swapped RandomInit to combat_state.initialized

This commit is contained in:
horblegorble 2024-06-23 02:42:23 +10:00
parent dc155ccc1c
commit f47c509c04

View File

@ -4792,7 +4792,6 @@ impl<'a> AgentData<'a> {
enum ActionStateConditions {
FirstVines = 0,
SecondVines,
RandomInit,
}
// timers
@ -4826,8 +4825,8 @@ impl<'a> AgentData<'a> {
// --- timers ---
// initialise randomised cooldowns
if !agent.combat_state.conditions[ActionStateConditions::RandomInit as usize] {
agent.combat_state.conditions[ActionStateConditions::RandomInit as usize] = true;
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] =
@ -6121,8 +6120,9 @@ impl<'a> AgentData<'a> {
// --- attacks ---
// start out by summoning green totem
if !agent.combat_state.initialized {
// If not initialized yet, start out by summoning green totem
controller.push_basic_input(InputKind::Ability(2));
if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover)
{