2021-03-16 01:30:35 +00:00
|
|
|
use crate::rtsim::{Entity as RtSimData, RtSim};
|
2020-12-01 00:28:00 +00:00
|
|
|
use common::{
|
2020-04-18 18:28:19 +00:00
|
|
|
comp::{
|
|
|
|
self,
|
2021-05-15 19:36:27 +00:00
|
|
|
agent::{
|
2021-07-31 19:33:28 +00:00
|
|
|
AgentEvent, Sound, SoundKind, Target, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME,
|
2021-05-15 19:36:27 +00:00
|
|
|
},
|
2021-03-16 19:17:08 +00:00
|
|
|
buff::{BuffKind, Buffs},
|
2021-03-29 14:47:42 +00:00
|
|
|
compass::{Direction, Distance},
|
|
|
|
dialogue::{MoodContext, MoodState, Subject},
|
2020-04-26 17:03:19 +00:00
|
|
|
group,
|
2021-03-30 22:37:38 +00:00
|
|
|
inventory::{item::ItemTag, slot::EquipSlot},
|
2021-03-29 14:47:42 +00:00
|
|
|
invite::{InviteKind, InviteResponse},
|
2020-11-06 17:39:49 +00:00
|
|
|
item::{
|
2021-04-30 19:25:08 +00:00
|
|
|
tool::{AbilitySpec, ToolKind},
|
2021-07-14 15:26:29 +00:00
|
|
|
ConsumableKind, Item, ItemDesc, ItemKind,
|
2020-11-06 17:39:49 +00:00
|
|
|
},
|
2021-07-08 00:06:02 +00:00
|
|
|
skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
|
2021-04-19 19:13:43 +00:00
|
|
|
Agent, Alignment, BehaviorCapability, BehaviorState, Body, CharacterAbility,
|
2021-07-10 22:08:21 +00:00
|
|
|
CharacterState, Combo, ControlAction, ControlEvent, Controller, Energy, Health,
|
|
|
|
HealthChange, InputKind, Inventory, InventoryAction, LightEmitter, MountState, Ori,
|
|
|
|
PhysicsState, Pos, Scale, SkillSet, Stats, UnresolvedChatMsg, UtteranceKind, Vel,
|
2020-04-18 18:28:19 +00:00
|
|
|
},
|
2021-03-23 09:51:53 +00:00
|
|
|
consts::GRAVITY,
|
2021-04-11 23:47:29 +00:00
|
|
|
effect::{BuffEffect, Effect},
|
2021-02-07 07:22:06 +00:00
|
|
|
event::{Emitter, EventBus, ServerEvent},
|
|
|
|
path::TraversalConfig,
|
2021-03-16 01:30:35 +00:00
|
|
|
resources::{DeltaTime, Time, TimeOfDay},
|
|
|
|
rtsim::{Memory, MemoryItem, RtSimEntity, RtSimEvent},
|
2021-03-29 14:44:46 +00:00
|
|
|
states::utils::StageSection,
|
2020-09-26 13:55:01 +00:00
|
|
|
terrain::{Block, TerrainGrid},
|
2020-10-07 02:23:20 +00:00
|
|
|
time::DayPeriod,
|
2021-03-25 04:35:33 +00:00
|
|
|
trade::{TradeAction, TradePhase, TradeResult},
|
2020-12-13 17:40:15 +00:00
|
|
|
uid::{Uid, UidAllocator},
|
2020-03-28 01:31:22 +00:00
|
|
|
util::Dir,
|
2020-01-27 10:02:36 +00:00
|
|
|
vol::ReadVol,
|
2020-01-24 21:24:57 +00:00
|
|
|
};
|
2021-03-13 06:48:30 +00:00
|
|
|
use common_base::prof_span;
|
2021-03-09 10:52:57 +00:00
|
|
|
use common_ecs::{Job, Origin, ParMode, Phase, System};
|
2020-01-27 15:51:07 +00:00
|
|
|
use rand::{thread_rng, Rng};
|
2020-11-25 22:47:16 +00:00
|
|
|
use rayon::iter::ParallelIterator;
|
2020-01-24 21:24:57 +00:00
|
|
|
use specs::{
|
|
|
|
saveload::{Marker, MarkerAllocator},
|
2021-02-07 07:22:06 +00:00
|
|
|
shred::ResourceId,
|
