veloren/common/src/rtsim.rs

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// We'd like to not have this file in `common`, but sadly there are
// things in `common` that require it (currently, `ServerEvent` and
// `Agent`). When possible, this should be moved to the `rtsim`
// module in `server`.
use specs::Component;
use serde::{Serialize, Deserialize};
use vek::*;
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use crate::comp::dialogue::MoodState;
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slotmap::new_key_type! { pub struct NpcId; }
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slotmap::new_key_type! { pub struct SiteId; }
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slotmap::new_key_type! { pub struct FactionId; }
#[derive(Copy, Clone, Debug)]
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pub struct RtSimEntity(pub NpcId);
impl Component for RtSimEntity {
type Storage = specs::VecStorage<Self>;
}
#[derive(Clone, Debug)]
pub enum RtSimEvent {
AddMemory(Memory),
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SetMood(Memory),
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ForgetEnemy(String),
PrintMemories,
}
#[derive(Clone, Debug)]
pub struct Memory {
pub item: MemoryItem,
pub time_to_forget: f64,
}
#[derive(Clone, Debug)]
pub enum MemoryItem {
// These are structs to allow more data beyond name to be stored
// such as clothing worn, weapon used, etc.
CharacterInteraction { name: String },
CharacterFight { name: String },
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Mood { state: MoodState },
}
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/// This type is the map route through which the rtsim (real-time simulation)
/// aspect of the game communicates with the rest of the game. It is analagous
/// to `comp::Controller` in that it provides a consistent interface for
/// simulation NPCs to control their actions. Unlike `comp::Controller`, it is
/// very abstract and is intended for consumption by both the agent code and the
/// internal rtsim simulation code (depending on whether the entity is loaded
/// into the game as a physical entity or not). Agent code should attempt to act
/// upon its instructions where reasonable although deviations for various
/// reasons (obstacle avoidance, counter-attacking, etc.) are expected.
#[derive(Clone, Debug)]
pub struct RtSimController {
/// When this field is `Some(..)`, the agent should attempt to make progress
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/// toward the given location, accounting for obstacles and other
/// high-priority situations like being attacked.
pub travel_to: Option<Vec3<f32>>,
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pub heading_to: Option<String>,
/// Proportion of full speed to move
pub speed_factor: f32,
/// Events
pub events: Vec<RtSimEvent>,
}
impl Default for RtSimController {
fn default() -> Self {
Self {
travel_to: None,
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heading_to: None,
speed_factor: 1.0,
events: Vec::new(),
}
}
}
impl RtSimController {
pub fn with_destination(pos: Vec3<f32>) -> Self {
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Self {
travel_to: Some(pos),
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heading_to: None,
speed_factor: 0.5,
events: Vec::new(),
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}
}
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, enum_map::Enum)]
pub enum ChunkResource {
#[serde(rename = "0")]
Grass,
#[serde(rename = "1")]
Flax,
#[serde(rename = "2")]
Cotton,
}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum Profession {
#[serde(rename = "0")]
Farmer,
#[serde(rename = "1")]
Hunter,
#[serde(rename = "2")]
Merchant,
#[serde(rename = "3")]
Guard,
#[serde(rename = "4")]
Adventurer(u32),
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#[serde(rename = "5")]
Blacksmith,
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#[serde(rename = "6")]
Chef,
#[serde(rename = "7")]
Alchemist,
#[serde(rename = "8")]
Pirate,
#[serde(rename = "9")]
Cultist,
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}
impl Profession {
pub fn to_name(&self) -> String {
match self {
Self::Farmer => "Farmer".to_string(),
Self::Hunter => "Hunter".to_string(),
Self::Merchant => "Merchant".to_string(),
Self::Guard => "Guard".to_string(),
Self::Adventurer(_) => "Adventurer".to_string(),
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Self::Blacksmith => "Blacksmith".to_string(),
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Self::Chef => "Chef".to_string(),
Self::Alchemist => "Alchemist".to_string(),
Self::Pirate => "Pirate".to_string(),
Self::Cultist => "Cultist".to_string(),
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}
}
}
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#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct WorldSettings {
pub start_time: f64,
}
impl Default for WorldSettings {
fn default() -> Self {
Self {
start_time: 9.0 * 3600.0, // 9am
}
}
}