2020-12-01 00:28:00 +00:00
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use common::{
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2020-04-18 18:28:19 +00:00
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comp::{
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self,
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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agent::{AgentEvent, Tactic, Target, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME},
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2020-04-26 17:03:19 +00:00
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group,
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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inventory::{slot::EquipSlot, trade_pricing::TradePricing},
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2021-02-07 07:22:06 +00:00
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invite::InviteResponse,
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2020-11-06 17:39:49 +00:00
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item::{
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tool::{ToolKind, UniqueKind},
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ItemKind,
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},
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2021-01-08 20:53:52 +00:00
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skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill},
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2020-11-19 08:04:36 +00:00
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Agent, Alignment, Body, CharacterState, ControlAction, ControlEvent, Controller, Energy,
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2021-02-13 23:32:55 +00:00
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Health, Inventory, LightEmitter, MountState, Ori, PhysicsState, Pos, Scale, Stats,
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UnresolvedChatMsg, Vel,
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2020-04-18 18:28:19 +00:00
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},
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2021-02-07 07:22:06 +00:00
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event::{Emitter, EventBus, ServerEvent},
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path::TraversalConfig,
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resources::{DeltaTime, TimeOfDay},
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2020-09-26 13:55:01 +00:00
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terrain::{Block, TerrainGrid},
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2020-10-07 02:23:20 +00:00
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time::DayPeriod,
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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trade::{Good, TradeAction, TradePhase, TradeResult},
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2020-12-13 17:40:15 +00:00
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uid::{Uid, UidAllocator},
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2020-03-28 01:31:22 +00:00
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util::Dir,
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2020-01-27 10:02:36 +00:00
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vol::ReadVol,
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2020-01-24 21:24:57 +00:00
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};
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2021-03-13 06:48:30 +00:00
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use common_base::prof_span;
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2021-03-09 10:52:57 +00:00
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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2020-01-27 15:51:07 +00:00
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use rand::{thread_rng, Rng};
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2020-11-25 22:47:16 +00:00
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use rayon::iter::ParallelIterator;
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2020-01-24 21:24:57 +00:00
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use specs::{
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saveload::{Marker, MarkerAllocator},
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2021-02-07 07:22:06 +00:00
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shred::ResourceId,
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2021-03-04 14:00:16 +00:00
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Entities, Entity as EcsEntity, Join, ParJoin, Read, ReadExpect, ReadStorage, SystemData, World,
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Write, WriteStorage,
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2020-01-24 21:24:57 +00:00
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};
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2020-11-11 03:18:45 +00:00
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use std::f32::consts::PI;
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2019-04-16 21:06:33 +00:00
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use vek::*;
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2021-02-07 07:22:06 +00:00
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struct AgentData<'a> {
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entity: &'a EcsEntity,
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uid: &'a Uid,
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pos: &'a Pos,
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vel: &'a Vel,
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ori: &'a Ori,
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energy: &'a Energy,
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body: Option<&'a Body>,
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inventory: &'a Inventory,
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stats: &'a Stats,
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physics_state: &'a PhysicsState,
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alignment: Option<&'a Alignment>,
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traversal_config: TraversalConfig,
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scale: f32,
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flees: bool,
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damage: f32,
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light_emitter: Option<&'a LightEmitter>,
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glider_equipped: bool,
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is_gliding: bool,
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}
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#[derive(SystemData)]
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pub struct ReadData<'a> {
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entities: Entities<'a>,
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uid_allocator: Read<'a, UidAllocator>,
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dt: Read<'a, DeltaTime>,
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group_manager: Read<'a, group::GroupManager>,
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energies: ReadStorage<'a, Energy>,
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positions: ReadStorage<'a, Pos>,
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velocities: ReadStorage<'a, Vel>,
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orientations: ReadStorage<'a, Ori>,
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scales: ReadStorage<'a, Scale>,
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healths: ReadStorage<'a, Health>,
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inventories: ReadStorage<'a, Inventory>,
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stats: ReadStorage<'a, Stats>,
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physics_states: ReadStorage<'a, PhysicsState>,
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char_states: ReadStorage<'a, CharacterState>,
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uids: ReadStorage<'a, Uid>,
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groups: ReadStorage<'a, group::Group>,
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terrain: ReadExpect<'a, TerrainGrid>,
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alignments: ReadStorage<'a, Alignment>,
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bodies: ReadStorage<'a, Body>,
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mount_states: ReadStorage<'a, MountState>,
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time_of_day: Read<'a, TimeOfDay>,
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light_emitter: ReadStorage<'a, LightEmitter>,
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}
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2021-01-31 20:29:50 +00:00
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// This is 3.1 to last longer than the last damage timer (3.0 seconds)
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2021-03-03 03:55:28 +00:00
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const DAMAGE_MEMORY_DURATION: f64 = 0.1;
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const FLEE_DURATION: f32 = 3.0;
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2021-02-07 07:22:06 +00:00
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const MAX_FOLLOW_DIST: f32 = 12.0;
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2021-03-06 15:50:04 +00:00
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const MAX_CHASE_DIST: f32 = 250.0;
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2021-02-07 07:22:06 +00:00
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const MAX_FLEE_DIST: f32 = 20.0;
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const LISTEN_DIST: f32 = 16.0;
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const SEARCH_DIST: f32 = 48.0;
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const SIGHT_DIST: f32 = 80.0;
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const SNEAK_COEFFICIENT: f32 = 0.25;
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const AVG_FOLLOW_DIST: f32 = 6.0;
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2021-01-31 20:29:50 +00:00
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2019-06-09 19:33:20 +00:00
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/// This system will allow NPCs to modify their controller