2021-03-04 14:00:16 +00:00
|
|
|
Entities, Entity as EcsEntity, Join, ParJoin, Read, ReadExpect, ReadStorage, SystemData, World,
|
2021-03-16 01:30:35 +00:00
|
|
|
Write, WriteExpect, WriteStorage,
|
2020-01-24 21:24:57 +00:00
|
|
|
};
|
2021-07-17 22:04:59 +00:00
|
|
|
use std::{f32::consts::PI, sync::Arc, time::Duration};
|
2019-04-16 21:06:33 +00:00
|
|
|
use vek::*;
|
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
struct AgentData<'a> {
|
|
|
|
entity: &'a EcsEntity,
|
2021-03-16 01:30:35 +00:00
|
|
|
rtsim_entity: Option<&'a RtSimData>,
|
2021-02-07 07:22:06 +00:00
|
|
|
uid: &'a Uid,
|
|
|
|
pos: &'a Pos,
|
|
|
|
vel: &'a Vel,
|
|
|
|
ori: &'a Ori,
|
|
|
|
energy: &'a Energy,
|
|
|
|
body: Option<&'a Body>,
|
|
|
|
inventory: &'a Inventory,
|
2021-04-14 15:35:34 +00:00
|
|
|
skill_set: &'a SkillSet,
|
2021-07-22 14:02:43 +00:00
|
|
|
#[allow(dead_code)] // may be useful for pathing
|
2021-02-07 07:22:06 +00:00
|
|
|
physics_state: &'a PhysicsState,
|
|
|
|
alignment: Option<&'a Alignment>,
|
|
|
|
traversal_config: TraversalConfig,
|
|
|
|
scale: f32,
|
|
|
|
flees: bool,
|
|
|
|
damage: f32,
|
|
|
|
light_emitter: Option<&'a LightEmitter>,
|
|
|
|
glider_equipped: bool,
|
|
|
|
is_gliding: bool,
|
2021-03-23 15:02:15 +00:00
|
|
|
health: Option<&'a Health>,
|
2021-03-21 18:22:14 +00:00
|
|
|
char_state: &'a CharacterState,
|
2021-04-21 17:10:13 +00:00
|
|
|
cached_spatial_grid: &'a common::CachedSpatialGrid,
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
struct TargetData<'a> {
|
|
|
|
pos: &'a Pos,
|
|
|
|
body: Option<&'a Body>,
|
|
|
|
scale: Option<&'a Scale>,
|
|
|
|
}
|
|
|
|
|
|
|
|
struct AttackData {
|
|
|
|
min_attack_dist: f32,
|
|
|
|
dist_sqrd: f32,
|
|
|
|
angle: f32,
|
|
|
|
}
|
|
|
|
|
2021-05-26 02:20:27 +00:00
|
|
|
impl AttackData {
|
|
|
|
fn in_min_range(&self) -> bool { self.dist_sqrd < self.min_attack_dist.powi(2) }
|
|
|
|
}
|
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
#[derive(Eq, PartialEq)]
|
|
|
|
pub enum Tactic {
|
|
|
|
Melee,
|
|
|
|
Axe,
|
|
|
|
Hammer,
|
|
|
|
Sword,
|
|
|
|
Bow,
|
|
|
|
Staff,
|
2021-07-06 08:29:11 +00:00
|
|
|
Sceptre,
|
2021-05-06 21:17:05 +00:00
|
|
|
StoneGolem,
|
|
|
|
CircleCharge { radius: u32, circle_time: u32 },
|
|
|
|
QuadLowRanged,
|
|
|
|
TailSlap,
|
|
|
|
QuadLowQuick,
|
|
|
|
QuadLowBasic,
|
|
|
|
QuadLowBeam,
|
|
|
|
QuadMedJump,
|
|
|
|
QuadMedBasic,
|
|
|
|
Theropod,
|
|
|
|
Turret,
|
|
|
|
FixedTurret,
|
|
|
|
RotatingTurret,
|
2021-05-29 22:27:55 +00:00
|
|
|
RadialTurret,
|
2021-05-06 21:17:05 +00:00
|
|
|
Mindflayer,
|
|
|
|
BirdLargeBreathe,
|
|
|
|
BirdLargeFire,
|
2021-05-26 00:37:31 +00:00
|
|
|
BirdLargeBasic,
|
2021-05-06 21:17:05 +00:00
|
|
|
Minotaur,
|
2021-05-06 16:18:10 +00:00
|
|
|
ClayGolem,
|
2021-05-26 02:20:27 +00:00
|
|
|
TidalWarrior,
