mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
2788 lines
107 KiB
Rust
2788 lines
107 KiB
Rust
use crate::{
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consts::MAX_PATH_DIST,
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data::{AgentData, AttackData, Path, ReadData, TargetData},
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util::entities_have_line_of_sight,
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};
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use common::{
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comp::{
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buff::BuffKind,
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skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
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AbilityInput, Agent, CharacterAbility, CharacterState, ControlAction, Controller,
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InputKind,
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},
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path::TraversalConfig,
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states::{self_buff, sprite_summon, utils::StageSection},
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terrain::Block,
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util::Dir,
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vol::ReadVol,
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};
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use rand::Rng;
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use std::{f32::consts::PI, time::Duration};
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use vek::*;
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impl<'a> AgentData<'a> {
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// Intended for any agent that has one attack, that attack is a melee attack,
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// and the agent is able to freely walk around
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pub fn handle_simple_melee(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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rng: &mut impl Rng,
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) {
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if attack_data.in_min_range() && attack_data.angle < 30.0 {
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controller.push_basic_input(InputKind::Primary);
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controller.inputs.move_dir = Vec2::zero();
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} else {
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self.path_toward_target(
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agent,
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controller,
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tgt_data.pos.0,
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read_data,
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Path::Full,
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None,
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);
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if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
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&& attack_data.dist_sqrd < 16.0f32.powi(2)
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&& rng.gen::<f32>() < 0.02
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{
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controller.push_basic_input(InputKind::Roll);
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}
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}
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}
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// Intended for any agent that has one attack, that attack is a melee attack,
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// the agent is able to freely walk around, and the agent is trying to attack
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// from behind its target
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pub fn handle_simple_backstab(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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// Handle attacking of agent
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if attack_data.in_min_range() && attack_data.angle < 30.0 {
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controller.push_basic_input(InputKind::Primary);
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controller.inputs.move_dir = Vec2::zero();
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}
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// Handle movement of agent
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let target_ori = agent
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.target
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.and_then(|t| read_data.orientations.get(t.target))
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.map(|ori| ori.look_vec())
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.unwrap_or_default();
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let dist = attack_data.dist_sqrd.sqrt();
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let in_front_of_target = target_ori.dot(self.pos.0 - tgt_data.pos.0) > 0.0;
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if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
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// If in front of the target, circle to try and get behind, else just make a
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// beeline for the back of the agent
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let vec_to_target = (tgt_data.pos.0 - self.pos.0).xy();
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if in_front_of_target {
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let theta = (PI / 2. - dist * 0.1).max(0.0);
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// Checks both CW and CCW rotation
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let potential_move_dirs = [
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vec_to_target
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.rotated_z(theta)
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.try_normalized()
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.unwrap_or_default(),
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vec_to_target
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.rotated_z(-theta)
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.try_normalized()
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.unwrap_or_default(),
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];
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// Finds shortest path to get behind
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if let Some(move_dir) = potential_move_dirs
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.iter()
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.find(|move_dir| target_ori.xy().dot(**move_dir) < 0.0)
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{
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controller.inputs.move_dir = *move_dir;
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}
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} else {
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// Aim for a point a given distance behind the target to prevent sideways
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// movement
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let move_target = tgt_data.pos.0.xy() - dist / 2. * target_ori.xy();
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controller.inputs.move_dir = (move_target - self.pos.0)
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.try_normalized()
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.unwrap_or_default();
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}
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} else {
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self.path_toward_target(
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agent,
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controller,
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tgt_data.pos.0,
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read_data,
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Path::Full,
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None,
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);
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}
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}
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pub fn handle_elevated_ranged(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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let line_of_sight_with_target = || {
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entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
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};
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let elevation = self.pos.0.z - tgt_data.pos.0.z;
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const PREF_DIST: f32 = 30_f32;
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if attack_data.angle_xy < 30.0
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&& (elevation > 10.0 || attack_data.dist_sqrd > PREF_DIST.powi(2))
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&& line_of_sight_with_target()
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{
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controller.push_basic_input(InputKind::Primary);
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} else if attack_data.dist_sqrd < (PREF_DIST / 2.).powi(2) {
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// Attempt to move quickly away from target if too close
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if let Some((bearing, _)) = agent.chaser.chase(
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&*read_data.terrain,
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self.pos.0,
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self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
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min_tgt_dist: 1.25,
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..self.traversal_config
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},
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) {
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let flee_dir = -bearing.xy().try_normalized().unwrap_or_else(Vec2::zero);
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let pos = self.pos.0.xy().with_z(self.pos.0.z + 1.5);
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if read_data
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.terrain
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.ray(pos, pos + flee_dir * 2.0)
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.until(|b| b.is_solid() || b.get_sprite().is_none())
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.cast()
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.0
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> 1.0
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{
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// If able to flee, flee
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controller.inputs.move_dir = flee_dir;
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if !self.char_state.is_attack() {
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controller.inputs.look_dir = -controller.inputs.look_dir;
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}
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} else {
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// Otherwise, fight to the death
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controller.push_basic_input(InputKind::Primary);
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}
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}
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} else if attack_data.dist_sqrd < PREF_DIST.powi(2) {
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// Attempt to move away from target if too close, while still attacking
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if let Some((bearing, _)) = agent.chaser.chase(
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&*read_data.terrain,
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self.pos.0,
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self.vel.0,
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tgt_data.pos.0,
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TraversalConfig {
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min_tgt_dist: 1.25,
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..self.traversal_config
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},
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) {
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if line_of_sight_with_target() {
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controller.push_basic_input(InputKind::Primary);
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}
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controller.inputs.move_dir =
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-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero);
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}
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} else {
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self.path_toward_target(