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2021-03-04 14:00:16 +00:00
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#[derive(Default)]
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2019-04-16 21:06:33 +00:00
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pub struct Sys;
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2021-03-08 11:13:59 +00:00
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impl<'a> System<'a> for Sys {
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::type_complexity)]
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2019-04-16 21:06:33 +00:00
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type SystemData = (
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2021-02-07 07:22:06 +00:00
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ReadData<'a>,
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2020-06-04 07:11:35 +00:00
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Write<'a, EventBus<ServerEvent>>,
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2019-08-02 20:25:33 +00:00
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WriteStorage<'a, Agent>,
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2019-06-09 14:20:20 +00:00
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WriteStorage<'a, Controller>,
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2019-04-16 21:06:33 +00:00
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);
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2021-03-04 14:00:16 +00:00
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const NAME: &'static str = "agent";
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const ORIGIN: Origin = Origin::Server;
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const PHASE: Phase = Phase::Create;
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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2019-08-04 08:21:29 +00:00
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fn run(
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2021-03-09 10:52:57 +00:00
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job: &mut Job<Self>,
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2021-03-08 08:36:53 +00:00
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(read_data, event_bus, mut agents, mut controllers): Self::SystemData,
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2019-08-04 08:21:29 +00:00
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) {
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2021-03-09 10:52:57 +00:00
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job.cpu_stats.measure(ParMode::Rayon);
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2020-11-25 22:47:16 +00:00
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(
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2021-02-07 07:22:06 +00:00
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&read_data.entities,
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(&read_data.energies, &read_data.healths),
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&read_data.positions,
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&read_data.velocities,
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&read_data.orientations,
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read_data.bodies.maybe(),
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&read_data.inventories,
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&read_data.stats,
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&read_data.physics_states,
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&read_data.uids,
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2019-09-09 19:11:40 +00:00
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&mut agents,
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&mut controllers,
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2021-02-07 07:22:06 +00:00
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read_data.light_emitter.maybe(),
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read_data.groups.maybe(),
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read_data.mount_states.maybe(),
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2019-09-09 19:11:40 +00:00
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)
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2020-11-25 22:47:16 +00:00
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.par_join()
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2021-02-07 07:22:06 +00:00
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|
.filter(|(_, _, _, _, _, _, _, _, _, _, _, _, _, _, mount_state)| {
|
2020-11-25 22:47:16 +00:00
|
|
|
// Skip mounted entities
|
2021-02-07 07:22:06 +00:00
|
|
|
mount_state
|
|
|
|
.map(|ms| *ms == MountState::Unmounted)
|
|
|
|
.unwrap_or(true)
|
2020-11-25 22:47:16 +00:00
|
|
|
})
|
2021-03-13 06:48:30 +00:00
|
|
|
.for_each_init(
|
|
|
|
|| {
|
|
|
|
prof_span!(guard, "agent rayon job");
|
|
|
|
guard
|
|
|
|
},
|
|
|
|
|_guard,
|
|
|
|
(
|
2021-02-07 07:22:06 +00:00
|
|
|
entity,
|
|
|
|
(energy, health),
|
|
|
|
pos,
|
|
|
|
vel,
|
|
|
|
ori,
|
|
|
|
body,
|
|
|
|
inventory,
|
|
|
|
stats,
|
|
|
|
physics_state,
|
|
|
|
uid,
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
light_emitter,
|
|
|
|
groups,
|
|
|
|
_,
|
|
|
|
)| {
|
|
|
|
//// Hack, replace with better system when groups are more sophisticated
|
|
|
|
//// Override alignment if in a group unless entity is owned already
|
|
|
|
let alignment = if !matches!(
|
|
|
|
&read_data.alignments.get(entity),
|
|
|
|
&Some(Alignment::Owned(_))
|
|
|
|
) {
|
|
|
|
groups
|
|
|
|
.and_then(|g| read_data.group_manager.group_info(*g))
|
|
|
|
.and_then(|info| read_data.uids.get(info.leader))
|
|
|
|
.copied()
|
|
|
|
.map(Alignment::Owned)
|
|
|
|
.or(read_data.alignments.get(entity).copied())
|
|
|
|
} else {
|
|
|
|
read_data.alignments.get(entity).copied()
|
|
|
|
};
|
2019-09-09 19:11:40 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.reset();
|
|
|
|
let mut event_emitter = event_bus.emitter();
|
2021-02-22 00:57:25 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Default to looking in orientation direction (can be overridden below)
|
|
|
|
controller.inputs.look_dir = ori.look_dir();
|
2021-02-22 00:57:25 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
let scale = read_data.scales.get(entity).map(|s| s.0).unwrap_or(1.0);
|
2020-01-25 18:49:47 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
let glider_equipped = inventory
|
|
|
|
.equipped(EquipSlot::Glider)
|
|
|
|
.as_ref()
|
|
|
|
.map_or(false, |item| {
|
|
|
|
matches!(item.kind(), comp::item::ItemKind::Glider(_))
|
|
|
|
});
|
|
|
|
let is_gliding = matches!(
|
|
|
|
read_data.char_states.get(entity),
|
|
|
|
Some(CharacterState::GlideWield) | Some(CharacterState::Glide)
|
|
|
|
) && !physics_state.on_ground;
|
2020-11-12 21:31:28 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// This controls how picky NPCs are about their pathfinding. Giants are larger
|
|
|
|
// and so can afford to be less precise when trying to move around
|
|
|
|
// the world (especially since they would otherwise get stuck on
|
|
|
|
// obstacles that smaller entities would not).
|
|
|
|
let node_tolerance = scale * 1.5;
|
|
|
|
let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
|
|
|
|
let traversal_config = TraversalConfig {
|
|
|
|
node_tolerance,
|
|
|
|
slow_factor,
|
|
|
|
on_ground: physics_state.on_ground,
|
|
|
|
in_liquid: physics_state.in_liquid.is_some(),
|
|
|
|
min_tgt_dist: 1.0,
|
|
|
|
can_climb: body.map(|b| b.can_climb()).unwrap_or(false),
|
|
|
|
can_fly: body.map(|b| b.can_fly()).unwrap_or(false),
|
|
|
|
};
|
2020-01-26 12:47:41 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
let flees = alignment
|
|
|
|
.map(|a| !matches!(a, Alignment::Enemy | Alignment::Owned(_)))
|
|
|
|
.unwrap_or(true);
|
2020-11-12 21:31:28 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
let damage = health.current() as f32 / health.maximum() as f32;
|
2020-11-23 19:27:18 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Package all this agent's data into a convenient struct
|
|
|
|
let data = AgentData {
|
|
|
|
entity: &entity,
|
|
|
|
uid,
|
|
|
|
pos,
|
|
|
|
vel,
|
|
|
|
ori,
|
|
|
|
energy,
|
|
|
|
body,
|
|
|
|
inventory,
|
|
|
|
stats,
|
|
|
|
physics_state,
|
|
|
|
alignment: alignment.as_ref(),
|
|
|
|
traversal_config,
|
|
|
|
scale,
|
|
|
|
flees,
|
|
|
|
damage,
|
|
|
|
light_emitter,
|
|
|
|
glider_equipped,
|
|
|
|
is_gliding,
|
|
|
|
};
|
2021-01-24 04:00:57 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
///////////////////////////////////////////////////////////
|
|
|
|
// Behavior tree
|
|
|
|
///////////////////////////////////////////////////////////
|
2020-01-25 23:39:38 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// If falling fast and can glide, save yourself!
|
|
|
|
if data.fall_glide() {
|
|
|
|
//toggle glider when vertical velocity is above some threshold (here ~
|
|
|
|
// glider fall vertical speed)
|
|
|
|
if vel.0.z < -26.0 {
|
|
|
|
controller.actions.push(ControlAction::GlideWield);
|
2021-03-03 03:55:28 +00:00
|
|
|
if let Some(Target { target, hostile: _ }) = agent.target {
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
|
|
controller.inputs.move_dir = (pos.0 - tgt_pos.0)
|
|
|
|
.xy()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero);
|
|
|
|
}
|
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-03-03 03:55:28 +00:00
|
|
|
} else if let Some(Target { target, hostile }) = agent.target {
|
|
|
|
if let Some(tgt_health) = read_data.healths.get(target) {
|
|
|
|
// If the target is hostile (either based on alignment or if
|
|
|
|
// the target just attacked
|
|
|
|
if !tgt_health.is_dead {
|
|
|
|
if hostile {
|
|
|
|
data.hostile_tree(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data,
|
|
|
|
&mut event_emitter,
|
|
|
|
);
|
|
|
|
// Target is something worth following methinks
|
|
|
|
} else if let Some(Alignment::Owned(_)) = data.alignment {
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
|
|
let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
|
|
|
|
// If really far away drop everything and follow
|
|
|
|
if dist_sqrd > (2.0 * MAX_FOLLOW_DIST).powi(2) {
|
|
|
|
agent.bearing = Vec2::zero();
|
|
|
|
data.follow(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data.terrain,
|
|
|
|
tgt_pos,
|
|
|
|
);
|
|
|
|
// Attack target's attacker
|
|
|
|
} else if tgt_health.last_change.0 < 5.0
|
|
|
|
&& tgt_health.last_change.1.amount < 0
|
2021-02-07 07:22:06 +00:00
|
|
|
{
|
2021-03-03 03:55:28 +00:00
|
|
|
if let comp::HealthSource::Damage {
|
|
|
|
by: Some(by), ..
