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
||||
if agent.action_timer > 5.0 {
|
||||
@ -2092,7 +2099,8 @@ impl<'a> AgentData<'a> {
|
||||
radius,
|
||||
circle_time,
|
||||
} => {
|
||||
if dist_sqrd < min_attack_dist.powi(2) && thread_rng().gen_bool(0.5) {
|
||||
if dist_sqrd < min_attack_dist.powi(2) && thread_rng().gen_bool(0.5) && angle < 45.0
|
||||
{
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
controller
|
||||
.actions
|
||||
@ -2112,7 +2120,7 @@ impl<'a> AgentData<'a> {
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::unit_y);
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < circle_time as f32 + 0.5 {
|
||||
} else if agent.action_timer < circle_time as f32 + 0.5 && angle < 45.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
@ -2124,7 +2132,7 @@ impl<'a> AgentData<'a> {
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec2::unit_y);
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 2.0 * circle_time as f32 + 1.0 {
|
||||
} else if agent.action_timer < 2.0 * circle_time as f32 + 1.0 && angle < 45.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
@ -2153,7 +2161,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::QuadLowRanged => {
|
||||
if dist_sqrd < (3.0 * min_attack_dist).powi(2) {
|
||||
if dist_sqrd < (3.0 * min_attack_dist).powi(2) && angle < 45.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.try_normalized()
|
||||
@ -2172,7 +2180,7 @@ impl<'a> AgentData<'a> {
|
||||
..self.traversal_config
|
||||
},
|
||||
) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
if agent.action_timer > 5.0 {
|
||||
agent.action_timer = 0.0;
|
||||
} else if agent.action_timer > 2.5 {
|
||||
@ -2211,7 +2219,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::TailSlap => {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) && angle < 45.0 {
|
||||
if agent.action_timer > 4.0 {
|
||||
controller
|
||||
.actions
|
||||
@ -2254,13 +2262,14 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::QuadLowQuick => {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) && angle < 45.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
} else if dist_sqrd < (3.0 * min_attack_dist).powi(2)
|
||||
&& dist_sqrd > (2.0 * min_attack_dist).powi(2)
|
||||
&& angle < 45.0
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
@ -2295,12 +2304,12 @@ impl<'a> AgentData<'a> {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
if agent.action_timer > 5.0 {
|
||||
agent.action_timer = 0.0;
|
||||
} else if agent.action_timer > 2.0 {
|
||||
} else if agent.action_timer > 2.0 && angle < 45.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
agent.action_timer += dt.0;
|
||||
} else {
|
||||
} else if angle < 45.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
@ -2327,12 +2336,12 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::QuadMedJump => {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
|
||||
if dist_sqrd < (1.5 * min_attack_dist).powi(2) && angle < 45.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) {
|
||||
} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
@ -2347,7 +2356,7 @@ impl<'a> AgentData<'a> {
|
||||
..self.traversal_config
|
||||
},
|
||||
) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
@ -2365,7 +2374,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::QuadMedBasic => {
|
||||
if dist_sqrd < min_attack_dist.powi(2) {
|
||||
if dist_sqrd < min_attack_dist.powi(2) && angle < 45.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
if agent.action_timer < 2.0 {
|
||||
controller
|
||||
@ -2401,12 +2410,12 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::Lavadrake | Tactic::QuadLowBeam => {
|
||||
if dist_sqrd < (2.5 * min_attack_dist).powi(2) {
|
||||
if dist_sqrd < (2.5 * min_attack_dist).powi(2) && angle < 45.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
} else if dist_sqrd < (7.0 * min_attack_dist).powi(2) {
|
||||
} else if dist_sqrd < (7.0 * min_attack_dist).powi(2) && angle < 15.0 {
|
||||
if agent.action_timer < 2.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
@ -2417,7 +2426,7 @@ impl<'a> AgentData<'a> {
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 4.0 {
|
||||
} else if agent.action_timer < 4.0 && angle < 15.0 {
|
||||
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
||||
.xy()
|
||||
.rotated_z(-0.47 * PI)
|
||||
@ -2427,7 +2436,7 @@ impl<'a> AgentData<'a> {
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 6.0 {
|
||||
} else if agent.action_timer < 6.0 && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
@ -2456,7 +2465,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::Theropod => {