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agent,
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controller,
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tgt_data.pos.0,
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read_data,
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Path::Full,
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None,
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);
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}
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}
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pub fn handle_axe_attack(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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rng: &mut impl Rng,
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) {
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let has_leap = || self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap));
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let has_energy = |need| self.energy.current() > need;
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let use_leap = |controller: &mut Controller| {
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controller.push_basic_input(InputKind::Ability(0));
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};
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if attack_data.in_min_range() && attack_data.angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timer > 5.0 {
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controller.push_cancel_input(InputKind::Secondary);
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agent.action_state.timer = 0.0;
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} else if agent.action_state.timer > 2.5 && has_energy(10.0) {
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timer += read_data.dt.0;
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} else if has_leap() && has_energy(45.0) && rng.gen_bool(0.5) {
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controller.push_basic_input(InputKind::Ability(0));
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agent.action_state.timer += read_data.dt.0;
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} else {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timer += read_data.dt.0;
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}
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} else {
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self.path_toward_target(
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agent,
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controller,
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tgt_data.pos.0,
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read_data,
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Path::Separate,
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None,
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);
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if attack_data.dist_sqrd < 32.0f32.powi(2)
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&& has_leap()
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&& has_energy(50.0)
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&& entities_have_line_of_sight(
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self.pos,
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self.body,
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tgt_data.pos,
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tgt_data.body,
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read_data,
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)
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{
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use_leap(controller);
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}
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if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
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&& attack_data.dist_sqrd < 16.0f32.powi(2)
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&& rng.gen::<f32>() < 0.02
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{
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controller.push_basic_input(InputKind::Roll);
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}
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}
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}
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pub fn handle_hammer_attack(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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rng: &mut impl Rng,
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) {
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let has_leap = || {
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self.skill_set
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.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
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};
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let has_energy = |need| self.energy.current() > need;
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let use_leap = |controller: &mut Controller| {
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controller.push_basic_input(InputKind::Ability(0));
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};
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if attack_data.in_min_range() && attack_data.angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timer > 4.0 {
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controller.push_cancel_input(InputKind::Secondary);
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agent.action_state.timer = 0.0;
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} else if agent.action_state.timer > 3.0 {
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timer += read_data.dt.0;
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} else if has_leap() && has_energy(50.0) && rng.gen_bool(0.9) {
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use_leap(controller);
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agent.action_state.timer += read_data.dt.0;
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} else {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timer += read_data.dt.0;
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}
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} else {
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self.path_toward_target(
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agent,
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controller,
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tgt_data.pos.0,
|
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read_data,
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Path::Separate,
|
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None,
|
|
);
|
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|
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if attack_data.dist_sqrd < 32.0f32.powi(2)
|
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&& has_leap()
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&& has_energy(50.0)
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&& entities_have_line_of_sight(
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self.pos,
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self.body,
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tgt_data.pos,
|
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tgt_data.body,
|
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read_data,
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)
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{
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use_leap(controller);
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}
|
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if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
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&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
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&& rng.gen::<f32>() < 0.02
|
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{
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controller.push_basic_input(InputKind::Roll);
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}
|
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}
|
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}
|
|
|
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pub fn handle_sword_attack(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
|
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tgt_data: &TargetData,
|
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read_data: &ReadData,
|
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rng: &mut impl Rng,
|
|
) {
|
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if attack_data.in_min_range() && attack_data.angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
|
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if self
|
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.skill_set
|
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.has_skill(Skill::Sword(SwordSkill::UnlockSpin))
|
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&& agent.action_state.timer < 2.0
|
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&& self.energy.current() > 60.0
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{
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controller.push_basic_input(InputKind::Ability(0));
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agent.action_state.timer += read_data.dt.0;
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} else if agent.action_state.timer > 2.0 {
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agent.action_state.timer = 0.0;
|
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} else {
|
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controller.push_basic_input(InputKind::Primary);
|
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agent.action_state.timer += read_data.dt.0;
|
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}
|
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} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
if self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
) && entities_have_line_of_sight(
|
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self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
) {
|
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if agent.action_state.timer > 4.0 && attack_data.angle < 45.0 {
|
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controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.timer = 0.0;
|
|
} else {
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
}
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
&& rng.gen::<f32>() < 0.02
|
|
{
|
|
controller.push_basic_input(InputKind::Roll);
|
|
}
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_bow_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
const MIN_CHARGE_FRAC: f32 = 0.5;
|
|
const OPTIMAL_TARGET_VELOCITY: f32 = 5.0;
|
|
const DESIRED_ENERGY_LEVEL: f32 = 50.0;
|
|
|
|
let line_of_sight_with_target = || {
|
|
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
};
|
|
|
|
// Logic to use abilities
|
|
if let CharacterState::ChargedRanged(c) = self.char_state {
|
|
if !matches!(c.stage_section, StageSection::Recover) {
|
|
// Don't even bother with this logic if in recover
|
|
let target_speed_sqd = agent
|
|
.target
|
|
.as_ref()
|
|
.map(|t| t.target)
|
|
.and_then(|e| read_data.velocities.get(e))
|
|
.map_or(0.0, |v| v.0.magnitude_squared());
|
|
if c.charge_frac() < MIN_CHARGE_FRAC
|
|
|| (target_speed_sqd > OPTIMAL_TARGET_VELOCITY.powi(2) && c.charge_frac() < 1.0)
|
|
{
|
|
// If haven't charged to desired level, or target is moving too fast and haven't
|
|
// fully charged, keep charging
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
// Else don't send primary input to release the shot
|
|
}
|
|
} else if matches!(self.char_state, CharacterState::RepeaterRanged(c) if self.energy.current() > 5.0 && !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// If in repeater ranged, have enough energy, and aren't in recovery, try to
|
|
// keep firing
|
|
if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
|
|
&& line_of_sight_with_target()
|
|
{
|
|
// Only keep firing if not in melee range or if can see target
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
if self
|
|
.skill_set
|
|
.has_skill(Skill::Bow(BowSkill::UnlockShotgun))
|
|
&& self.energy.current() > 45.0
|
|
&& rng.gen_bool(0.5)
|
|
{
|
|
// Use shotgun if target close and have sufficient energy
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
|
|
&& !matches!(self.char_state, CharacterState::BasicRanged(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// Else roll away if can roll and have enough energy, and not using shotgun
|
|
// (other 2 attacks have interrupt handled above) unless in recover
|
|
controller.push_basic_input(InputKind::Roll);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
if attack_data.angle < 15.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) && line_of_sight_with_target() {
|
|
// If not really far, and can see target, attempt to shoot bow
|
|
if self.energy.current() < DESIRED_ENERGY_LEVEL {
|
|
// If low on energy, use primary to attempt to regen energy
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
// Else we have enough energy, use repeater
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
}
|
|
// Logic to move. Intentionally kept separate from ability logic so duplicated
|
|
// work is less necessary.
