feat: make PKer bots actually land their spec combos #220
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Delete branch "feat/pker-spec-combos"
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PKers switched weapons at the right moments but almost never followed
through with the special attack, and when they did it was into a
full-HP target. Root causes and fixes:
in the decision type but nothing produced them, so a gmaul rusher
froze, switched, and then just auto-attacked. Rushers now go
:combo_ready once switched onto the frozen adjacent target, and
instant specs (granite maul) stack a double toggle when energy
covers both.
bar-only stub that burned 55 energy for nothing. Snap-Shot is now a
full spec (two arrows, 1.43x accuracy, anim 1074, gfx/projectile
249, per the reference handler) and hybrids fire it from the ranged
stance inside the spec window.
gate. New spec window: cheap dds-class specs open at 70% target HP
(or on a full energy bar - full-bar energy is wasted pressure),
expensive finishers hold for 50%. Energy costs now come from the
SpecialAttack table instead of hand-copied config values that had
drifted (gmaul 60 vs 50).
the decision, re-arms into the dds double-spec while the window
holds, restores the KO weapon (not the primary) when the target is
still in KO range, never auto-restores for rushers/hybrids, and
aborts when HP goes critical so eating outranks the spec chase.
Fight-timeout now restores the primary like disengage does.
still-armed spec from a previous chase was flipped back OFF - the
second rush never specced. Arming is now conditional and re-fires
each fight tick while energy lasts.
(hybrid msb in range_gear, melee kits whose KO weapon has a spec)
now infer it at init; the supply list dedupes by id so a spec
weapon that doubles as the KO weapon is no longer bought twice.
longer starts a spec sequence into empty air.
Live-verified with a two-bot probe: dds consumes 25 and doubles,
gmaul double-toggle burns 100 in one tick, Snap-Shot consumes 55 and
lands two arrows, and two goal-driven PKers engage, swap scim->dds
mid-fight, and spend their bars on their own.
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