timing and small balance changes to chieftain

This commit is contained in:
horblegorble 2024-06-23 23:16:20 +10:00
parent f47c509c04
commit e9f2d97045
7 changed files with 176 additions and 103 deletions

View File

@ -1,6 +1,6 @@
BasicRanged(
energy_cost: 0,
buildup_duration: 0.825,
buildup_duration: 0.9,
recover_duration: 0.6,
projectile: (
kind: Explosive(

View File

@ -9,8 +9,8 @@ Shockwave(
shockwave_angle: 360,
shockwave_vertical_angle: 90,
shockwave_speed: 12,
shockwave_duration: 1,
dodgeable: Roll,
shockwave_duration: 1.0,
dodgeable: Jump,
move_efficiency: 0,
damage_kind: Energy,
specifier: Fire,

View File

@ -1,7 +1,7 @@
BasicMelee(
energy_cost: 0,
buildup_duration: 0.7,
swing_duration: 0.35,
buildup_duration: 0.8,
swing_duration: 0.4,
hit_timing: 0.5,
recover_duration: 0.6,
melee_constructor: (
@ -11,8 +11,8 @@ BasicMelee(
knockback: 0,
energy_regen: 0,
),
range: 4.0,
angle: 60.0,
range: 3.0,
angle: 50.0,
damage_effect: Some(Buff((
kind: Burning,
dur_secs: 4.0,

View File

@ -12,7 +12,7 @@ BasicAura(
),
(
kind: ProtectingWard,
strength: 1,
strength: 0.5,
duration: Some(1),
category: Magical,
),

View File

@ -6,7 +6,7 @@ BasicAura(
auras: [
(
kind: Burning,
strength: 1,
strength: 1.2,
duration: Some(1),
category: Magical,
),

View File

@ -1273,6 +1273,7 @@ impl Body {
_ => 300,
},
Body::BipedSmall(b) => match b.species {
biped_small::Species::GnarlingChieftain => 130,
biped_small::Species::IronDwarf | biped_small::Species::Flamekeeper => 300,
_ => 100,
},