|
|
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
// Attempt to move away from target if too close
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
// Else attempt to circle target if neither too close nor too far
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
if line_of_sight_with_target() && attack_data.angle < 45.0 {
|
|
controller.inputs.move_dir = bearing
|
|
.xy()
|
|
.rotated_z(rng.gen_range(0.5..1.57))
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
} else {
|
|
// Unless cannot see target, then move towards them
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
// Sometimes try to roll
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
&& rng.gen::<f32>() < 0.01
|
|
{
|
|
controller.push_basic_input(InputKind::Roll);
|
|
}
|
|
} else {
|
|
// If too far, move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_staff_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
let extract_ability = |input: AbilityInput| {
|
|
self.active_abilities
|
|
.activate_ability(input, Some(self.inventory), self.skill_set, self.body)
|
|
.unwrap_or_default()
|
|
.0
|
|
};
|
|
let (flamethrower, shockwave) = (
|
|
extract_ability(AbilityInput::Secondary),
|
|
extract_ability(AbilityInput::Auxiliary(0)),
|
|
);
|
|
let flamethrower_range = match flamethrower {
|
|
CharacterAbility::BasicBeam { range, .. } => range,
|
|
_ => 20.0_f32,
|
|
};
|
|
let shockwave_cost = shockwave.get_energy_cost();
|
|
if self.body.map_or(false, |b| b.is_humanoid())
|
|
&& attack_data.in_min_range()
|
|
&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
|
|
&& !matches!(self.char_state, CharacterState::Shockwave(_))
|
|
{
|
|
// if a humanoid, have enough stamina, not in shockwave, and in melee range,
|
|
// emergency roll
|
|
controller.push_basic_input(InputKind::Roll);
|
|
} else if matches!(self.char_state, CharacterState::Shockwave(_)) {
|
|
agent.action_state.condition = false;
|
|
} else if agent.action_state.condition
|
|
&& matches!(self.char_state, CharacterState::Wielding(_))
|
|
{
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if !matches!(self.char_state, CharacterState::Shockwave(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// only try to use another ability unless in shockwave or recover
|
|
let target_approaching_speed = -agent
|
|
.target
|
|
.as_ref()
|
|
.map(|t| t.target)
|
|
.and_then(|e| read_data.velocities.get(e))
|
|
.map_or(0.0, |v| v.0.dot(self.ori.look_vec()));
|
|
if self
|
|
.skill_set
|
|
.has_skill(Skill::Staff(StaffSkill::UnlockShockwave))
|
|
&& target_approaching_speed > 12.0
|
|
&& self.energy.current() > shockwave_cost
|
|
{
|
|
// if enemy is closing distance quickly, use shockwave to knock back
|
|
if matches!(self.char_state, CharacterState::Wielding(_)) {
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else {
|
|
agent.action_state.condition = true;
|
|
}
|
|
} else if self.energy.current()
|
|
> shockwave_cost + CharacterAbility::default_roll().get_energy_cost()
|
|
&& attack_data.dist_sqrd < flamethrower_range.powi(2)
|
|
{
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
}
|
|
// Logic to move. Intentionally kept separate from ability logic so duplicated
|
|
// work is less necessary.
|
|
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
// Attempt to move away from target if too close
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
// Else attempt to circle target if neither too close nor too far
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
if entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
) && attack_data.angle < 45.0
|
|
{
|
|
controller.inputs.move_dir = bearing
|
|
.xy()
|
|
.rotated_z(rng.gen_range(-1.57..-0.5))
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
} else {
|
|
// Unless cannot see target, then move towards them
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
// Sometimes try to roll
|
|
if self.body.map_or(false, |b| b.is_humanoid())
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
&& !matches!(self.char_state, CharacterState::Shockwave(_))
|
|
&& rng.gen::<f32>() < 0.02
|
|
{
|
|
controller.push_basic_input(InputKind::Roll);
|
|
}
|
|
} else {
|
|
// If too far, move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_sceptre_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
const DESIRED_ENERGY_LEVEL: f32 = 50.0;
|
|
const DESIRED_COMBO_LEVEL: u32 = 8;
|
|
|
|
let line_of_sight_with_target = || {
|
|
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
};
|
|
|
|
// Logic to use abilities
|
|
if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
|
|
&& line_of_sight_with_target()
|
|
{
|
|
// If far enough away, and can see target, check which skill is appropriate to
|
|
// use
|
|
if self.energy.current() > DESIRED_ENERGY_LEVEL
|
|
&& read_data
|
|
.combos
|
|
.get(*self.entity)
|
|
.map_or(false, |c| c.counter() >= DESIRED_COMBO_LEVEL)
|
|
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
|
|
buff.iter_kind(BuffKind::Regeneration)
|
|
.peekable()
|
|
.peek()
|
|
.is_some()
|
|
})
|
|
{
|
|
// If have enough energy and combo to use healing aura, do so
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if self
|
|
.skill_set
|
|
.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
|
|
&& self.energy.current() > DESIRED_ENERGY_LEVEL
|
|
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
|
|
buff.iter_kind(BuffKind::ProtectingWard)
|
|
.peekable()
|
|
.peek()
|
|
.is_some()
|
|
})
|
|
{
|
|
// Use ward if target is far enough away, self is not buffed, and have
|
|
// sufficient energy
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else {
|
|
// If low on energy, use primary to attempt to regen energy
|
|
// Or if at desired energy level but not able/willing to ward, just attack
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
if self.body.map_or(false, |b| b.is_humanoid())
|
|
&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
|
|
&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// Else roll away if can roll and have enough energy, and not using aura or in
|
|
// recover
|
|
controller.push_basic_input(InputKind::Roll);
|
|
} else if attack_data.angle < 15.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
}
|
|
// Logic to move. Intentionally kept separate from ability logic where possible
|
|
// so duplicated work is less necessary.
|
|
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
// Attempt to move away from target if too close
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
// Else attempt to circle target if neither too close nor too far
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
if line_of_sight_with_target() && attack_data.angle < 45.0 {
|
|
controller.inputs.move_dir = bearing
|
|
.xy()
|
|
.rotated_z(rng.gen_range(0.5..1.57))
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
} else {
|
|
// Unless cannot see target, then move towards them
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
// Sometimes try to roll
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
&& !matches!(self.char_state, CharacterState::BasicAura(_))
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
&& rng.gen::<f32>() < 0.01
|
|
{
|
|
controller.push_basic_input(InputKind::Roll);
|
|
}
|
|
} else {
|
|
// If too far, move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_stone_golem_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.in_min_range() && attack_data.angle < 90.0 {
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Primary);
|
|
//controller.inputs.primary.set_state(true);
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
if self.vel.0.is_approx_zero() {
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
}
|
|
if self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
) && entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
) && attack_data.angle < 90.0
|
|
{
|
|
if agent.action_state.timer > 5.0 {
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.timer = 0.0;
|
|
} else {
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
}
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn handle_circle_charge_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
radius: u32,
|
|
circle_time: u32,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
if agent.action_state.counter >= circle_time as f32 {
|
|
// if circle charge is in progress and time hasn't expired, continue charging
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
if attack_data.in_min_range() {
|
|
if agent.action_state.counter > 0.0 {
|
|
// set timer and rotation counter to zero if in minimum range
|
|
agent.action_state.counter = 0.0;
|
|
agent.action_state.int_counter = 0;
|
|
} else {
|
|
// melee attack
|
|
controller.push_basic_input(InputKind::Primary);
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
}
|
|
} else if attack_data.dist_sqrd < (radius as f32 + attack_data.min_attack_dist).powi(2) {
|
|
// if in range to charge, circle, then charge