|
2021-06-05 18:25:47 +00:00
|
|
|
Yeti,
|
2021-05-26 00:37:31 +00:00
|
|
|
Tornado,
|
2021-06-20 17:04:06 +00:00
|
|
|
Harvester,
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
#[derive(SystemData)]
|
|
|
|
pub struct ReadData<'a> {
|
|
|
|
entities: Entities<'a>,
|
|
|
|
uid_allocator: Read<'a, UidAllocator>,
|
|
|
|
dt: Read<'a, DeltaTime>,
|
2021-03-16 01:30:35 +00:00
|
|
|
time: Read<'a, Time>,
|
2021-04-21 17:10:13 +00:00
|
|
|
cached_spatial_grid: Read<'a, common::CachedSpatialGrid>,
|
2021-02-07 07:22:06 +00:00
|
|
|
group_manager: Read<'a, group::GroupManager>,
|
|
|
|
energies: ReadStorage<'a, Energy>,
|
|
|
|
positions: ReadStorage<'a, Pos>,
|
|
|
|
velocities: ReadStorage<'a, Vel>,
|
|
|
|
orientations: ReadStorage<'a, Ori>,
|
|
|
|
scales: ReadStorage<'a, Scale>,
|
|
|
|
healths: ReadStorage<'a, Health>,
|
|
|
|
inventories: ReadStorage<'a, Inventory>,
|
|
|
|
stats: ReadStorage<'a, Stats>,
|
2021-04-14 15:35:34 +00:00
|
|
|
skill_set: ReadStorage<'a, SkillSet>,
|
2021-02-07 07:22:06 +00:00
|
|
|
physics_states: ReadStorage<'a, PhysicsState>,
|
|
|
|
char_states: ReadStorage<'a, CharacterState>,
|
|
|
|
uids: ReadStorage<'a, Uid>,
|
|
|
|
groups: ReadStorage<'a, group::Group>,
|
|
|
|
terrain: ReadExpect<'a, TerrainGrid>,
|
|
|
|
alignments: ReadStorage<'a, Alignment>,
|
|
|
|
bodies: ReadStorage<'a, Body>,
|
|
|
|
mount_states: ReadStorage<'a, MountState>,
|
|
|
|
time_of_day: Read<'a, TimeOfDay>,
|
|
|
|
light_emitter: ReadStorage<'a, LightEmitter>,
|
2021-04-15 18:07:46 +00:00
|
|
|
#[cfg(feature = "worldgen")]
|
2021-03-12 18:53:06 +00:00
|
|
|
world: ReadExpect<'a, Arc<world::World>>,
|
2021-03-16 01:30:35 +00:00
|
|
|
rtsim_entities: ReadStorage<'a, RtSimEntity>,
|
2021-03-16 19:17:08 +00:00
|
|
|
buffs: ReadStorage<'a, Buffs>,
|
2021-07-10 22:08:21 +00:00
|
|
|
combos: ReadStorage<'a, Combo>,
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
|
2021-01-31 20:29:50 +00:00
|
|
|
// This is 3.1 to last longer than the last damage timer (3.0 seconds)
|
2021-05-21 03:14:45 +00:00
|
|
|
const DAMAGE_MEMORY_DURATION: f64 = 3.1;
|
2021-03-03 03:55:28 +00:00
|
|
|
const FLEE_DURATION: f32 = 3.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
const MAX_FOLLOW_DIST: f32 = 12.0;
|
2021-05-21 03:14:45 +00:00
|
|
|
const MAX_PATH_DIST: f32 = 170.0;
|
|
|
|
const PARTIAL_PATH_DIST: f32 = 50.0;
|
2021-06-18 13:32:26 +00:00
|
|
|
const SEPARATION_DIST: f32 = 10.0;
|
2021-06-16 10:57:52 +00:00
|
|
|
const SEPARATION_BIAS: f32 = 0.8;
|
2021-02-07 07:22:06 +00:00
|
|
|
const MAX_FLEE_DIST: f32 = 20.0;
|
|
|
|
const SNEAK_COEFFICIENT: f32 = 0.25;
|
|
|
|
const AVG_FOLLOW_DIST: f32 = 6.0;
|
2021-03-24 03:00:05 +00:00
|
|
|
const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
|
2021-04-11 23:47:29 +00:00
|
|
|
const HEALING_ITEM_THRESHOLD: f32 = 0.5;