|
|
|
|
} = tgt_health.last_change.1.cause
|
|
|
|
{
|
|
|
|
if let Some(attacker) = read_data
|
|
|
|
.uid_allocator
|
|
|
|
.retrieve_entity_internal(by.id())
|
2021-02-07 07:22:06 +00:00
|
|
|
{
|
|
|
|
agent.target = Some(Target {
|
2021-03-03 03:55:28 +00:00
|
|
|
target: attacker,
|
|
|
|
hostile: true,
|
2021-02-07 07:22:06 +00:00
|
|
|
});
|
2021-03-03 03:55:28 +00:00
|
|
|
if let (Some(tgt_pos), Some(tgt_health)) = (
|
|
|
|
read_data.positions.get(attacker),
|
|
|
|
read_data.healths.get(attacker),
|
|
|
|
) {
|
|
|
|
if tgt_health.is_dead
|
|
|
|
|| dist_sqrd > MAX_CHASE_DIST.powi(2)
|
|
|
|
{
|
|
|
|
agent.target = Some(Target {
|
|
|
|
target,
|
|
|
|
hostile: false,
|
|
|
|
});
|
|
|
|
data.idle(
|
|
|
|
agent, controller, &read_data,
|
|
|
|
);
|
|
|
|
} else {
|
|
|
|
data.attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data.terrain,
|
|
|
|
tgt_pos,
|
|
|
|
read_data.bodies.get(attacker),
|
|
|
|
&read_data.dt,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
2021-01-31 20:29:50 +00:00
|
|
|
}
|
|
|
|
}
|
2021-03-03 03:55:28 +00:00
|
|
|
// Follow owner if too far away and not
|
|
|
|
// fighting
|
|
|
|
} else if dist_sqrd > MAX_FOLLOW_DIST.powi(2) {
|
|
|
|
data.follow(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data.terrain,
|
|
|
|
tgt_pos,
|
|
|
|
);
|
|
|
|
|
|
|
|
// Otherwise just idle
|
|
|
|
} else {
|
|
|
|
data.idle_tree(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data,
|
|
|
|
&mut event_emitter,
|
|
|
|
);
|
2021-01-31 20:29:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
2021-02-07 07:22:06 +00:00
|
|
|
data.idle_tree(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data,
|
|
|
|
&mut event_emitter,
|
|
|
|
);
|
2021-01-31 20:29:50 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-03-03 03:55:28 +00:00
|
|
|
agent.target = None;
|
2021-02-07 07:22:06 +00:00
|
|
|
data.idle_tree(agent, controller, &read_data, &mut event_emitter);
|
|
|
|
}
|
|
|
|
} else {
|
2021-03-03 03:55:28 +00:00
|
|
|
agent.target = None;
|
2021-02-07 07:22:06 +00:00
|
|
|
data.idle_tree(agent, controller, &read_data, &mut event_emitter);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Target an entity that's attacking us if the attack was recent
|
|
|
|
if health.last_change.0 < DAMAGE_MEMORY_DURATION {
|
|
|
|
if let comp::HealthSource::Damage { by: Some(by), .. } =
|
|
|
|
health.last_change.1.cause
|
|
|
|
{
|
|
|
|
if let Some(attacker) =
|
|
|
|
read_data.uid_allocator.retrieve_entity_internal(by.id())
|
|
|
|
{
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(attacker) {
|
2021-03-03 03:55:28 +00:00
|
|
|
// If the target is dead, remove the target and idle.
|
2021-02-07 07:22:06 +00:00
|
|
|
if read_data
|
|
|
|
.healths
|
|
|
|
.get(attacker)
|
2021-03-03 03:55:28 +00:00
|
|
|
.map_or(true, |a| a.is_dead)
|
2021-01-05 01:04:01 +00:00
|
|
|
{
|
2021-03-03 03:55:28 +00:00
|
|
|
agent.target = None;
|
|
|
|
data.idle_tree(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data,
|
|
|
|
&mut event_emitter,
|
|
|
|
);
|
|
|
|
} else {
|
2021-02-07 07:22:06 +00:00
|
|
|
agent.target = Some(Target {
|
|
|
|
target: attacker,
|
|
|
|
hostile: true,
|
|
|
|
});
|
|
|
|
data.attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data.terrain,
|
|
|
|
tgt_pos,
|
|
|
|
read_data.bodies.get(attacker),
|
|
|
|
&read_data.dt,
|
|
|
|
);
|
|
|
|
}
|
2021-01-05 01:04:01 +00:00
|
|
|
} else {
|
2021-02-07 07:22:06 +00:00
|
|
|
agent.target = None;
|
|
|
|
data.idle_tree(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data,
|
|
|
|
&mut event_emitter,
|
|
|
|
);
|
|
|
|
}
|
2020-01-26 12:47:41 +00:00
|
|
|
}
|
|
|
|
} else {
|
2021-02-07 07:22:06 +00:00
|
|
|
agent.target = None;
|
|
|
|
data.idle_tree(agent, controller, &read_data, &mut event_emitter);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
data.idle_tree(agent, controller, &read_data, &mut event_emitter);
|
|
|
|
}
|
|
|
|
}
|
2020-11-11 04:36:40 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
debug_assert!(controller.inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
|
|
|
|
debug_assert!(controller.inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
|
|
|
|
},
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
2020-03-17 17:27:52 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
impl<'a> AgentData<'a> {
|
|
|
|
fn fall_glide(&self) -> bool { self.glider_equipped && !self.physics_state.on_ground }
|
2020-01-26 00:06:03 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn idle_tree(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
read_data: &ReadData,
|
|
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
|
|
) {
|
2021-03-03 03:55:28 +00:00
|
|
|
// Set owner if no target
|
|
|
|
if agent.target.is_none() && thread_rng().gen_bool(0.1) {
|
|
|
|
if let Some(Alignment::Owned(owner)) = self.alignment {
|
|
|
|
if let Some(owner) = read_data.uid_allocator.retrieve_entity_internal(owner.id()) {
|
|
|
|
agent.target = Some(Target {
|
|
|
|
target: owner,
|
|
|
|
hostile: false,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
// Interact if incoming messages
|
|
|
|
if !agent.inbox.is_empty() {
|
2021-03-03 03:55:28 +00:00
|
|
|
agent.action_timer = 0.1;
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
if agent.action_timer > 0.0 {
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
if agent.action_timer
|
|
|
|
< (if agent.trading {
|
|
|
|
TRADE_INTERACTION_TIME
|
|
|
|
} else {
|
|
|
|
DEFAULT_INTERACTION_TIME
|
|
|
|
})
|
|
|
|
{
|
2021-03-03 03:55:28 +00:00
|
|
|
self.interact(agent, controller, &read_data, event_emitter);
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-03-03 03:55:28 +00:00
|
|
|
agent.action_timer = 0.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
agent.target = None;
|
2021-03-03 03:55:28 +00:00
|
|
|
controller.actions.push(ControlAction::Stand);
|
2021-02-07 07:22:06 +00:00
|
|
|
self.idle(agent, controller, &read_data);
|
|
|
|
}
|
|
|
|
} else if thread_rng().gen::<f32>() < 0.1 {
|
|
|
|
self.choose_target(agent, controller, &read_data);
|
|
|
|
} else {
|
|
|
|
self.idle(agent, controller, &read_data);
|
|
|
|
}
|
|
|
|
}
|
2020-07-29 19:58:14 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn hostile_tree(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
read_data: &ReadData,
|
|
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
|
|
) {
|
|
|
|
if let Some(Target { target, .. }) = agent.target {
|
|
|
|
if let (Some(tgt_pos), Some(tgt_health)) = (
|
|
|
|
read_data.positions.get(target),
|
|
|
|
read_data.healths.get(target),
|
|
|
|
) {
|
|
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
|
|
|
|
// Should the agent flee?