|
|
if agent.action_state.int_counter == 0 {
|
|
// if you haven't chosen a direction to go in, choose now
|
|
agent.action_state.int_counter = 1 + rng.gen_bool(0.5) as u8;
|
|
}
|
|
if agent.action_state.counter < circle_time as f32 {
|
|
// circle if circle timer not ready
|
|
let move_dir = match agent.action_state.int_counter {
|
|
1 =>
|
|
// circle left if counter is 1
|
|
{
|
|
(tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(0.47 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y)
|
|
},
|
|
2 =>
|
|
// circle right if counter is 2
|
|
{
|
|
(tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(-0.47 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y)
|
|
},
|
|
_ =>
|
|
// if some illegal value slipped in, get zero vector
|
|
{
|
|
Vec2::zero()
|
|
},
|
|
};
|
|
let obstacle = read_data
|
|
.terrain
|
|
.ray(
|
|
self.pos.0 + Vec3::unit_z(),
|
|
self.pos.0 + move_dir.with_z(0.0) * 2.0 + Vec3::unit_z(),
|
|
)
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_some());
|
|
if obstacle {
|
|
// if obstacle detected, stop circling
|
|
agent.action_state.counter = circle_time as f32;
|
|
}
|
|
controller.inputs.move_dir = move_dir;
|
|
// use counter as timer since timer may be modified in other parts of the code
|
|
agent.action_state.counter += read_data.dt.0;
|
|
}
|
|
// activating charge once circle timer expires is handled above
|
|
} else {
|
|
let path = if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
// if too far away from target, move towards them
|
|
Path::Separate
|
|
} else {
|
|
Path::Partial
|
|
};
|
|
self.path_toward_target(agent, controller, tgt_data.pos.0, read_data, path, None);
|
|
}
|
|
}
|
|
|
|
pub fn handle_quadlow_ranged_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.dist_sqrd < (3.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 90.0
|
|
{
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
if attack_data.angle < 15.0
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
{
|
|
if agent.action_state.timer > 5.0 {
|
|
agent.action_state.timer = 0.0;
|
|
} else if agent.action_state.timer > 2.5 {
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(1.75 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(0.25 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
} else {
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
} else {
|
|
agent.target = None;
|
|
}
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_tail_slap_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.angle < 90.0
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
if agent.action_state.timer > 4.0 {
|
|
controller.push_cancel_input(InputKind::Primary);
|
|
agent.action_state.timer = 0.0;
|
|
} else if agent.action_state.timer > 1.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y)
|
|
* 0.1;
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_quadlow_quick_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.angle < 90.0
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.dist_sqrd < (3.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.dist_sqrd > (2.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 90.0
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(-0.47 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_quadlow_basic_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.angle < 70.0
|
|
&& attack_data.dist_sqrd < (1.3 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
if agent.action_state.timer > 5.0 {
|
|
agent.action_state.timer = 0.0;
|
|
} else if agent.action_state.timer > 2.0 {
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
} else {
|
|
let path = if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
Path::Separate
|
|
} else {
|
|
Path::Partial
|
|
};
|
|
self.path_toward_target(agent, controller, tgt_data.pos.0, read_data, path, None);
|
|
}
|
|
}
|
|
|
|
pub fn handle_quadmed_jump_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.angle < 90.0
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.angle < 15.0
|
|
&& attack_data.dist_sqrd < (5.0 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
if self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
) && attack_data.angle < 15.0
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_quadmed_basic_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.angle < 90.0 && attack_data.in_min_range() {
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
if agent.action_state.timer < 2.0 {
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else if agent.action_state.timer < 3.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
agent.action_state.timer = 0.0;
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_quadlow_beam_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.angle < 90.0
|
|
&& attack_data.dist_sqrd < (2.5 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.dist_sqrd < (7.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
if agent.action_state.timer < 2.0 {
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(0.47 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else if agent.action_state.timer < 4.0 && attack_data.angle < 15.0 {
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(-0.47 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else if agent.action_state.timer < 6.0 && attack_data.angle < 15.0 {
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
agent.action_state.timer = 0.0;
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_organ_aura_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
_tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const ORGAN_AURA_DURATION: f32 = 34.75;
|
|
if attack_data.dist_sqrd < (7.0 * attack_data.min_attack_dist).powi(2) {
|
|
if agent.action_state.timer > ORGAN_AURA_DURATION {
|
|
agent.action_state.timer = 0.0;
|
|
} else if agent.action_state.timer < 1.0 {
|
|
controller
|
|
.actions
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
} else {
|
|
agent.target = None;
|
|
}
|
|
}
|
|
|
|
pub fn handle_theropod_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if attack_data.angle < 90.0 && attack_data.in_min_range() {
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_turret_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
if entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
agent.target = None;
|
|
}
|
|
}
|
|
|
|
pub fn handle_fixed_turret_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
controller.inputs.look_dir = self.ori.look_dir();
|
|
if entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
agent.target = None;
|
|
}
|
|
}
|
|
|
|
pub fn handle_rotating_turret_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
controller.inputs.look_dir = Dir::new(
|
|
Quaternion::from_xyzw(self.ori.look_dir().x, self.ori.look_dir().y, 0.0, 0.0)
|
|
.rotated_z(6.0 * read_data.dt.0 as f32)
|
|
.into_vec3()
|
|
.try_normalized()
|
|
.unwrap_or_default(),
|
|
);
|
|
if entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
agent.target = None;
|
|
}
|
|
}
|
|
|
|
pub fn handle_radial_turret_attack(&self, controller: &mut Controller) {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
|
|
pub fn handle_mindflayer_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
const MINDFLAYER_ATTACK_DIST: f32 = 16.0;
|
|
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
|
|
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
|
// Sets counter at start of combat, using `condition` to keep track of whether
|
|
// it was already initialized
|
|
if !agent.action_state.condition {
|
|
agent.action_state.counter = 1.0 - MINION_SUMMON_THRESHOLD;
|
|
agent.action_state.condition = true;
|
|
}
|
|
|
|
if agent.action_state.counter > health_fraction {
|
|
// Summon minions at particular thresholds of health
|
|
controller.push_basic_input(InputKind::Ability(2));
|
|
|
|
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.counter -= MINION_SUMMON_THRESHOLD;
|
|
}
|
|
} else if attack_data.dist_sqrd < MINDFLAYER_ATTACK_DIST.powi(2) {
|
|
if entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
) {
|
|
// If close to target, use either primary or secondary ability
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(10) && !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// If already using primary, keep using primary until 10 consecutive seconds
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if matches!(self.char_state, CharacterState::SpinMelee(c) if c.consecutive_spins < 50 && !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// If already using secondary, keep using secondary until 10 consecutive
|
|
// seconds
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if rng.gen_bool(health_fraction.into()) {
|
|
// Else if at high health, use primary
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
// Else use secondary
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
// If too far from target, throw a random number of necrotic spheres at them and
|
|
// then blink to them.