View File

@ -4796,9 +4796,9 @@ impl<'a> AgentData<'a> {
// timers
enum ActionStateTimers {
FirebreathCooldown = 0,
MixupCooldown,
FarPumpkinCooldown,
Firebreath = 0,
Mixup,
FarPumpkin,
}
// //counters
@ -4822,38 +4822,39 @@ impl<'a> AgentData<'a> {
};
// === main ===
// --- timers ---
// initialise randomised cooldowns
if !agent.combat_state.initialized {
if !agent.combat_state.initialized {
agent.combat_state.initialized = true;
agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize] =
rng.gen_range(CLOSE_MIXUP_COOLDOWN_SPAN[0]..=CLOSE_MIXUP_COOLDOWN_SPAN[1]);
agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize] =
agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize] =
rng.gen_range(MID_MIXUP_COOLDOWN_SPAN[0]..=MID_MIXUP_COOLDOWN_SPAN[1]);
agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
rng.gen_range(FAR_PUMPKIN_COOLDOWN_SPAN[0]..=FAR_PUMPKIN_COOLDOWN_SPAN[1]);
// note: if f32 rng is too expensive, could use randomised u8 multipliers of a const f32
// note: if f32 rng is too expensive, could use randomised u8
// multipliers of a const f32
}
// timer changes
if matches!(self.char_state, CharacterState::SpriteSummon(_)) {
// reset all timers when summoning
agent.combat_state.timers[ActionStateTimers::MixupCooldown as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::FarPumpkinCooldown as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::FirebreathCooldown as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
} else {
// increment timers when not in corresponding state
let is_using_firebreath = matches!(self.char_state, CharacterState::BasicBeam(_));
let is_using_pumpkin = matches!(self.char_state, CharacterState::BasicRanged(_));
let is_using_mixup = is_using_firebreath || is_using_pumpkin;
if !is_using_mixup {
agent.combat_state.timers[ActionStateTimers::MixupCooldown as usize] += read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::Mixup as usize] += read_data.dt.0;
}
if !is_using_firebreath {
agent.combat_state.timers[ActionStateTimers::FirebreathCooldown as usize] += read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] += read_data.dt.0;
}
if !is_using_pumpkin {
agent.combat_state.timers[ActionStateTimers::FarPumpkinCooldown as usize] += read_data.dt.0;
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] += read_data.dt.0;
}
}
// note: some timer resets are performerd in attack logic
@ -4862,15 +4863,13 @@ impl<'a> AgentData<'a> {
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
// second vine summon
if health_fraction < SECOND_VINE_CREATION_THRESHOLD
&& !agent.combat_state.conditions
[ActionStateConditions::SecondVines as usize]
&& !agent.combat_state.conditions[ActionStateConditions::SecondVines as usize]
{
controller.push_basic_input(InputKind::Ability(2));
// wait till recovery before finishing
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.combat_state.conditions
[ActionStateConditions::SecondVines as usize] = true;
agent.combat_state.conditions[ActionStateConditions::SecondVines as usize] = true;
}
}
// first vine summon
@ -4881,8 +4880,7 @@ impl<'a> AgentData<'a> {
// wait till recovery before finishing
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.combat_state.conditions
[ActionStateConditions::FirstVines as usize] = true;
agent.combat_state.conditions[ActionStateConditions::FirstVines as usize] = true;
}
}
// close range
@ -4893,16 +4891,16 @@ impl<'a> AgentData<'a> {
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_SHORT_TIME))
{
controller.push_basic_input(InputKind::Secondary);
agent.combat_state.timers[ActionStateTimers::FirebreathCooldown as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
}
// on timer, randomly mixup attacks
else if agent.combat_state.timers[ActionStateTimers::MixupCooldown as usize]
else if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
> agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize]
&& attack_data.angle < SCYTHE_AIM_ANGLE
// for now, no line of sight check for consitency in attacks
// for now, no line of sight check for consitency in attacks
{
// if on firebreath cooldown, throw pumpkin
if agent.combat_state.timers[ActionStateTimers::FirebreathCooldown as usize]
if agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
< FIREBREATH_COOLDOWN
{
controller.push_basic_input(InputKind::Ability(0));
@ -4916,12 +4914,14 @@ impl<'a> AgentData<'a> {
}
}
// reset mixup timing if actually being used
if matches!(self.char_state, CharacterState::BasicBeam(_) | CharacterState::BasicRanged(_)) {
agent.combat_state.timers[ActionStateTimers::MixupCooldown as usize] = 0.0;
agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize] =
if matches!(
self.char_state,
CharacterState::BasicBeam(_) | CharacterState::BasicRanged(_)
) {
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize] =
rng.gen_range(CLOSE_MIXUP_COOLDOWN_SPAN[0]..=CLOSE_MIXUP_COOLDOWN_SPAN[1]);
}
}
// default to using scythe melee
else if attack_data.angle < SCYTHE_AIM_ANGLE {
@ -4934,41 +4934,41 @@ impl<'a> AgentData<'a> {
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs_f32(FIREBREATH_TIME))
{
controller.push_basic_input(InputKind::Secondary);
agent.combat_state.timers[ActionStateTimers::FirebreathCooldown as usize] = 0.0;
agent.combat_state.timers[ActionStateTimers::Firebreath as usize] = 0.0;
}
// start using firebreath if close enough, in angle, and off cooldown
else if attack_data.dist_sqrd < (FIREBREATH_RANGE * FIREBREATH_RANGE_FACTOR).powi(2)
&& attack_data.angle < FIREBREATH_AIM_ANGLE
&& agent.combat_state.timers[ActionStateTimers::FirebreathCooldown as usize]
&& agent.combat_state.timers[ActionStateTimers::Firebreath as usize]
> FIREBREATH_COOLDOWN
{
controller.push_basic_input(InputKind::Secondary);
}
// on mixup timer, throw a pumpkin
else if agent.combat_state.timers[ActionStateTimers::MixupCooldown as usize]
else if agent.combat_state.timers[ActionStateTimers::Mixup as usize]
> agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize]
{
controller.push_basic_input(InputKind::Ability(0));
// reset mixup timing if pumpkin is actually being used
if matches!(self.char_state, CharacterState::BasicRanged(_)) {
agent.combat_state.timers[ActionStateTimers::MixupCooldown as usize] = 0.0;
agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize] =
agent.combat_state.timers[ActionStateTimers::Mixup as usize] = 0.0;
agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize] =
rng.gen_range(MID_MIXUP_COOLDOWN_SPAN[0]..=MID_MIXUP_COOLDOWN_SPAN[1]);
}
}
}
// long range (with line of sight)
else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2)
&& line_of_sight_with_target()
&& agent.combat_state.timers[ActionStateTimers::FarPumpkinCooldown as usize]
&& agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize]
> agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize]
&& line_of_sight_with_target()
{
// throw pumpkin
controller.push_basic_input(InputKind::Ability(0));
// reset pumpkin timing if actually being used
if matches!(self.char_state, CharacterState::BasicRanged(_)) {
agent.combat_state.timers[ActionStateTimers::FarPumpkinCooldown as usize] = 0.0;
agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
agent.combat_state.timers[ActionStateTimers::FarPumpkin as usize] = 0.0;
agent.combat_state.counters[ActionStateCounters::FarPumpkinCooldown as usize] =
rng.gen_range(FAR_PUMPKIN_COOLDOWN_SPAN[0]..=FAR_PUMPKIN_COOLDOWN_SPAN[1]);
}
}
@ -4989,6 +4989,7 @@ impl<'a> AgentData<'a> {
}
// closing angle
else if attack_data.angle > 0.0 {
// some movement is required to trigger re-orientation
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
@ -5927,15 +5928,16 @@ impl<'a> AgentData<'a> {
// === setup ===
// hard-coded attack vlues (some scaled for usage)
// hard-coded attack values (some scaled for usage)
const STRIKE_RANGE: f32 = 4.0;
const STRIKE_AIM_ANGLE: f32 = 55.0 * 0.7;
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 STRIKE_RANGE_FACTOR: f32 = 0.6; // start attack while suitably in range
const SPIN_RANGE_FACTOR: f32 = 0.6; // ^
const SPIN_COOLDOWN: f32 = 1.5;
const SPIN_RELAX_FACTOR: f32 = 0.2;
const SHOCKWAVE_COOLDOWN: f32 = 5.0;
@ -5950,11 +5952,11 @@ impl<'a> AgentData<'a> {
Mixup,
}
// re-used comparisons (makes separating timers and attacks easier)
// re-used checks (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);
< (attack_data.body_dist + SPIN_RANGE * SPIN_RANGE_FACTOR).powi(2);