|
|
|
|
if 1.0 - agent.psyche.aggro > self.damage && self.flees {
|
|
|
|
if agent.action_timer == 0.0 && agent.can_speak {
|
|
|
|
let msg = "npc.speech.villager_under_attack".to_string();
|
|
|
|
event_emitter
|
|
|
|
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
|
|
|
|
agent.action_timer = 0.01;
|
|
|
|
} else if agent.action_timer < FLEE_DURATION || dist_sqrd < MAX_FLEE_DIST {
|
|
|
|
self.flee(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data.terrain,
|
|
|
|
tgt_pos,
|
|
|
|
&read_data.dt,
|
|
|
|
);
|
|
|
|
} else {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
agent.target = None;
|
|
|
|
self.idle(agent, controller, &read_data);
|
|
|
|
}
|
2021-01-31 20:29:50 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// If not fleeing, attack the hostile
|
|
|
|
// entity!
|
|
|
|
} else {
|
|
|
|
// If the hostile entity is dead, return to idle
|
|
|
|
if tgt_health.is_dead {
|
|
|
|
agent.target = None;
|
|
|
|
if agent.can_speak {
|
|
|
|
let msg = "I have destroyed my enemy!".to_string();
|
|
|
|
event_emitter
|
|
|
|
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < SIGHT_DIST.powi(2) {
|
|
|
|
self.attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&read_data.terrain,
|
|
|
|
tgt_pos,
|
|
|
|
read_data.bodies.get(target),
|
|
|
|
&read_data.dt,
|
|
|
|
);
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
self.idle(agent, controller, &read_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn idle(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
|
|
|
|
// Light lanterns at night
|
|
|
|
// TODO Add a method to turn on NPC lanterns underground
|
|
|
|
let lantern_equipped = self
|
|
|
|
.inventory
|
|
|
|
.equipped(EquipSlot::Lantern)
|
|
|
|
.as_ref()
|
|
|
|
.map_or(false, |item| {
|
|
|
|
matches!(item.kind(), comp::item::ItemKind::Lantern(_))
|
|
|
|
});
|
|
|
|
let lantern_turned_on = self.light_emitter.is_some();
|
|
|
|
let day_period = DayPeriod::from(read_data.time_of_day.0);
|
|
|
|
// Only emit event for agents that have a lantern equipped
|
2021-03-03 03:55:28 +00:00
|
|
|
if lantern_equipped && thread_rng().gen_bool(0.001) {
|
2021-02-07 07:22:06 +00:00
|
|
|
if day_period.is_dark() && !lantern_turned_on {
|
|
|
|
// Agents with turned off lanterns turn them on randomly once it's
|
|
|
|
// nighttime and keep them on
|
|
|
|
// Only emit event for agents that sill need to
|
|
|
|
// turn on their lantern
|
2021-03-03 03:55:28 +00:00
|
|
|
controller.events.push(ControlEvent::EnableLantern)
|
2021-02-07 07:22:06 +00:00
|
|
|
} else if lantern_turned_on && day_period.is_light() {
|
|
|
|
// agents with turned on lanterns turn them off randomly once it's
|
|
|
|
// daytime and keep them off
|
2021-03-03 03:55:28 +00:00
|
|
|
controller.events.push(ControlEvent::DisableLantern)
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
};
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
agent.action_timer = 0.0;
|
|
|
|
if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
|
|
|
|
// if it has an rtsim destination and can fly then it should
|
|
|
|
// if it is flying and bumps something above it then it should move down
|
|
|
|
controller.inputs.fly.set_state(
|
|
|
|
self.traversal_config.can_fly
|
|
|
|
&& !read_data
|
|
|
|
.terrain
|
|
|
|
.ray(self.pos.0, self.pos.0 + (Vec3::unit_z() * 3.0))
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(true, |b| b.is_some()),
|
|
|
|
);
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
*travel_to,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
|
|
|
|
* speed.min(agent.rtsim_controller.speed_factor);
|
|
|
|
controller.inputs.jump.set_state(
|
|
|
|
bearing.z > 1.5
|
|
|
|
|| self.traversal_config.can_fly && self.traversal_config.on_ground,
|
|
|
|
);
|
|
|
|
controller.inputs.climb = Some(comp::Climb::Up);
|
|
|
|
//.filter(|_| bearing.z > 0.1 || self.physics_state.in_liquid.is_some());
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.move_z = bearing.z
|
|
|
|
+ if self.traversal_config.can_fly {
|
|
|
|
if read_data
|
|
|
|
.terrain
|
|
|
|
.ray(
|
|
|
|
self.pos.0 + Vec3::unit_z(),
|
|
|
|
self.pos.0
|
|
|
|
+ bearing.try_normalized().unwrap_or_else(Vec3::unit_y) * 60.0
|
|
|
|
+ Vec3::unit_z(),
|
|
|
|
)
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(true, |b| b.is_some())
|
|
|
|
{
|
|
|
|
1.0 //fly up when approaching obstacles
|
|
|
|
} else {
|
|
|
|
-0.1
|
|
|
|
} //flying things should slowly come down from the stratosphere
|
|
|
|
} else {
|
|
|
|
0.05 //normal land traveller offset
|
|
|
|
};
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Put away weapon
|
2021-03-03 03:55:28 +00:00
|
|
|
if thread_rng().gen_bool(0.1)
|
2021-02-07 07:22:06 +00:00
|
|
|
&& matches!(
|
|
|
|
read_data.char_states.get(*self.entity),
|
|
|
|
Some(CharacterState::Wielding)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
controller.actions.push(ControlAction::Unwield);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.bearing += Vec2::new(
|
|
|
|
thread_rng().gen::<f32>() - 0.5,
|
|
|
|
thread_rng().gen::<f32>() - 0.5,
|
|
|
|
) * 0.1
|
|
|
|
- agent.bearing * 0.003
|
|
|
|
- agent.patrol_origin.map_or(Vec2::zero(), |patrol_origin| {
|
|
|
|
(self.pos.0 - patrol_origin).xy() * 0.0002
|
