Autowalker now will grab healing when they need it and can grab it.
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29ab9721af
commit
ed33a36bca
3 changed files with 16 additions and 4 deletions
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@ -65,6 +65,18 @@
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"no_more_items": true
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}
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},
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{
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"name": "find_healing",
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"cost": 5,
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"needs": {
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"have_healing": false,
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"in_combat": false,
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"health_good": false
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},
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"effects": {
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"health_good": true
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}
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},
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{
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"name": "use_healing",
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"cost": 0,
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@ -22,7 +22,7 @@
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{"_type": "Collision", "has": true},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": false},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Animation", "easing": 1, "ease_rate": 0.2, "scale": 0.1, "simple": true, "frames": 10, "speed": 0.3, "stationary": false},
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{"_type": "Sprite", "name": "gold_savior", "width": 256, "height": 256, "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "Sword_Hit_2", "death": "Humanoid_Death_1"}
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@ -70,7 +70,7 @@
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{"_type": "Collision", "has": true},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": false},
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{"_type": "Personality", "hearing_distance": 5, "tough": true},
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{"_type": "Animation", "easing": 3, "ease_rate": 0.5, "scale": 0.1, "simple": true, "frames": 1, "speed": 1.0, "stationary": false},
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{"_type": "Sprite", "name": "rat_with_sword", "width": 256, "height": 256, "scale": 1.0},
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{"_type": "Sound", "attack": "Small_Rat", "death": "Creature_Death_1"}
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@ -209,8 +209,8 @@ void Autowalker::handle_player_walk(ai::State& start, ai::State& goal) {
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} else if(action.name == "use_healing") {
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status(L"USING HEALING");
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player_use_healing();
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} else if(action.name == "collect_items") {
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status(L"COLLECTING ITEMS");
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} else if(action.name == "collect_items" || action.name == "find_healing") {
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status(action.name == "collection_items" ? L"COLLECTING ITEMS" : L"FIND HEALING");
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auto paths = path_to_items();
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