let is_in_strike_range = attack_data.dist_sqrd
< (attack_data.body_dist + STRIKE_RANGE * ATTACK_RANGE_FACTOR).powi(2);
< (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2);
let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE;
// === main ===
@ -5973,7 +5975,7 @@ impl<'a> AgentData<'a> {
// relax towards zero otherwise
agent.combat_state.timers[ActionStateTimers::Spin as usize] =
(agent.combat_state.timers[ActionStateTimers::Spin as usize]
- SPIN_RELAX_FACTOR * read_data.dt.0)
- read_data.dt.0 * SPIN_RELAX_FACTOR)
.max(0.0);
}
// shockwave
@ -5993,40 +5995,40 @@ impl<'a> AgentData<'a> {
// relax towards zero otherwise
agent.combat_state.timers[ActionStateTimers::Mixup as usize] =
(agent.combat_state.timers[ActionStateTimers::Mixup as usize]
- MIXUP_RELAX_FACTOR * read_data.dt.0)
- read_data.dt.0 * MIXUP_RELAX_FACTOR)
.max(0.0);
}
// --- attacks ---
// strike range and in angle
// 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 {
// randomly mix up
let randomise: u8 = rng.gen_range(1..=3);
match randomise {
1 => controller.push_basic_input(InputKind::Ability(0)), // shockwave
2 => controller.push_basic_input(InputKind::Primary), // strike
_ => controller.push_basic_input(InputKind::Secondary), // spin
}
} else {
// use strike
}
// default to strike
else {
controller.push_basic_input(InputKind::Primary);
}
}
// 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 it's been too long since able to hit target, spin
controller.push_basic_input(InputKind::Secondary);
}
}
// shockwave range
// shockwave range and angle with cooldown
else if attack_data.dist_sqrd > SHOCKWAVE_MIN_RANGE.powi(2)
&& attack_data.dist_sqrd < SHOCKWAVE_MAX_RANGE.powi(2)
&& attack_data.angle < SHOCKWAVE_AIM_ANGLE
&& agent.combat_state.timers[ActionStateTimers::Shockwave as usize] > SHOCKWAVE_COOLDOWN
{
// Shockwave if close enough and haven't shockwaved too recently
controller.push_basic_input(InputKind::Ability(0));
}
@ -6046,7 +6048,7 @@ impl<'a> AgentData<'a> {
}
// closing angle
else if attack_data.angle > 0.0 {
// If not in angle, apply slight movement so golem orients itself correctly
// some movement is required to trigger re-orientation
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
.xy()
.try_normalized()
@ -6076,11 +6078,24 @@ impl<'a> AgentData<'a> {
// === setup ===
// hard-coded attack values
// hard-coded attack values (some scaled for usage)
const STRIKE_RANGE: f32 = 3.0;
const STRIKE_AIM_ANGLE: f32 = 50.0 * 0.7;
const SHOCKWAVE_RANGE: f32 = 12.0 * 0.6; // attack logic assumes this is less than BARRAGE_RANGE
const BARRAGE_RANGE: f32 = 25.0 * 0.8;
// behaviour parameters
const TOTEM_TIMER: f32 = 20.0;
const HEAVY_ATTACK_WAIT_TIME: f32 = 10.0;
const PATH_RANGE_FACTOR: f32 = 0.4;
const STRIKE_RANGE_FACTOR: f32 = 0.7;
const BARRAGE_AIM_ANGLE: f32 = 20.0;
const TOTEM_COOLDOWN: f32 = 20.0;
const HEAVY_ATTACK_COOLDOWN_SPAN: [f32; 2] = [8.0, 13.0];
const HEAVY_ATTACK_CHARGE_FACTOR: f32 = 3.3;
const HEAVY_ATTACK_FAST_CHARGE_FACTOR: f32 = 5.0;
// conditions
enum ActionStateConditions {
FirstTotem = 0,
}
// timers
enum ActionStateTimers {
@ -6088,74 +6103,96 @@ impl<'a> AgentData<'a> {
HeavyAttack,
}
// counters
enum ActionStateCounters {
HeavyAttackCooldown = 0,
}
// re-used checks
let is_in_strike_range = attack_data.dist_sqrd
< (attack_data.body_dist + STRIKE_RANGE * STRIKE_RANGE_FACTOR).powi(2);
let is_in_strike_angle = attack_data.angle < STRIKE_AIM_ANGLE;
// === main ===
// --- timers ---
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] += read_data.dt.0;
// 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]);
// note: if f32 rng is too expensive, could use randomised u8
// multipliers of a const f32
}
// resets
match self.char_state {
CharacterState::BasicSummon(_) => {
// reset when summoning
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] = 0.0
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::FirstTotem as usize] = true;
},
CharacterState::Shockwave(_) | CharacterState::BasicRanged(_) => {
agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize] = 0.0
// 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]);
},
_ => {},
}
if attack_data.in_min_range() {