|
|
|
});
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Stop if we're too close to a wall
|
|
|
|
agent.bearing *= 0.1
|
|
|
|
+ if read_data
|
|
|
|
.terrain
|
|
|
|
.ray(
|
|
|
|
self.pos.0 + Vec3::unit_z(),
|
|
|
|
self.pos.0
|
|
|
|
+ Vec3::from(agent.bearing)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
|
|
* 5.0
|
|
|
|
+ Vec3::unit_z(),
|
|
|
|
)
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(true, |b| b.is_none())
|
|
|
|
{
|
|
|
|
0.9
|
|
|
|
} else {
|
|
|
|
0.0
|
|
|
|
};
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
if agent.bearing.magnitude_squared() > 0.5f32.powi(2) {
|
|
|
|
controller.inputs.move_dir = agent.bearing * 0.65;
|
|
|
|
}
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Put away weapon
|
2021-03-03 03:55:28 +00:00
|
|
|
if thread_rng().gen_bool(0.1)
|
2021-02-07 07:22:06 +00:00
|
|
|
&& matches!(
|
|
|
|
read_data.char_states.get(*self.entity),
|
|
|
|
Some(CharacterState::Wielding)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
controller.actions.push(ControlAction::Unwield);
|
|
|
|
}
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Sit
|
|
|
|
if thread_rng().gen::<f32>() < 0.0035 {
|
|
|
|
controller.actions.push(ControlAction::Sit);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn interact(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
read_data: &ReadData,
|
|
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
|
|
) {
|
|
|
|
// TODO: Process group invites
|
|
|
|
// TODO: Add Group AgentEvent
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
// let accept = false; // set back to "matches!(alignment, Alignment::Npc)"
|
|
|
|
// when we got better NPC recruitment mechanics if accept {
|
|
|
|
// // Clear agent comp
|
|
|
|
// //*agent = Agent::default();
|
|
|
|
// controller
|
|
|
|
// .events
|
|
|
|
// .push(ControlEvent::InviteResponse(InviteResponse::Accept));
|
|
|
|
// } else {
|
|
|
|
// controller
|
|
|
|
// .events
|
|
|
|
// .push(ControlEvent::InviteResponse(InviteResponse::Decline));
|
|
|
|
// }
|
2021-02-07 07:22:06 +00:00
|
|
|
agent.action_timer += read_data.dt.0;
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
let msg = agent.inbox.pop_back();
|
|
|
|
match msg {
|
|
|
|
Some(AgentEvent::Talk(by)) => {
|
|
|
|
if agent.can_speak {
|
|
|
|
if let Some(target) = read_data.uid_allocator.retrieve_entity_internal(by.id())
|
|
|
|
{
|
|
|
|
agent.target = Some(Target {
|
|
|
|
target,
|
|
|
|
hostile: false,
|
|
|
|
});
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height());
|
|
|
|
let tgt_eye_offset =
|
|
|
|
read_data.bodies.get(target).map_or(0.0, |b| b.eye_height());
|
|
|
|
if let Some(dir) = Dir::from_unnormalized(
|
|
|
|
Vec3::new(tgt_pos.0.x, tgt_pos.0.y, tgt_pos.0.z + tgt_eye_offset)
|
|
|
|
- Vec3::new(
|
|
|
|
self.pos.0.x,
|
|
|
|
self.pos.0.y,
|
|
|
|
self.pos.0.z + eye_offset,
|
|
|
|
),
|
|
|
|
) {
|
|
|
|
controller.inputs.look_dir = dir;
|
|
|
|
}
|
|
|
|
controller.actions.push(ControlAction::Stand);
|
|
|
|
controller.actions.push(ControlAction::Talk);
|
|
|
|
if let Some((_travel_to, destination_name)) =
|
|
|
|
&agent.rtsim_controller.travel_to
|
|
|
|
{
|
|
|
|
let msg = format!(
|
|
|
|
"I'm heading to {}! Want to come along?",
|
|
|
|
destination_name
|
|
|
|
);
|
|
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
|
|
*self.uid, msg,
|
|
|
|
)));
|
|
|
|
} else {
|
|
|
|
let msg = "npc.speech.villager".to_string();
|
|
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
|
|
*self.uid, msg,
|
|
|
|
)));
|
|
|
|
}
|
2021-03-03 03:55:28 +00:00
|
|
|
}
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Some(AgentEvent::TradeInvite(_with)) => {
|
|
|
|
if agent.trade_for_site.is_some() && !agent.trading {
|
|
|
|
// stand still and looking towards the trading player
|
|
|
|
controller.actions.push(ControlAction::Stand);
|
|
|
|
controller.actions.push(ControlAction::Talk);
|
|
|
|
controller
|
|
|
|
.events
|
|
|
|
.push(ControlEvent::InviteResponse(InviteResponse::Accept));
|
|
|
|
agent.trading = true;
|
|
|
|
} else {
|
|
|
|
// TODO: Provide a hint where to find the closest merchant?
|
|
|
|
controller
|
|
|
|
.events
|
|
|
|
.push(ControlEvent::InviteResponse(InviteResponse::Decline));
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Some(AgentEvent::FinishedTrade(result)) => {
|
|
|
|
if agent.trading {
|
|
|
|
match result {
|
|
|
|
TradeResult::Completed => {
|
|
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
|
|
*self.uid,
|
|
|
|
"Thank you for trading with me!".to_string(),
|
|
|
|
)))
|
|
|
|
},
|
|
|
|
_ => event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
|
|
*self.uid,
|
|
|
|
"Maybe another time, have a good day!".to_string(),
|
|
|
|
))),
|
|
|
|
}
|
|
|
|
agent.trading = false;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Some(AgentEvent::UpdatePendingTrade(boxval)) => {
|
|
|
|
let (tradeid, pending, prices, inventories) = *boxval;
|
|
|
|
if agent.trading {
|
|
|
|
// I assume player is [0], agent is [1]
|
|
|
|
fn trade_margin(g: Good) -> f32 {
|
|
|
|
match g {
|
|
|
|
Good::Tools | Good::Armor => 0.5,
|
|
|
|
Good::Food | Good::Potions | Good::Ingredients => 0.75,
|
|
|
|
Good::Coin => 1.0,
|
|
|
|
_ => 0.0, // what is this?