|
|
let num_fireballs = &mut agent.action_state.int_counter;
|
|
if *num_fireballs == 0 {
|
|
controller.push_action(ControlAction::StartInput {
|
|
input: InputKind::Ability(0),
|
|
target_entity: agent
|
|
.target
|
|
.as_ref()
|
|
.and_then(|t| read_data.uids.get(t.target))
|
|
.copied(),
|
|
select_pos: None,
|
|
});
|
|
if matches!(self.char_state, CharacterState::Blink(_)) {
|
|
*num_fireballs = rand::random::<u8>() % 4;
|
|
}
|
|
} else if matches!(self.char_state, CharacterState::Wielding(_)) {
|
|
*num_fireballs -= 1;
|
|
controller.push_action(ControlAction::StartInput {
|
|
input: InputKind::Ability(1),
|
|
target_entity: agent
|
|
.target
|
|
.as_ref()
|
|
.and_then(|t| read_data.uids.get(t.target))
|
|
.copied(),
|
|
select_pos: None,
|
|
});
|
|
}
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_birdlarge_fire_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
if attack_data.dist_sqrd > 30.0_f32.powi(2) {
|
|
let small_chance = rng.gen_bool(0.05);
|
|
|
|
if small_chance
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
// Fireball
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
// If some target
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
// Walk to target
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
// If less than 20 blocks higher than target
|
|
if (self.pos.0.z - tgt_data.pos.0.z) < 20.0 {
|
|
// Fly upward
|
|
controller.push_basic_input(InputKind::Fly);
|
|
controller.inputs.move_z = 1.0;
|
|
} else {
|
|
// Jump
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
}
|
|
// If higher than 2 blocks
|
|
else if !read_data
|
|
.terrain
|
|
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_some())
|
|
{
|
|
// Do not increment the timer during this movement
|
|
// The next stage shouldn't trigger until the entity
|
|
// is on the ground
|
|
// Fly to target
|
|
controller.push_basic_input(InputKind::Fly);
|
|
let move_dir = tgt_data.pos.0 - self.pos.0;
|
|
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 further than 4 blocks and random chance
|
|
if rng.gen_bool(0.05)
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
// Fireball
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
}
|
|
// If further than 4 blocks and random chance
|
|
else if rng.gen_bool(0.05)
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
// Fireball
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
// If random chance and less than 20 blocks higher than target and further than 4
|
|
// blocks
|
|
else if rng.gen_bool(0.5)
|
|
&& (self.pos.0.z - tgt_data.pos.0.z) < 15.0
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.push_basic_input(InputKind::Fly);
|
|
controller.inputs.move_z = 1.0;
|
|
}
|
|
// If further than 2.5 blocks and random chance
|
|
else if attack_data.dist_sqrd > (2.5 * attack_data.min_attack_dist).powi(2) {
|
|
// Walk to target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
}
|
|
// If energy higher than 600 and random chance
|
|
else if self.energy.current() > 60.0 && rng.gen_bool(0.4) {
|
|
// Shockwave
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if attack_data.angle < 90.0 {
|
|
// Triple strike
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else {
|
|
// Target is behind us. Turn around and chase target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_birdlarge_breathe_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
// Set fly to false
|
|
controller.push_cancel_input(InputKind::Fly);
|
|
if attack_data.dist_sqrd > 30.0_f32.powi(2) {
|
|
if rng.gen_bool(0.05)
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
if (self.pos.0.z - tgt_data.pos.0.z) < 20.0 {
|
|
controller.push_basic_input(InputKind::Fly);
|
|
controller.inputs.move_z = 1.0;
|
|
} else {
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
} else if !read_data
|
|
.terrain
|
|
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_some())
|
|
{
|
|
// Do not increment the timer during this movement
|
|
// The next stage shouldn't trigger until the entity
|
|
// is on the ground
|
|
controller.push_basic_input(InputKind::Fly);
|
|
let move_dir = tgt_data.pos.0 - self.pos.0;
|
|
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 rng.gen_bool(0.05)
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
} else if rng.gen_bool(0.05)
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if rng.gen_bool(0.5)
|
|
&& (self.pos.0.z - tgt_data.pos.0.z) < 15.0
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.push_basic_input(InputKind::Fly);
|
|
controller.inputs.move_z = 1.0;
|
|
} else if attack_data.dist_sqrd > (3.0 * attack_data.min_attack_dist).powi(2) {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
} else if self.energy.current() > 60.0
|
|
&& agent.action_state.timer < 3.0
|
|
&& attack_data.angle < 15.0
|
|
{
|
|
// Fire breath attack
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
// Move towards the target slowly
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
Some(0.5),
|
|
);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else if agent.action_state.timer < 6.0
|
|
&& attack_data.angle < 90.0
|
|
&& attack_data.in_min_range()
|
|
{
|
|
// Triple strike
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
// Reset timer
|
|
agent.action_state.timer = 0.0;
|
|
// Target is behind us or the timer needs to be reset. Chase target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_birdlarge_basic_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const BIRD_ATTACK_RANGE: f32 = 4.0;
|
|
const BIRD_CHARGE_DISTANCE: f32 = 15.0;
|
|
let bird_attack_distance = self.body.map_or(0.0, |b| b.max_radius()) + BIRD_ATTACK_RANGE;
|
|
// Increase action timer
|
|
agent.action_state.timer += read_data.dt.0;
|
|
// If higher than 2 blocks
|
|
if !read_data
|
|
.terrain
|
|
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_some())
|
|
{
|
|
// Fly to target and land
|
|
controller.push_basic_input(InputKind::Fly);
|
|
let move_dir = tgt_data.pos.0 - self.pos.0;
|
|
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;
|
|
} else if agent.action_state.timer > 8.0 {
|
|
// If action timer higher than 8, make bird summon tornadoes
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// Reset timer
|
|
agent.action_state.timer = 0.0;
|
|
}
|
|
} else if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// If already in dash, keep dashing if not in recover
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if matches!(self.char_state, CharacterState::ComboMelee(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// If already in combo keep comboing if not in recover
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.dist_sqrd > BIRD_CHARGE_DISTANCE.powi(2) {
|
|
// Charges at target if they are far enough away
|
|
if attack_data.angle < 60.0 {
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
}
|
|
} else if attack_data.dist_sqrd < bird_attack_distance.powi(2) {
|
|
// Combo melee target
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.condition = true;
|
|
}
|
|
// Make bird move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
}
|
|
|
|