|
2021-05-06 21:17:05 +00:00
|
|
|
const DEFAULT_ATTACK_RANGE: f32 = 2.0;
|
2021-05-15 19:36:27 +00:00
|
|
|
const AWARENESS_INVESTIGATE_THRESHOLD: f32 = 1.0;
|
|
|
|
const AWARENESS_DECREMENT_CONSTANT: f32 = 0.07;
|
|
|
|
const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
|
2021-01-31 20:29:50 +00:00
|
|
|
|
2019-06-09 19:33:20 +00:00
|
|
|
/// This system will allow NPCs to modify their controller
|
2021-03-04 14:00:16 +00:00
|
|
|
#[derive(Default)]
|
2019-04-16 21:06:33 +00:00
|
|
|
pub struct Sys;
|
2021-03-08 11:13:59 +00:00
|
|
|
impl<'a> System<'a> for Sys {
|
2020-06-10 19:47:36 +00:00
|
|
|
#[allow(clippy::type_complexity)]
|
2019-04-16 21:06:33 +00:00
|
|
|
type SystemData = (
|
2021-02-07 07:22:06 +00:00
|
|
|
ReadData<'a>,
|
2020-06-04 07:11:35 +00:00
|
|
|
Write<'a, EventBus<ServerEvent>>,
|
2019-08-02 20:25:33 +00:00
|
|
|
WriteStorage<'a, Agent>,
|
2019-06-09 14:20:20 +00:00
|
|
|
WriteStorage<'a, Controller>,
|
2021-03-16 01:30:35 +00:00
|
|
|
WriteExpect<'a, RtSim>,
|
2019-04-16 21:06:33 +00:00
|
|
|
);
|
|
|
|
|
2021-03-04 14:00:16 +00:00
|
|
|
const NAME: &'static str = "agent";
|
|
|
|
const ORIGIN: Origin = Origin::Server;
|
|
|
|
const PHASE: Phase = Phase::Create;
|
|
|
|
|
2019-08-04 08:21:29 +00:00
|
|
|
fn run(
|
2021-03-09 10:52:57 +00:00
|
|
|
job: &mut Job<Self>,
|
2021-03-16 01:30:35 +00:00
|
|
|
(read_data, event_bus, mut agents, mut controllers, mut rtsim): Self::SystemData,
|
2019-08-04 08:21:29 +00:00
|
|
|
) {
|
2021-03-16 01:30:35 +00:00
|
|
|
let rtsim = &mut *rtsim;
|
2021-03-09 10:52:57 +00:00
|
|
|
job.cpu_stats.measure(ParMode::Rayon);
|
2021-07-12 15:40:29 +00:00
|
|
|
|
2020-11-25 22:47:16 +00:00
|
|
|
(
|
2021-02-07 07:22:06 +00:00
|
|
|
&read_data.entities,
|
2021-03-22 17:37:15 +00:00
|
|
|
(&read_data.energies, read_data.healths.maybe()),
|
2021-03-29 20:30:09 +00:00
|
|
|
(
|
|
|
|
&read_data.positions,
|
|
|
|
&read_data.velocities,
|
|
|
|
&read_data.orientations,
|
|
|
|
),
|
2021-02-07 07:22:06 +00:00
|
|
|
read_data.bodies.maybe(),
|
|
|
|
&read_data.inventories,
|
2021-04-14 15:35:34 +00:00
|
|
|
&read_data.skill_set,
|
2021-02-07 07:22:06 +00:00
|
|
|
&read_data.physics_states,
|
|
|
|
&read_data.uids,
|
2019-09-09 19:11:40 +00:00
|
|
|
&mut agents,
|
|
|
|
&mut controllers,
|
2021-02-07 07:22:06 +00:00
|
|
|
read_data.light_emitter.maybe(),
|
|
|
|
read_data.groups.maybe(),
|
|
|
|
read_data.mount_states.maybe(),
|
2021-03-21 18:22:14 +00:00
|
|
|
&read_data.char_states,
|
2019-09-09 19:11:40 +00:00
|
|
|
)
|
2020-11-25 22:47:16 +00:00
|
|
|
.par_join()
|
2021-04-07 19:37:48 +00:00
|
|
|
.filter(|(_, _, _, _, _, _, _, _, _, _, _, _, mount_state, _)| {
|
2021-03-29 20:30:09 +00:00
|
|
|
// Skip mounted entities
|
|
|
|
mount_state
|
|
|
|
.map(|ms| *ms == MountState::Unmounted)