|
|
|
|
}
|
|
|
|
}
|
|
|
|
let balance0: f32 = pending.offers[0]
|
|
|
|
.iter()
|
|
|
|
.map(|(slot, amount)| {
|
|
|
|
inventories[0]
|
|
|
|
.as_ref()
|
|
|
|
.map(|ri| {
|
|
|
|
ri.inventory.get(slot).map(|item| {
|
|
|
|
let (material, factor) =
|
|
|
|
TradePricing::get_material(&item.name);
|
|
|
|
prices.values.get(&material).cloned().unwrap_or_default()
|
|
|
|
* factor
|
|
|
|
* (*amount as f32)
|
|
|
|
* trade_margin(material)
|
|
|
|
})
|
|
|
|
})
|
|
|
|
.flatten()
|
|
|
|
.unwrap_or_default()
|
|
|
|
})
|
|
|
|
.sum();
|
|
|
|
let balance1: f32 = pending.offers[1]
|
|
|
|
.iter()
|
|
|
|
.map(|(slot, amount)| {
|
|
|
|
inventories[1]
|
|
|
|
.as_ref()
|
|
|
|
.map(|ri| {
|
|
|
|
ri.inventory.get(slot).map(|item| {
|
|
|
|
let (material, factor) =
|
|
|
|
TradePricing::get_material(&item.name);
|
|
|
|
prices.values.get(&material).cloned().unwrap_or_default()
|
|
|
|
* factor
|
|
|
|
* (*amount as f32)
|
|
|
|
})
|
|
|
|
})
|
|
|
|
.flatten()
|
|
|
|
.unwrap_or_default()
|
|
|
|
})
|
|
|
|
.sum();
|
|
|
|
tracing::debug!("UpdatePendingTrade({}, {})", balance0, balance1);
|
|
|
|
if balance0 >= balance1 {
|
|
|
|
event_emitter.emit(ServerEvent::ProcessTradeAction(
|
|
|
|
*self.entity,
|
|
|
|
tradeid,
|
|
|
|
TradeAction::Accept(pending.phase),
|
|
|
|
));
|
|
|
|
} else {
|
|
|
|
if balance1 > 0.0 {
|
|
|
|
let msg = format!(
|
|
|
|
"That only covers {:.1}% of my costs!",
|
|
|
|
balance0 / balance1 * 100.0
|
|
|
|
);
|
2021-03-03 03:55:28 +00:00
|
|
|
event_emitter
|
|
|
|
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
|
|
|
|
}
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
if pending.phase != TradePhase::Mutate {
|
|
|
|
// we got into the review phase but without balanced goods, decline
|
|
|
|
event_emitter.emit(ServerEvent::ProcessTradeAction(
|
|
|
|
*self.entity,
|
|
|
|
tradeid,
|
|
|
|
TradeAction::Decline,
|
|
|
|
));
|
|
|
|
}
|
2021-03-03 03:55:28 +00:00
|
|
|
}
|
|
|
|
}
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
},
|
|
|
|
None => {
|
|
|
|
if agent.can_speak {
|
|
|
|
// no new events, continue looking towards the last interacting player for some
|
|
|
|
// time
|
|
|
|
if let Some(Target { target, .. }) = &agent.target {
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(*target) {
|
|
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height());
|
|
|
|
let tgt_eye_offset = read_data
|
|
|
|
.bodies
|
|
|
|
.get(*target)
|
|
|
|
.map_or(0.0, |b| b.eye_height());
|
|
|
|
if let Some(dir) = Dir::from_unnormalized(
|
|
|
|
Vec3::new(tgt_pos.0.x, tgt_pos.0.y, tgt_pos.0.z + tgt_eye_offset)
|
|
|
|
- Vec3::new(
|
|
|
|
self.pos.0.x,
|
|
|
|
self.pos.0.y,
|
|
|
|
self.pos.0.z + eye_offset,
|
|
|
|
),
|
|
|
|
) {
|
|
|
|
controller.inputs.look_dir = dir;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.action_timer = 0.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
}
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
},
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
}
|
2020-01-26 00:06:03 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn flee(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
terrain: &TerrainGrid,
|
|
|
|
tgt_pos: &Pos,
|
|
|
|
dt: &DeltaTime,
|
|
|
|
) {
|
|
|
|
if let Some(body) = self.body {
|
|
|
|
if body.can_strafe() && !self.is_gliding {
|
|
|
|
controller.actions.push(ControlAction::Unwield);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
// Away from the target (ironically)
|
|
|
|
self.pos.0
|
|
|
|
+ (self.pos.0 - tgt_pos.0)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
|
|
* 50.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
fn choose_target(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
|
|
|
|
// Search for new targets (this looks expensive, but it's only run occasionally)
|
|
|
|
// TODO: Replace this with a better system that doesn't consider *all* entities
|
|
|
|
let target = (&read_data.entities, &read_data.positions, &read_data.healths, read_data.alignments.maybe(), read_data.char_states.maybe())
|
|
|
|
.join()
|
|
|
|
.filter(|(e, e_pos, e_health, e_alignment, char_state)| {
|
|
|
|
let mut search_dist = SEARCH_DIST;
|
|
|
|
let mut listen_dist = LISTEN_DIST;
|
|
|
|
if char_state.map_or(false, |c_s| c_s.is_stealthy()) {
|
|
|
|
// TODO: make sneak more effective based on a stat like e_stats.fitness
|
|
|
|
search_dist *= SNEAK_COEFFICIENT;
|
|
|
|
listen_dist *= SNEAK_COEFFICIENT;
|
2021-02-22 00:57:25 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
((e_pos.0.distance_squared(self.pos.0) < search_dist.powi(2) &&
|
|
|
|
// Within our view
|
|
|
|
(e_pos.0 - self.pos.0).try_normalized().map(|v| v.dot(*controller.inputs.look_dir) > 0.15).unwrap_or(true))
|
|
|
|
// Within listen distance
|
|
|
|
|| e_pos.0.distance_squared(self.pos.0) < listen_dist.powi(2)) // TODO implement proper sound system for agents
|
|
|
|
&& e != self.entity
|
|
|
|
&& !e_health.is_dead
|
|
|
|
&& self.alignment.and_then(|a| e_alignment.map(|b| a.hostile_towards(*b))).unwrap_or(false)
|
|
|
|
})
|
|
|
|
// Can we even see them?