pub fn handle_arthropod_ranged_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
agent.action_state.timer += read_data.dt.0;
|
|
if agent.action_state.timer > 6.0
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
// Reset timer
|
|
if matches!(self.char_state,
|
|
CharacterState::SpriteSummon(sprite_summon::Data { stage_section, .. })
|
|
| CharacterState::SelfBuff(self_buff::Data { stage_section, .. })
|
|
if matches!(stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.timer = 0.0;
|
|
}
|
|
} else if attack_data.dist_sqrd < (2.5 * attack_data.min_attack_dist).powi(2)
|
|
&& attack_data.angle < 90.0
|
|
{
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
if attack_data.angle < 15.0
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
{
|
|
if agent.action_state.timer > 5.0 {
|
|
agent.action_state.timer = 0.0;
|
|
} else if agent.action_state.timer > 2.5 {
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(1.75 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.rotated_z(0.25 * PI)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
} else {
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
} else {
|
|
agent.target = None;
|
|
}
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_arthropod_ambush_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
agent.action_state.timer += read_data.dt.0;
|
|
if agent.action_state.timer > 12.0
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
// Reset timer
|
|
if matches!(self.char_state,
|
|
CharacterState::SpriteSummon(sprite_summon::Data { stage_section, .. })
|
|
| CharacterState::SelfBuff(self_buff::Data { stage_section, .. })
|
|
if matches!(stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.timer = 0.0;
|
|
}
|
|
} else if attack_data.angle < 90.0
|
|
&& attack_data.dist_sqrd < attack_data.min_attack_dist.powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if rng.gen_bool(0.01)
|
|
&& attack_data.angle < 60.0
|
|
&& attack_data.dist_sqrd > (2.0 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_arthropod_melee_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
agent.action_state.timer += read_data.dt.0;
|
|
if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// If already charging, keep charging if not in recover
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.dist_sqrd > (2.5 * attack_data.min_attack_dist).powi(2) {
|
|
// Charges at target if they are far enough away
|
|
if attack_data.angle < 60.0 {
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
} else if attack_data.angle < 90.0
|
|
&& attack_data.dist_sqrd < attack_data.min_attack_dist.powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_minotaur_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const MINOTAUR_FRENZY_THRESHOLD: f32 = 0.5;
|
|
const MINOTAUR_ATTACK_RANGE: f32 = 5.0;
|
|
const MINOTAUR_CHARGE_DISTANCE: f32 = 15.0;
|
|
let minotaur_attack_distance =
|
|
self.body.map_or(0.0, |b| b.max_radius()) + MINOTAUR_ATTACK_RANGE;
|
|
let health_fraction = self.health.map_or(1.0, |h| h.fraction());
|
|
// Sets action counter at start of combat
|
|
if agent.action_state.counter < MINOTAUR_FRENZY_THRESHOLD
|
|
&& health_fraction > MINOTAUR_FRENZY_THRESHOLD
|
|
{
|
|
agent.action_state.counter = MINOTAUR_FRENZY_THRESHOLD;
|
|
}
|
|
if health_fraction < agent.action_state.counter {
|
|
// Makes minotaur buff itself with frenzy
|
|
controller.push_basic_input(InputKind::Ability(1));
|
|
if matches!(self.char_state, CharacterState::SelfBuff(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.counter = 0.0;
|
|
}
|
|
} else if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// If already charging, keep charging if not in recover
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if matches!(self.char_state, CharacterState::ChargedMelee(c) if matches!(c.stage_section, StageSection::Charge) && c.timer < c.static_data.charge_duration)
|
|
{
|
|
// If already charging a melee attack, keep charging it if charging
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.dist_sqrd > MINOTAUR_CHARGE_DISTANCE.powi(2) {
|
|
// Charges at target if they are far enough away
|
|
if attack_data.angle < 60.0 {
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
}
|
|
} else if attack_data.dist_sqrd < minotaur_attack_distance.powi(2) {
|
|
if agent.action_state.condition && !self.char_state.is_attack() {
|
|
// Cripple target if not just used cripple
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.condition = false;
|
|
} else if !self.char_state.is_attack() {
|
|
// Cleave target if not just used cleave
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.condition = true;
|
|
}
|
|
}
|
|
// Make minotaur move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
}
|
|
|
|
pub fn handle_clay_golem_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const GOLEM_MELEE_RANGE: f32 = 4.0;
|
|
const GOLEM_LASER_RANGE: f32 = 30.0;
|
|
const GOLEM_LONG_RANGE: f32 = 50.0;
|
|
const GOLEM_TARGET_SPEED: f32 = 8.0;
|
|
let golem_melee_range = self.body.map_or(0.0, |b| b.max_radius()) + GOLEM_MELEE_RANGE;
|
|
// Fraction of health, used for activation of shockwave
|
|
// If golem don't have health for some reason, assume it's full
|
|
let health_fraction = self.health.map_or(1.0, |h| h.fraction());
|
|
// Magnitude squared of cross product of target velocity with golem orientation
|
|
let target_speed_cross_sqd = agent
|
|
.target
|
|
.as_ref()
|
|
.map(|t| t.target)
|
|
.and_then(|e| read_data.velocities.get(e))
|
|
.map_or(0.0, |v| v.0.cross(self.ori.look_vec()).magnitude_squared());
|
|
let line_of_sight_with_target = || {
|
|
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
};
|
|
|
|
if attack_data.dist_sqrd < golem_melee_range.powi(2) {
|
|
if agent.action_state.counter < 7.5 {
|
|
// If target is close, whack them
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.counter += read_data.dt.0;
|
|
} else {
|
|
// If whacked for too long, nuke them
|
|
controller.push_basic_input(InputKind::Ability(1));
|
|
if matches!(self.char_state, CharacterState::BasicRanged(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.counter = 0.0;
|
|
}
|
|
}
|
|
} else if attack_data.dist_sqrd < GOLEM_LASER_RANGE.powi(2) {
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
|
|
|| target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2)
|
|
&& line_of_sight_with_target()
|
|
&& attack_data.angle < 45.0
|
|
{
|
|
// If target in range threshold and haven't been lasering for more than 5
|
|
// seconds already or if target is moving slow-ish, laser them
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if health_fraction < 0.7 {
|
|
// Else target moving too fast for laser, shockwave time.
|
|
// But only if damaged enough
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
}
|
|
} else if attack_data.dist_sqrd < GOLEM_LONG_RANGE.powi(2) {
|
|
if target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2) && line_of_sight_with_target() {
|
|
// If target is far-ish and moving slow-ish, rocket them
|
|
controller.push_basic_input(InputKind::Ability(1));
|
|
} else if health_fraction < 0.7 {
|
|
// Else target moving too fast for laser, shockwave time.