|
|
|
|
.unwrap_or(true)
|
|
|
|
})
|
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),
|
2021-03-29 20:30:09 +00:00
|
|
|
(pos, vel, ori),
|
2021-02-07 07:22:06 +00:00
|
|
|
body,
|
|
|
|
inventory,
|
2021-04-14 15:35:34 +00:00
|
|
|
skill_set,
|
2021-02-07 07:22:06 +00:00
|
|
|
physics_state,
|
|
|
|
uid,
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
light_emitter,
|
2021-07-12 15:40:29 +00:00
|
|
|
group,
|
2021-02-07 07:22:06 +00:00
|
|
|
_,
|
2021-03-21 18:22:14 +00:00
|
|
|
char_state,
|
2021-02-07 07:22:06 +00:00
|
|
|
)| {
|
2021-07-12 15:40:29 +00:00
|
|
|
// 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!(
|
2021-02-07 07:22:06 +00:00
|
|
|
&read_data.alignments.get(entity),
|
|
|
|
&Some(Alignment::Owned(_))
|
|
|
|
) {
|
2021-07-12 15:40:29 +00:00
|
|
|
read_data.alignments.get(entity).copied()
|
|
|
|
} else {
|
|
|
|
group
|
2021-02-07 07:22:06 +00:00
|
|
|
.and_then(|g| read_data.group_manager.group_info(*g))
|
|
|
|
.and_then(|info| read_data.uids.get(info.leader))
|
|
|
|
.copied()
|
2021-07-12 15:40:29 +00:00
|
|
|
.map_or_else(
|
|
|
|
|| read_data.alignments.get(entity).copied(),
|
|
|
|
|uid| Some(Alignment::Owned(uid)),
|
|
|
|
)
|
2021-02-07 07:22:06 +00:00
|
|
|
};
|
2019-09-09 19:11:40 +00:00
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
let mut event_emitter = event_bus.emitter();
|
2021-02-22 00:57:25 +00:00
|
|
|
|
2021-07-14 01:40:56 +00:00
|
|
|
if !matches!(char_state, CharacterState::LeapMelee(_)) {
|
2021-07-14 10:22:47 +00:00
|
|
|
// Default to looking in orientation direction
|
|
|
|
// (can be overridden below)
|
|
|
|
//
|
|
|
|
// This definetly breaks LeapMelee and
|
2021-07-14 19:04:42 +00:00
|
|
|
// probably not only that, do we really need this at all?
|
2021-07-14 01:40:56 +00:00
|
|
|
controller.reset();
|
|
|
|
controller.inputs.look_dir = ori.look_dir();
|
|
|
|
}
|
2021-02-22 00:57:25 +00:00
|
|
|
|
2021-07-12 15:40:29 +00:00
|
|
|
let scale = read_data.scales.get(entity).map_or(1.0, |Scale(s)| *s);
|
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(_))
|
|
|
|
});
|
2021-07-12 15:40:29 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
let is_gliding = matches!(
|
|
|
|
read_data.char_states.get(entity),
|
2021-08-01 11:20:46 +00:00
|
|
|
Some(CharacterState::GlideWield(_) | CharacterState::Glide(_))
|
2021-06-20 03:51:04 +00:00
|
|
|
) && physics_state.on_ground.is_none();
|
2020-11-12 21:31:28 +00:00
|
|
|
|
2021-05-30 15:38:47 +00:00
|
|
|
if let Some(pid) = agent.position_pid_controller.as_mut() {
|
2021-05-29 18:45:46 +00:00
|
|
|
pid.add_measurement(read_data.time.0, pos.0);
|
|
|
|
}
|
|
|
|
|
2021-07-12 15:40:29 +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
|
2021-02-07 07:22:06 +00:00
|
|
|
// obstacles that smaller entities would not).