|
|
|
|
.filter(|(_, e_pos, _, _, _)| read_data.terrain
|
|
|
|
.ray(self.pos.0 + Vec3::unit_z(), e_pos.0 + Vec3::unit_z())
|
|
|
|
.until(Block::is_opaque)
|
|
|
|
.cast()
|
|
|
|
.0 >= e_pos.0.distance(self.pos.0))
|
|
|
|
.min_by_key(|(_, e_pos, _, _, _)| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32) // TODO choose target by more than just distance
|
|
|
|
.map(|(e, _, _, _, _)| e);
|
|
|
|
if let Some(target) = target {
|
|
|
|
agent.target = Some(Target {
|
|
|
|
target,
|
|
|
|
hostile: true,
|
|
|
|
})
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
}
|
2021-02-22 00:57:25 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
terrain: &TerrainGrid,
|
|
|
|
tgt_pos: &Pos,
|
|
|
|
tgt_body: Option<&Body>,
|
|
|
|
dt: &DeltaTime,
|
|
|
|
) {
|
|
|
|
let min_attack_dist = self.body.map_or(3.0, |b| b.radius() * self.scale + 2.0);
|
|
|
|
let tactic = match self
|
|
|
|
.inventory
|
|
|
|
.equipped(EquipSlot::Mainhand)
|
|
|
|
.as_ref()
|
|
|
|
.and_then(|item| {
|
|
|
|
if let ItemKind::Tool(tool) = &item.kind() {
|
|
|
|
Some(&tool.kind)
|
|
|
|
} else {
|
|
|
|
None
|
2020-01-26 00:06:03 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
}) {
|
2021-03-03 03:55:28 +00:00
|
|
|
Some(ToolKind::Bow) | Some(ToolKind::BowSimple) => Tactic::Bow,
|
|
|
|
Some(ToolKind::Staff) | Some(ToolKind::StaffSimple) => Tactic::Staff,
|
2021-02-07 07:22:06 +00:00
|
|
|
Some(ToolKind::Hammer) => Tactic::Hammer,
|
2021-03-03 03:55:28 +00:00
|
|
|
Some(ToolKind::Sword)
|
|
|
|
| Some(ToolKind::Spear)
|
|
|
|
| Some(ToolKind::SwordSimple)
|
|
|
|
| Some(ToolKind::AxeSimple) => Tactic::Sword,
|
2021-02-07 07:22:06 +00:00
|
|
|
Some(ToolKind::Axe) => Tactic::Axe,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::StoneGolemFist)) => Tactic::StoneGolemBoss,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadMedQuick)) => Tactic::CircleCharge {
|
|
|
|
radius: 3,
|
|
|
|
circle_time: 2,
|
|
|
|
},
|
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadMedCharge)) => Tactic::CircleCharge {
|
|
|
|
radius: 15,
|
|
|
|
circle_time: 1,
|
|
|
|
},
|
2020-01-26 00:06:03 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadMedJump)) => Tactic::QuadMedJump,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadMedBasic)) => Tactic::QuadMedBasic,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadLowRanged)) => Tactic::QuadLowRanged,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadLowTail)) => Tactic::TailSlap,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadLowQuick)) => Tactic::QuadLowQuick,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadLowBasic)) => Tactic::QuadLowBasic,
|
2021-03-03 03:55:28 +00:00
|
|
|
Some(ToolKind::Unique(UniqueKind::QuadLowBreathe))
|
|
|
|
| Some(ToolKind::Unique(UniqueKind::QuadLowBeam)) => Tactic::Lavadrake,
|
2021-02-07 07:22:06 +00:00
|
|
|
Some(ToolKind::Unique(UniqueKind::TheropodBasic)) => Tactic::Theropod,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::TheropodBird)) => Tactic::Theropod,
|
|
|
|
Some(ToolKind::Unique(UniqueKind::ObjectTurret)) => Tactic::Turret,
|
|
|
|
_ => Tactic::Melee,
|
|
|
|
};
|
2020-01-25 18:49:47 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Wield the weapon as running towards the target
|
|
|
|
controller.actions.push(ControlAction::Wield);
|
2020-07-30 19:26:49 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height());
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
let tgt_eye_offset = tgt_body.map_or(0.0, |b| b.eye_height()) +
|
|
|
|
// Special case for jumping attacks to jump at the body
|
|
|
|
// of the target and not the ground around the target
|
|
|
|
// For the ranged it is to shoot at the feet and not
|
|
|
|
// the head to get splash damage
|
|
|
|
if tactic == Tactic::QuadMedJump {
|
|
|
|
1.0
|
|
|
|
} else if matches!(tactic, Tactic::QuadLowRanged) {
|
|
|
|
-1.0
|
|
|
|
} else {
|
|
|
|
0.0
|
|
|
|
};
|
2021-01-31 20:29:50 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Hacky distance offset for ranged weapons. This is
|
|
|
|
// intentionally hacky for now before we make ranged
|
|
|
|
// NPCs lead targets and implement varying aiming
|
|
|
|
// skill
|
|
|
|
let distance_offset = match tactic {
|
|
|
|
Tactic::Bow => {
|
|
|
|
0.0004 /* Yay magic numbers */ * self.pos.0.distance_squared(tgt_pos.0)
|
|
|
|
},
|
|
|
|
Tactic::Staff => {
|
|
|
|
0.0015 /* Yay magic numbers */ * self.pos.0.distance_squared(tgt_pos.0)
|
|
|
|
},
|
|
|
|
Tactic::QuadLowRanged => {
|
|
|
|
0.03 /* Yay magic numbers */ * self.pos.0.distance_squared(tgt_pos.0)
|
|
|
|
},
|
|
|
|
_ => 0.0,
|
|
|
|
};
|
|
|
|
|
|
|
|
// Apply the distance and eye offsets to make the
|
|
|
|
// look_dir the vector from projectile launch to
|
|
|
|
// target point
|
|
|
|
if let Some(dir) = Dir::from_unnormalized(
|
|
|
|
Vec3::new(
|
|
|
|
tgt_pos.0.x,
|
|
|
|
tgt_pos.0.y,
|
|
|
|
tgt_pos.0.z + tgt_eye_offset + distance_offset,
|
|
|
|
) - Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
|
|
) {
|
|
|
|
controller.inputs.look_dir = dir;
|
|
|
|
}
|
|
|
|
|
|
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
|
|
|
|
|
|
|
|
// Match on tactic. Each tactic has different controls
|
|
|
|
// depending on the distance from the agent to the target
|
|
|
|
match tactic {
|
|
|
|
Tactic::Melee => {
|
|
|
|
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::Axe => {
|
|
|
|
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if agent.action_timer > 6.0 {
|
|
|
|
controller.inputs.secondary.set_state(false);
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else if agent.action_timer > 4.0 && self.energy.current() > 10 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if self
|
|
|
|
.stats
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Axe(AxeSkill::UnlockLeap))
|
|
|
|
&& self.energy.current() > 800
|
|
|
|
&& thread_rng().gen_bool(0.5)
|
|
|
|
{
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::Hammer => {
|
|
|
|
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if agent.action_timer > 4.0 {
|
|
|
|
controller.inputs.secondary.set_state(false);
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else if agent.action_timer > 2.0 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if self
|
|
|
|
.stats
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
|
|
|
|
&& self.energy.current() > 700
|
|
|
|
&& thread_rng().gen_bool(0.9)
|
|
|
|
{
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
if self
|
|
|
|
.stats
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
|
|
|
|
&& agent.action_timer > 5.0
|
|
|
|
{
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else {
|
|
|
|
agent.action_timer += dt.0;
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
},
|
|
|
|
Tactic::Sword => {
|
|
|
|
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if self
|
|
|
|
.stats
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Sword(SwordSkill::UnlockSpin))
|
|
|
|
&& agent.action_timer < 2.0
|
|
|
|
&& self.energy.current() > 600
|
|
|
|
{
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer > 2.0 {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
if agent.action_timer > 4.0 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else {
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2020-11-25 22:47:16 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::Bow => {
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < (2.0 * min_attack_dist * self.scale).powi(2)
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
controller.inputs.move_dir = bearing
|
|
|
|
.xy()
|
|
|
|
.rotated_z(thread_rng().gen_range(0.5..1.57))
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
|
|
|
if agent.action_timer > 4.0 {
|
|
|
|
controller.inputs.secondary.set_state(false);
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else if agent.action_timer > 2.0 && self.energy.current() > 300 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if self
|
|
|
|