|
|
// But only if damaged enough
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
}
|
|
}
|
|
// Make clay golem move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Separate,
|
|
None,
|
|
);
|
|
}
|
|
|
|
pub fn handle_tidal_warrior_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const SCUTTLE_RANGE: f32 = 40.0;
|
|
const BUBBLE_RANGE: f32 = 20.0;
|
|
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
|
|
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
|
let line_of_sight_with_target = || {
|
|
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
};
|
|
|
|
// Sets counter at start of combat, using `condition` to keep track of whether
|
|
// it was already initialized
|
|
if !agent.action_state.condition {
|
|
agent.action_state.counter = 1.0 - MINION_SUMMON_THRESHOLD;
|
|
agent.action_state.condition = true;
|
|
}
|
|
|
|
if agent.action_state.counter > health_fraction {
|
|
// Summon minions at particular thresholds of health
|
|
controller.push_basic_input(InputKind::Ability(1));
|
|
|
|
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.counter -= MINION_SUMMON_THRESHOLD;
|
|
}
|
|
} else if attack_data.dist_sqrd < SCUTTLE_RANGE.powi(2) {
|
|
if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// Keep scuttling if already in dash melee and not in recover
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.dist_sqrd < BUBBLE_RANGE.powi(2) {
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if !matches!(c.stage_section, StageSection::Recover) && c.timer < Duration::from_secs(10))
|
|
{
|
|
// Keep shooting bubbles at them if already in basic beam and not in recover and
|
|
// have not been bubbling too long
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
|
|
// Pincer them if they're in range and angle
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.angle < 30.0 && line_of_sight_with_target() {
|
|
// Start bubbling them if not close enough to do something else and in angle and
|
|
// can see target
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
}
|
|
} else if attack_data.angle < 90.0 && line_of_sight_with_target() {
|
|
// Start scuttling if not close enough to do something else and in angle and can
|
|
// see target
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
}
|
|
// Always attempt to path towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
|
|
pub fn handle_yeti_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const ICE_SPIKES_RANGE: f32 = 15.0;
|
|
const ICE_BREATH_RANGE: f32 = 10.0;
|
|
const ICE_BREATH_TIMER: f32 = 10.0;
|
|
const SNOWBALL_MAX_RANGE: f32 = 50.0;
|
|
|
|
agent.action_state.counter += read_data.dt.0;
|
|
|
|
if attack_data.dist_sqrd < ICE_BREATH_RANGE.powi(2) {
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(2))
|
|
{
|
|
// Keep using ice breath for 2 second
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else if agent.action_state.counter > ICE_BREATH_TIMER {
|
|
// Use ice breath if timer has gone for long enough
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
|
|
if matches!(self.char_state, CharacterState::BasicBeam(_)) {
|
|
// Resets action counter when using beam
|
|
agent.action_state.counter = 0.0;
|
|
}
|
|
} else if attack_data.in_min_range() {
|
|
// Basic attack if on top of them
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
// Use ice spikes if too far for other abilities
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
} else if attack_data.dist_sqrd < ICE_SPIKES_RANGE.powi(2) && attack_data.angle < 60.0 {
|
|
// Use ice spikes if in range
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.dist_sqrd < SNOWBALL_MAX_RANGE.powi(2) && attack_data.angle < 60.0 {
|
|
// Otherwise, chuck all the snowballs
|
|
controller.push_basic_input(InputKind::Ability(1));
|
|
}
|
|
|
|
// Always attempt to path towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
|
|
pub fn handle_harvester_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const VINE_CREATION_THRESHOLD: f32 = 0.50;
|
|
const FIRE_BREATH_RANGE: f32 = 20.0;
|
|
const MAX_PUMPKIN_RANGE: f32 = 50.0;
|
|
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
|
let line_of_sight_with_target = || {
|
|
entities_have_line_of_sight(self.pos, self.body, tgt_data.pos, tgt_data.body, read_data)
|
|
};
|
|
|
|
if health_fraction < VINE_CREATION_THRESHOLD && !agent.action_state.condition {
|
|
// Summon vines when reach threshold of health
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
|
|
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.condition = true;
|
|
}
|
|
} else if attack_data.dist_sqrd < FIRE_BREATH_RANGE.powi(2) {
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
|
|
&& line_of_sight_with_target()
|
|
{
|
|
// Keep breathing fire if close enough, can see target, and have not been
|
|
// breathing for more than 5 seconds
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
|
|
// Scythe them if they're in range and angle
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.angle < 30.0 && line_of_sight_with_target() {
|
|
// Start breathing fire at them if close enough, in angle, and can see target
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2) && line_of_sight_with_target() {
|
|
// Throw a pumpkin at them if close enough and can see them
|
|
controller.push_basic_input(InputKind::Ability(1));
|
|
}
|
|
// Always attempt to path towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
|
|
pub fn handle_cardinal_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
const DESIRED_ENERGY_LEVEL: f32 = 50.0;
|
|
const DESIRED_COMBO_LEVEL: u32 = 8;
|
|
const MINION_SUMMON_THRESHOLD: f32 = 0.10;
|
|
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
|
// Sets counter at start of combat, using `condition` to keep track of whether
|
|
// it was already intitialized
|
|
if !agent.action_state.condition {
|
|
agent.action_state.counter = 1.0 - MINION_SUMMON_THRESHOLD;
|
|
agent.action_state.condition = true;
|
|
}
|
|
|
|
if agent.action_state.counter > health_fraction {
|
|
// Summon minions at particular thresholds of health
|
|
controller.push_basic_input(InputKind::Ability(1));
|
|
|
|
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
agent.action_state.counter -= MINION_SUMMON_THRESHOLD;
|
|
}
|
|
}
|
|
// Logic to use abilities
|
|
else if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
{
|
|
// If far enough away, and can see target, check which skill is appropriate to
|
|
// use
|
|
if self.energy.current() > DESIRED_ENERGY_LEVEL
|
|
&& read_data
|
|
.combos
|
|
.get(*self.entity)
|
|
.map_or(false, |c| c.counter() >= DESIRED_COMBO_LEVEL)
|
|
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
|
|
buff.iter_kind(BuffKind::Regeneration)
|
|
.peekable()
|
|
.peek()
|
|
.is_some()
|
|
})
|
|
{
|
|
// If have enough energy and combo to use healing aura, do so
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if self
|
|
.skill_set
|
|
.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
|
|
&& self.energy.current() > DESIRED_ENERGY_LEVEL
|
|
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
|
|
buff.iter_kind(BuffKind::ProtectingWard)
|
|
.peekable()
|
|
.peek()
|
|
.is_some()
|
|
})
|
|
{
|
|
// Use ward if target is far enough away, self is not buffed, and have
|
|
// sufficient energy
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
} else {
|
|
// If low on energy, use primary to attempt to regen energy
|
|
// Or if at desired energy level but not able/willing to ward, just attack
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
if self.body.map_or(false, |b| b.is_humanoid())
|
|
&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
|
|
&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
{
|
|
// Else roll away if can roll and have enough energy, and not using aura or in
|
|
// recover
|
|
controller.push_basic_input(InputKind::Roll);
|
|
} else if attack_data.angle < 15.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
}
|
|
// Logic to move. Intentionally kept separate from ability logic where possible
|
|
// so duplicated work is less necessary.