|
|
|
|
let node_tolerance = scale * 1.5;
|
2021-07-12 15:40:29 +00:00
|
|
|
let slow_factor = body.map_or(0.0, |b| b.base_accel() / 250.0).min(1.0);
|
2021-02-07 07:22:06 +00:00
|
|
|
let traversal_config = TraversalConfig {
|
|
|
|
node_tolerance,
|
|
|
|
slow_factor,
|
2021-06-20 03:51:04 +00:00
|
|
|
on_ground: physics_state.on_ground.is_some(),
|
2021-03-23 09:51:53 +00:00
|
|
|
in_liquid: physics_state.in_liquid().is_some(),
|
2021-02-07 07:22:06 +00:00
|
|
|
min_tgt_dist: 1.0,
|
2021-07-12 15:40:29 +00:00
|
|
|
can_climb: body.map_or(false, Body::can_climb),
|
|
|
|
can_fly: body.map_or(false, |b| b.fly_thrust().is_some()),
|
2021-02-07 07:22:06 +00:00
|
|
|
};
|
2020-01-26 12:47:41 +00:00
|
|
|
|
2021-07-12 15:40:29 +00:00
|
|
|
let flees = alignment.map_or(true, |a| {
|
|
|
|
!matches!(a, Alignment::Enemy | Alignment::Owned(_))
|
|
|
|
});
|
|
|
|
let health_fraction = health.map_or(1.0, Health::fraction);
|
2021-03-16 01:30:35 +00:00
|
|
|
let rtsim_entity = read_data
|
|
|
|
.rtsim_entities
|
|
|
|
.get(entity)
|
|
|
|
.and_then(|rtsim_ent| rtsim.get_entity(rtsim_ent.0));
|
2020-11-23 19:27:18 +00:00
|
|
|
|
2021-07-14 19:04:42 +00:00
|
|
|
if traversal_config.can_fly && matches!(body, Some(Body::Ship(_))) {
|
|
|
|
// hack (kinda): Never turn off flight airships
|
2021-07-12 15:40:29 +00:00
|
|
|
// since it results in stuttering and falling back to the ground.
|
2021-07-14 19:04:42 +00:00
|
|
|
//
|
|
|
|
// TODO: look into `controller.reset()` line above
|
|
|
|
// and see if it fixes it
|
2021-04-28 02:31:51 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
}
|
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Package all this agent's data into a convenient struct
|
|
|
|
let data = AgentData {
|
|
|
|
entity: &entity,
|
2021-03-16 01:30:35 +00:00
|
|
|
rtsim_entity,
|
2021-02-07 07:22:06 +00:00
|
|
|
uid,
|
|
|
|
pos,
|
|
|
|
vel,
|
|
|
|
ori,
|
|
|
|
energy,
|
|
|
|
body,
|
|
|
|
inventory,
|
2021-04-14 15:35:34 +00:00
|
|
|
skill_set,
|
2021-02-07 07:22:06 +00:00
|
|
|
physics_state,
|
|
|
|
alignment: alignment.as_ref(),
|
|
|
|
traversal_config,
|
|
|
|
scale,
|
|
|
|
flees,
|
2021-07-12 15:40:29 +00:00
|
|
|
damage: health_fraction,
|
2021-02-07 07:22:06 +00:00
|
|
|
light_emitter,
|
|
|
|
glider_equipped,
|
|
|
|
is_gliding,
|
2021-03-23 15:02:15 +00:00
|
|
|
health: read_data.healths.get(entity),
|
2021-03-21 18:22:14 +00:00
|
|
|
char_state,
|
2021-04-21 17:10:13 +00:00
|
|
|
cached_spatial_grid: &read_data.cached_spatial_grid,
|
2021-02-07 07:22:06 +00:00
|
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////
|
|
|
|
// Behavior tree
|
|
|
|
///////////////////////////////////////////////////////////
|
2021-03-30 00:25:59 +00:00
|
|
|
// The behavior tree is meant to make decisions for agents
|
|
|
|
// *but should not* mutate any data (only action nodes
|
|
|
|
// should do that). Each path should lead to one (and only
|
|
|
|
// one) action node. This makes bugfinding much easier and
|
|
|
|
// debugging way easier. If you don't think so, try
|
|
|
|
// debugging the agent code before this MR
|
|
|
|
// (https://gitlab.com/veloren/veloren/-/merge_requests/1801).
|
|
|
|
// Each tick should arrive at one (1) action node which
|
|
|
|
// then determines what the agent does. If this makes you
|
|
|
|
// uncomfortable, consider dt the response time of the
|
|
|
|
// NPC. To make the tree easier to read, subtrees can be
|
|
|
|
// created as methods on `AgentData`. Action nodes are
|
|
|
|
// also methods on the `AgentData` struct. Action nodes
|
|
|
|
// are the only parts of this tree that should provide
|
|
|
|
// inputs.