.stats
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Bow(BowSkill::UnlockRepeater))
|
|
|
|
&& self.energy.current() > 400
|
|
|
|
&& thread_rng().gen_bool(0.8)
|
2020-11-25 22:47:16 +00:00
|
|
|
{
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.secondary.set_state(false);
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.secondary.set_state(false);
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
}
|
|
|
|
} else if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
2020-11-25 22:47:16 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
},
|
|
|
|
Tactic::Staff => {
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < (min_attack_dist * self.scale).powi(2)
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
} else if dist_sqrd < (5.0 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
if agent.action_timer < 1.5 {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer < 3.0 {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(-0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
}
|
|
|
|
if self
|
|
|
|
.stats
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Staff(StaffSkill::UnlockShockwave))
|
|
|
|
&& self.energy.current() > 800
|
|
|
|
&& thread_rng().gen::<f32>() > 0.8
|
|
|
|
{
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
} else if self.energy.current() > 10 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
} else {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
controller.inputs.move_dir = bearing
|
|
|
|
.xy()
|
|
|
|
.rotated_z(thread_rng().gen_range(-1.57..-0.5))
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller.inputs.roll.set_state(true);
|
|
|
|
}
|
|
|
|
} else if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::StoneGolemBoss => {
|
|
|
|
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
|
|
|
|
// 2.0 is temporary correction factor to allow them to melee with their
|
|
|
|
// large hitbox
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if self.vel.0.is_approx_zero() {
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
}
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
if agent.action_timer > 5.0 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else {
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::CircleCharge {
|
|
|
|
radius,
|
|
|
|
circle_time,
|
|
|
|
} => {
|
|
|
|
if dist_sqrd < (min_attack_dist * self.scale).powi(2) && thread_rng().gen_bool(0.5)
|
|
|
|
{
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else if dist_sqrd < (radius as f32 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = (self.pos.0 - tgt_pos.0)
|
|
|
|
.xy()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
} else if dist_sqrd < ((radius as f32 + 1.0) * min_attack_dist * self.scale).powi(2)
|
|
|
|
&& dist_sqrd > (radius as f32 * min_attack_dist * self.scale).powi(2)
|
|
|
|
{
|
|
|
|
if agent.action_timer < circle_time as f32 {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer < circle_time as f32 + 0.5 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer < 2.0 * circle_time as f32 + 0.5 {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(-0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer < 2.0 * circle_time as f32 + 1.0 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::QuadLowRanged => {
|
|
|
|
if dist_sqrd < (3.0 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
if agent.action_timer > 5.0 {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else if agent.action_timer > 2.5 {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(1.75 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(0.25 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::TailSlap => {
|
|
|
|
if dist_sqrd < (1.5 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
if agent.action_timer > 4.0 {
|
|
|
|
controller.inputs.primary.set_state(false);
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else if agent.action_timer > 1.0 {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y)
|
|
|
|
* 0.1;
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::QuadLowQuick => {
|
|
|
|
if dist_sqrd < (1.5 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
} else if dist_sqrd < (3.0 * min_attack_dist * self.scale).powi(2)
|
|
|
|
&& dist_sqrd > (2.0 * min_attack_dist * self.scale).powi(2)
|
|
|
|
{
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(-0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::QuadLowBasic => {
|
|
|
|
if dist_sqrd < (1.5 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if agent.action_timer > 5.0 {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
} else if agent.action_timer > 2.0 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::QuadMedJump => {
|
|
|
|
if dist_sqrd < (1.5 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
} else if dist_sqrd < (5.0 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::QuadMedBasic => {
|
|
|
|
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if agent.action_timer < 2.0 {
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer < 3.0 {
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
2021-03-03 03:55:28 +00:00
|
|
|
Tactic::Lavadrake | Tactic::QuadLowBeam => {
|
2021-02-07 07:22:06 +00:00
|
|
|
if dist_sqrd < (2.5 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller.inputs.secondary.set_state(true);
|
|
|
|
} else if dist_sqrd < (7.0 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
if agent.action_timer < 2.0 {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer < 4.0 {
|
|
|
|
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(-0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else if agent.action_timer < 6.0 {
|
|
|
|
controller.inputs.ability3.set_state(true);
|
|
|
|
agent.action_timer += dt.0;
|
|
|
|
} else {
|
|
|
|
agent.action_timer = 0.0;
|
|
|
|
}
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::Theropod => {
|
|
|
|
if dist_sqrd < (2.0 * min_attack_dist * self.scale).powi(2) {
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_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;
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::Turret => {
|
2021-03-03 03:55:28 +00:00
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::FixedTurret => {
|
|
|
|
controller.inputs.look_dir = self.ori.look_dir();
|
2021-03-03 03:55:28 +00:00
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Tactic::RotatingTurret => {
|
|
|
|
controller.inputs.look_dir = Dir::new(
|
|
|
|
Quaternion::from_xyzw(self.ori.look_dir().x, self.ori.look_dir().y, 0.0, 0.0)
|
2021-03-03 03:55:28 +00:00
|
|
|
.rotated_z(6.0 * dt.0 as f32)
|
|
|
|
.into_vec3()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_default(),
|
2021-02-07 07:22:06 +00:00
|
|
|
);
|
2021-03-03 03:55:28 +00:00
|
|
|
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.primary.set_state(true);
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
},
|
2020-08-07 01:59:28 +00:00
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-02-06 06:15:25 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn follow(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
terrain: &TerrainGrid,
|
|
|
|
tgt_pos: &Pos,
|
|
|
|
) {
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: AVG_FOLLOW_DIST,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
|
|
|
|
controller.inputs.move_dir = bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
|
|
|
|
* speed.min(0.2 + (dist_sqrd - AVG_FOLLOW_DIST.powi(2)) / 8.0);
|
|
|
|
controller.inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
2019-04-16 21:06:33 +00:00
|
|
|
}
|
|
|
|
}
|
2020-11-23 19:27:18 +00:00
|
|
|
|
|
|
|
fn can_see_tgt(terrain: &TerrainGrid, pos: &Pos, tgt_pos: &Pos, dist_sqrd: f32) -> bool {
|
|
|
|
terrain
|
|
|
|
.ray(pos.0 + Vec3::unit_z(), tgt_pos.0 + Vec3::unit_z())
|
|
|
|
.until(Block::is_opaque)
|
|
|
|
.cast()
|
|
|
|
.0
|
2020-11-25 00:28:24 +00:00
|
|
|
.powi(2)
|
2020-11-23 19:27:18 +00:00
|
|
|
>= dist_sqrd
|
|
|
|
}
|