// Else if not time to use anything fancy
if attack_data.angle < 20.0 {
// heavy attack
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] += read_data.dt.0;
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;
} else {
// If not in angle, charge heavy attack faster
agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize] +=
read_data.dt.0 * 5.0;
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] +=
read_data.dt.0 * 3.3;
read_data.dt.0 * HEAVY_ATTACK_CHARGE_FACTOR;
}
// --- attacks ---
// start out by summoning green totem
if !agent.combat_state.initialized {
// start by summoning green totem
if !agent.combat_state.conditions[ActionStateConditions::FirstTotem as usize] {
controller.push_basic_input(InputKind::Ability(2));
if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover)
{
agent.combat_state.initialized = true;
}
} else if agent.combat_state.timers[ActionStateTimers::SummonTotem as usize]
> TOTEM_TIMER
}
// on timer, summon a new totem
else if agent.combat_state.timers[ActionStateTimers::SummonTotem as usize]
> TOTEM_COOLDOWN
{
// If time to summon a totem, do it
// randomly pick a totem to summon
let input = rng.gen_range(1..=3);
let buff_kind = match input {
2 => Some(BuffKind::Regeneration),
3 => Some(BuffKind::Hastened),
_ => None,
};
// if already buffed by chosen totem, skip it
if buff_kind.map_or(false, |b| self.has_buff(read_data, b))
&& matches!(self.char_state, CharacterState::Wielding { .. })
{
// If already under effects of buff from totem that would be summoned, don't
// summon totem (doesn't work for red totems since that applies debuff to
// enemies instead)
// (doesn't work for red totems since debuff applies to enemies instead)
agent.combat_state.timers[ActionStateTimers::SummonTotem as usize] = 0.0;
} else {
}
// summon totem
else {
controller.push_basic_input(InputKind::Ability(input));
}
} else if agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize]
> HEAVY_ATTACK_WAIT_TIME
}
// on timer, use a heavy attack in range
else if agent.combat_state.counters[ActionStateTimers::HeavyAttack as usize]
> agent.combat_state.counters[ActionStateCounters::HeavyAttackCooldown as usize]
&& attack_data.dist_sqrd < BARRAGE_RANGE.powi(2)
{
// Else if time for a heavy attack
if attack_data.in_min_range() {
// If in range, shockwave
controller.push_basic_input(InputKind::Ability(0));
} else if entities_have_line_of_sight(
// has line of sight
if entities_have_line_of_sight(
self.pos,
self.body,
self.scale,
@ -6164,17 +6201,43 @@ impl<'a> AgentData<'a> {
tgt_data.scale,
read_data,
) {
// Else if in sight, barrage
controller.push_basic_input(InputKind::Secondary);
// use shockwave out of barrage angle
if attack_data.angle > BARRAGE_AIM_ANGLE {
controller.push_basic_input(InputKind::Ability(0));
}
// randomise in shockwave range
else if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) {
let randomise: u8 = rng.gen_range(1..=2);
match randomise {
1 => controller.push_basic_input(InputKind::Ability(0)), // shockwave
_ => controller.push_basic_input(InputKind::Secondary), // barrage
}
}
// use barrage if in range and angle
else {
controller.push_basic_input(InputKind::Secondary);
}
// keep pathing to target (no action required)
}
} else if attack_data.in_min_range() && attack_data.angle < 20.0 {
// Else if not time to use anything fancy, if in range and angle, strike them
// no line of sight
else {
// use shockwave in range
if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) {
controller.push_basic_input(InputKind::Ability(0));
}
}
}
// default to flamestrike when in range and angle
else if is_in_strike_range && is_in_strike_angle {
controller.push_basic_input(InputKind::Primary);
}
// --- movement ---
// close gap
if !attack_data.in_min_range() {
// closing gap
if attack_data.dist_sqrd
> (attack_data.body_dist + STRIKE_RANGE * PATH_RANGE_FACTOR).powi(2)
{
// TODO: pathing gap
self.path_toward_target(
agent,
controller,
@ -6184,6 +6247,15 @@ impl<'a> AgentData<'a> {
None,
);
}
// closing angle
else if attack_data.angle > 0.0 {
// some movement is required to trigger re-orientation
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_sword_simple_attack(