|
||||
if dist_sqrd < (2.0 * min_attack_dist).powi(2) {
|
||||
if dist_sqrd < (2.0 * min_attack_dist).powi(2) && angle < 45.0 {
|
||||
controller.inputs.move_dir = Vec2::zero();
|
||||
controller
|
||||
.actions
|
||||
@ -2482,7 +2491,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
},
|
||||
Tactic::Turret => {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
@ -2492,7 +2501,7 @@ impl<'a> AgentData<'a> {
|
||||
},
|
||||
Tactic::FixedTurret => {
|
||||
controller.inputs.look_dir = self.ori.look_dir();
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
@ -2508,7 +2517,7 @@ impl<'a> AgentData<'a> {
|
||||
.try_normalized()
|
||||
.unwrap_or_default(),
|
||||
);
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
||||
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
@ -2562,7 +2571,7 @@ impl<'a> AgentData<'a> {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
} else if thread_rng().gen_bool(health_fraction.into()) {
|
||||
} else if thread_rng().gen_bool(health_fraction.into()) && angle < 30.0 {
|
||||
// Else if at high health, use primary
|
||||
controller
|
||||
.actions
|
||||
@ -2602,6 +2611,7 @@ impl<'a> AgentData<'a> {
|
||||
// If random chance and can see target
|
||||
if thread_rng().gen_bool(0.05)
|
||||
&& can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd)
|
||||
&& angle < 15.0
|
||||
{
|
||||
// Fireball
|
||||
controller
|
||||
@ -2660,7 +2670,10 @@ impl<'a> AgentData<'a> {
|
||||
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
|
||||
controller.inputs.move_z = move_dir.z - 0.5;
|
||||
// If further than 4 blocks and random chance
|
||||
if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2) {
|
||||
if thread_rng().gen_bool(0.05)
|
||||
&& dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
&& angle < 15.0
|
||||
{
|
||||
// Fireball
|
||||
controller
|
||||
.actions
|
||||
@ -2668,7 +2681,9 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
}
|
||||
// If further than 4 blocks and random chance
|
||||
else if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
else if thread_rng().gen_bool(0.05)
|
||||
&& dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
&& angle < 15.0
|
||||
{
|
||||
// Fireball
|
||||
controller
|
||||
@ -2715,7 +2730,7 @@ impl<'a> AgentData<'a> {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
} else {
|
||||
} else if angle < 45.0 {
|
||||
// Triple strike
|
||||
controller
|
||||
.actions
|
||||
@ -2731,6 +2746,7 @@ impl<'a> AgentData<'a> {
|
||||
if dist_sqrd > 30.0_f32.powi(2) {
|
||||
if thread_rng().gen_bool(0.05)
|
||||
&& can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd)
|
||||
&& angle < 15.0
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
@ -2779,12 +2795,17 @@ impl<'a> AgentData<'a> {
|
||||
controller.inputs.move_dir =
|
||||
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
|
||||
controller.inputs.move_z = move_dir.z - 0.5;
|
||||
if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2) {
|
||||
if thread_rng().gen_bool(0.05)
|
||||
&& dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
&& angle < 15.0
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Primary));
|
||||
}
|
||||
} else if thread_rng().gen_bool(0.05) && dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
} else if thread_rng().gen_bool(0.05)
|
||||
&& dist_sqrd > (4.0 * min_attack_dist).powi(2)
|
||||
&& angle < 15.0
|
||||
{
|
||||
controller
|
||||
.actions
|
||||
@ -2816,12 +2837,12 @@ impl<'a> AgentData<'a> {
|
||||
self.jump_if(controller, bearing.z > 1.5);
|
||||
controller.inputs.move_z = bearing.z;
|
||||
}
|
||||
} else if self.energy.current() > 600 && agent.action_timer < 3.0 {
|
||||
} else if self.energy.current() > 600 && agent.action_timer < 3.0 && angle < 15.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
||||
agent.action_timer += dt.0;
|
||||
} else if agent.action_timer < 6.0 {
|
||||
} else if agent.action_timer < 6.0 && angle < 45.0 {
|
||||
controller
|
||||
.actions
|
||||
.push(ControlAction::basic_input(InputKind::Secondary));
|
||||
|
@ -233,8 +233,8 @@ impl Animation for SwimAnimation {
|
||||
next.torso.orientation = Quaternion::rotation_x(
|
||||
(((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(1.57) - PI / 2.0)
|
||||
+ avgspeed * avg_vel.z * -0.003,
|
||||
) * Quaternion::rotation_y(tilt * 8.0)
|
||||
* Quaternion::rotation_z(tilt * 8.0);
|
||||
) * Quaternion::rotation_y(tilt * 2.0)
|
||||
* Quaternion::rotation_z(tilt * 3.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
|
Loading…
Reference in New Issue
Block a user