2022-02-13 01:52:01 +00:00
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use crate::sys::agent::{AgentData, ReadData};
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2022-01-18 03:02:43 +00:00
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use common::{
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2022-02-27 13:30:31 +00:00
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comp::{agent::Psyche, buff::BuffKind, Alignment, Pos},
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2022-01-18 03:02:43 +00:00
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consts::GRAVITY,
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terrain::{Block, TerrainGrid},
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util::Dir,
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vol::ReadVol,
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};
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use specs::{
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saveload::{Marker, MarkerAllocator},
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Entity as EcsEntity,
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};
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use vek::*;
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pub fn can_see_tgt(terrain: &TerrainGrid, pos: &Pos, tgt_pos: &Pos, dist_sqrd: f32) -> bool {
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terrain
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.ray(pos.0 + Vec3::unit_z(), tgt_pos.0 + Vec3::unit_z())
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.until(Block::is_opaque)
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.cast()
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.0
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.powi(2)
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>= dist_sqrd
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}
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pub fn is_dead_or_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
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is_dead(entity, read_data) || is_invulnerable(entity, read_data)
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}
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pub fn is_dead(entity: EcsEntity, read_data: &ReadData) -> bool {
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let health = read_data.healths.get(entity);
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health.map_or(false, |a| a.is_dead)
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}
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// FIXME: The logic that is used in this function and throughout the code
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// shouldn't be used to mean that a character is in a safezone.
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pub fn is_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
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let buffs = read_data.buffs.get(entity);
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buffs.map_or(false, |b| b.kinds.contains_key(&BuffKind::Invulnerability))
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}
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/// Attempts to get alignment of owner if entity has Owned alignment
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pub fn try_owner_alignment<'a>(
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alignment: Option<&'a Alignment>,
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read_data: &'a ReadData,
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) -> Option<&'a Alignment> {
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if let Some(Alignment::Owned(owner_uid)) = alignment {
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if let Some(owner) = get_entity_by_id(owner_uid.id(), read_data) {
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return read_data.alignments.get(owner);
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}
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}
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alignment
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}
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/// Projectile motion: Returns the direction to aim for the projectile to reach
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/// target position. Does not take any forces but gravity into account.
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pub fn aim_projectile(speed: f32, pos: Vec3<f32>, tgt: Vec3<f32>) -> Option<Dir> {
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let mut to_tgt = tgt - pos;
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let dist_sqrd = to_tgt.xy().magnitude_squared();
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let u_sqrd = speed.powi(2);
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to_tgt.z = (u_sqrd
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- (u_sqrd.powi(2) - GRAVITY * (GRAVITY * dist_sqrd + 2.0 * to_tgt.z * u_sqrd))
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.sqrt()
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.max(0.0))
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/ GRAVITY;
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Dir::from_unnormalized(to_tgt)
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}
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pub fn get_entity_by_id(id: u64, read_data: &ReadData) -> Option<EcsEntity> {
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read_data.uid_allocator.retrieve_entity_internal(id)
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}
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2022-02-13 01:52:01 +00:00
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impl<'a> AgentData<'a> {
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pub fn has_buff(&self, read_data: &ReadData, buff: BuffKind) -> bool {
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read_data
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.buffs
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.get(*self.entity)
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.map_or(false, |b| b.kinds.contains_key(&buff))
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}
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}
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2022-02-27 13:30:31 +00:00
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/// Calculates whether the agent should continue chase or let the target escape.
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///
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/// Will return true when score of letting target escape is higher then the
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/// score of continuing the pursue, false otherwise.
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pub fn stop_pursuing(
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dist_to_target_sqrd: f32,
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dist_to_home_sqrd: f32,
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own_health_fraction: f32,
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target_health_fraction: f32,
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dur_since_last_attacked: f64,
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psyche: &Psyche,
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) -> bool {
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should_let_target_escape(
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dist_to_home_sqrd,
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dur_since_last_attacked,
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own_health_fraction,
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) > should_continue_to_pursue(dist_to_target_sqrd, psyche, target_health_fraction)
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}
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/// Scores the benefit of continuing the pursue in value from 0 to infinity.
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fn should_continue_to_pursue(
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dist_to_target_sqrd: f32,
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psyche: &Psyche,
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target_health_fraction: f32,
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) -> f32 {
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let aggression_score = (1.0 / psyche.flee_health.max(0.25))
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* psyche.aggro_dist.unwrap_or(psyche.sight_dist)
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* psyche.sight_dist;
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(100.0 * aggression_score) / (dist_to_target_sqrd * target_health_fraction)
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}
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/// Scores the benefit of letting the target escape in a value from 0 to
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/// infinity.
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fn should_let_target_escape(
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dist_to_home_sqrd: f32,
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dur_since_last_attacked: f64,
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own_health_fraction: f32,
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) -> f32 {
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(dist_to_home_sqrd / own_health_fraction) * dur_since_last_attacked as f32 * 0.005
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}
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2022-05-01 15:06:43 +00:00
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// FIXME: `Alignment::Npc` doesn't necessarily mean villager.
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pub fn is_villager(alignment: Option<&Alignment>) -> bool {
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alignment.map_or(false, |alignment| matches!(alignment, Alignment::Npc))
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}
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