|
|
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
// Attempt to move away from target if too close
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
-bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
}
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
// Else attempt to circle target if neither too close nor too far
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_data.pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
if entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
) && attack_data.angle < 45.0
|
|
{
|
|
controller.inputs.move_dir = bearing
|
|
.xy()
|
|
.rotated_z(rng.gen_range(0.5..1.57))
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* speed;
|
|
} else {
|
|
// Unless cannot see target, then move towards them
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
// Sometimes try to roll
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
&& !matches!(self.char_state, CharacterState::BasicAura(_))
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
&& rng.gen::<f32>() < 0.01
|
|
{
|
|
controller.push_basic_input(InputKind::Roll);
|
|
}
|
|
} else {
|
|
// If too far, move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_dagon_attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
// if close to target, shoot dagon bombs and lay out sea urchins
|
|
if attack_data.angle < 70.0
|
|
&& attack_data.dist_sqrd < (1.3 * attack_data.min_attack_dist).powi(2)
|
|
{
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
if agent.action_state.timer > 1.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
}
|
|
} else if attack_data.angle < 30.0
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
{
|
|
// if in range, angle and sight, shoot dagon bombs at target
|
|
controller.push_basic_input(InputKind::Primary);
|
|
}
|
|
// chase
|
|
let path = if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
Path::Separate
|
|
} else {
|
|
Path::Partial
|
|
};
|
|
self.path_toward_target(agent, controller, tgt_data.pos.0, read_data, path, None);
|
|
}
|
|
|
|
pub fn handle_deadwood(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const BEAM_RANGE: f32 = 20.0;
|
|
const BEAM_TIME: Duration = Duration::from_secs(3);
|
|
// action_state.condition controls whether or not deadwood should beam or dash
|
|
if matches!(self.char_state, CharacterState::DashMelee(s) if s.stage_section != StageSection::Recover)
|
|
{
|
|
// If already dashing, keep dashing and have move_dir set to forward
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
controller.inputs.move_dir = self.ori.look_vec().xy();
|
|
} else if attack_data.in_min_range() && attack_data.angle_xy < 10.0 {
|
|
// If near target, dash at them and through them to get away
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if matches!(self.char_state, CharacterState::BasicBeam(s) if s.stage_section != StageSection::Recover && s.timer < BEAM_TIME)
|
|
{
|
|
// If already beaming, keep beaming if not beaming for over 5 seconds
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.dist_sqrd < BEAM_RANGE.powi(2) {
|
|
// Else if in beam range, beam them
|
|
if attack_data.angle_xy < 5.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
// If not in angle, apply slight movement so deadwood orients itself correctly
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* 0.01;
|
|
}
|
|
} else {
|
|
// Otherwise too far, move towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_mandragora(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const SCREAM_RANGE: f32 = 10.0;
|
|
|
|
if !agent.action_state.initialized {
|
|
agent.action_state.counter = self.health.map_or(0.0, |h| h.maximum());
|
|
agent.action_state.initialized = true;
|
|
}
|
|
|
|
if !agent.action_state.condition {
|
|
// If mandragora is still "sleeping" and hasn't screamed yet, do nothing until
|
|
// target in range or until it's taken damage
|
|
if self
|
|
.health
|
|
.map_or(false, |h| h.current() < agent.action_state.counter)
|
|
|| attack_data.dist_sqrd < SCREAM_RANGE.powi(2)
|
|
{
|
|
agent.action_state.condition = true;
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
} else {
|
|
// Once mandragora has woken, move towards target and attack
|
|
if attack_data.in_min_range() {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2)
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
)
|
|
{
|
|
// If in pathing range and can see target, move towards them
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
} else {
|
|
// Otherwise, go back to sleep
|
|
agent.action_state.condition = false;
|
|
agent.action_state.counter = self.health.map_or(0.0, |h| h.maximum());
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn handle_wood_golem(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
) {
|
|
const SHOCKWAVE_RANGE: f32 = 25.0;
|
|
const SHOCKWAVE_WAIT_TIME: f32 = 7.5;
|
|
const SPIN_WAIT_TIME: f32 = 3.0;
|
|
|
|
// After spinning, reset timer
|
|
if matches!(self.char_state, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Recover)
|
|
{
|
|
agent.action_state.timer = 0.0;
|
|
}
|
|
|
|
if attack_data.in_min_range() {
|
|
// If in minimum range
|
|
if agent.action_state.timer > SPIN_WAIT_TIME {
|
|
// If it's been too long since able to hit target, spin
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
} else if attack_data.angle < 30.0 {
|
|
// Else if in angle to strike, strike
|
|
controller.push_basic_input(InputKind::Primary);
|
|
} else {
|
|
// Else increment spin timer
|
|
agent.action_state.timer += read_data.dt.0;
|
|
// If not in angle, apply slight movement so golem orients itself correctly
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
.xy()
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* 0.01;
|
|
}
|
|
} else {
|
|
// Else if too far for melee
|
|
if attack_data.dist_sqrd < SHOCKWAVE_RANGE.powi(2) && attack_data.angle < 45.0 {
|
|
// Shockwave if close enough and haven't shockwaved too recently
|
|
if agent.action_state.counter > SHOCKWAVE_WAIT_TIME {
|
|
controller.push_basic_input(InputKind::Ability(0));
|
|
}
|
|
if matches!(self.char_state, CharacterState::Shockwave(_)) {
|
|
agent.action_state.counter = 0.0;
|
|
} else {
|
|
agent.action_state.counter += read_data.dt.0;
|
|
}
|
|
}
|
|
// And always try to path towards target
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Partial,
|
|
None,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn handle_gnarling_chieftain(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
attack_data: &AttackData,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
const TOTEM_TIMER: f32 = 10.0;
|
|
const HEAVY_ATTACK_WAIT_TIME: f32 = 15.0;
|
|
|
|
// Handle timers
|
|
agent.action_state.timer += read_data.dt.0;
|
|
match self.char_state {
|
|
CharacterState::BasicSummon(_) => agent.action_state.timer = 0.0,
|
|
CharacterState::Shockwave(_) | CharacterState::BasicRanged(_) => {
|
|
agent.action_state.counter = 0.0
|
|
},
|
|
_ => {},
|
|
}
|
|
|
|
if !agent.action_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)
|
|
{
|
|
agent.action_state.initialized = true;
|
|
}
|
|
} else if agent.action_state.timer > TOTEM_TIMER {
|
|
// If time to summon a totem, do it
|
|
let input = rng.gen_range(1..=3);
|
|
let buff_kind = match input {
|
|
2 => Some(BuffKind::Regeneration),
|
|
3 => Some(BuffKind::Hastened),
|
|
_ => None,
|
|
};
|
|
if buff_kind.map_or(true, |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)
|
|
agent.action_state.timer = 0.0;
|
|
} else {
|
|
controller.push_basic_input(InputKind::Ability(input));
|
|
}
|
|
} else if agent.action_state.counter > HEAVY_ATTACK_WAIT_TIME {
|
|
// 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(
|
|
self.pos,
|
|
self.body,
|
|
tgt_data.pos,
|
|
tgt_data.body,
|
|
read_data,
|
|
) {
|
|
// Else if in sight, barrage
|
|
controller.push_basic_input(InputKind::Secondary);
|
|
}
|
|
} else if attack_data.in_min_range() {
|
|
// Else if not time to use anything fancy, if in range and angle, strike them
|
|
if attack_data.angle < 20.0 {
|
|
controller.push_basic_input(InputKind::Primary);
|
|
agent.action_state.counter += read_data.dt.0;
|
|
} else {
|
|
// If not in angle, charge heavy attack faster
|
|
agent.action_state.counter += read_data.dt.0 * 5.0;
|
|
}
|
|
} else {
|
|
// If not in range, charge heavy attack faster
|
|
agent.action_state.counter += read_data.dt.0 * 3.3;
|
|
}
|
|
|
|
self.path_toward_target(
|
|
agent,
|
|
controller,
|
|
tgt_data.pos.0,
|
|
read_data,
|
|
Path::Full,
|
|
None,
|
|
);
|
|
}
|
|
}
|