|
2020-01-25 23:39:38 +00:00
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
let idle =
|
|
|
|
|agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
event_emitter: &mut Emitter<ServerEvent>| {
|
|
|
|
agent.target = None;
|
|
|
|
data.idle_tree(agent, controller, &read_data, event_emitter);
|
|
|
|
};
|
2021-07-12 15:40:29 +00:00
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
let react_as_pet = |agent: &mut Agent,
|
|
|
|
target: EcsEntity,
|
|
|
|
controller: &mut Controller,
|
|
|
|
event_emitter| {
|
|
|
|
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 entity_was_attacked(target, &read_data) {
|
|
|
|
data.attack_target_attacker(agent, &read_data, controller);
|
|
|
|
// 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 {
|
|
|
|
idle(agent, controller, event_emitter);
|
2021-07-12 15:40:29 +00:00
|
|
|
}
|
2021-07-31 19:33:28 +00:00
|
|
|
}
|
|
|
|
};
|
2021-07-12 15:40:29 +00:00
|
|
|
|
|
|
|
let react_to_target =
|
|
|
|
|agent: &mut Agent,
|
|
|
|
target: EcsEntity,
|
|
|
|
hostile: bool,
|
2021-07-31 19:33:28 +00:00
|
|
|
controller: &mut Controller,
|
|
|
|
event_emitter| {
|
2021-07-12 15:40:29 +00:00
|
|
|
if let Some(tgt_health) = read_data.healths.get(target) {
|
|
|
|
// If target is dead, leave it
|
|
|
|
if tgt_health.is_dead {
|
2021-07-14 15:26:29 +00:00
|
|
|
if let Some(tgt_stats) =
|
|
|
|
data.rtsim_entity.and(read_data.stats.get(target))
|
|
|
|
{
|
|
|
|
rtsim_forget_enemy(&tgt_stats.name, agent);
|
|
|
|
}
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = None;
|
2021-07-12 15:40:29 +00:00
|
|
|
// If the target is hostile
|
|
|
|
// (either based on alignment or if
|
|
|
|
// the target just attacked)
|
|
|
|
} else if hostile {
|
2021-07-31 19:33:28 +00:00
|
|
|
data.hostile_tree(agent, controller, &read_data, event_emitter);
|
2021-07-12 15:40:29 +00:00
|
|
|
// Target is something worth following
|
|
|
|
// methinks
|
2021-07-14 10:22:47 +00:00
|
|
|
} else if let Some(Alignment::Owned(uid)) = data.alignment {
|
|
|
|
if read_data.uids.get(target) == Some(uid) {
|
2021-07-14 12:23:51 +00:00
|
|
|
react_as_pet(agent, target, controller, event_emitter);
|
2021-07-14 10:22:47 +00:00
|
|
|
} else {
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = None;
|
|
|
|
idle(agent, controller, event_emitter);
|
2021-07-14 10:22:47 +00:00
|
|
|
};
|
2021-07-12 15:40:29 +00:00
|
|
|
} else {
|
|
|
|
idle(agent, controller, event_emitter);
|
|
|
|
}
|
|
|
|
} else {
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = None;
|
|
|
|
idle(agent, controller, event_emitter);
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-07-12 15:40:29 +00:00
|
|
|
};
|
|
|
|
|
2021-07-22 14:02:43 +00:00
|
|
|
// Falling damage starts from 30.0 as of time of writing
|
|
|
|
// But keep in mind our 25 m/s gravity
|
|
|
|
let is_falling_dangerous = data.vel.0.z < -20.0;
|
|
|
|
|
|
|
|
// If falling velocity is critical, throw everything
|
|
|
|
// and save yourself!
|
|
|
|
//
|
|
|
|
// If can fly - fly.
|
|
|
|
// If have glider - glide.
|
|
|
|
// Else, rest in peace.
|
|
|
|
if is_falling_dangerous && data.traversal_config.can_fly {
|
|
|
|
data.fly_upward(controller)
|
|
|
|
} else if is_falling_dangerous && data.glider_equipped {
|
2021-07-13 20:54:16 +00:00
|
|
|
data.glider_fall(controller);
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-07-12 15:40:29 +00:00
|
|
|
// Target an entity that's attacking us if the attack
|
|
|
|
// was recent and we have a health component
|
2021-03-22 17:37:15 +00:00
|
|
|
match health {
|
|
|
|
Some(health) if health.last_change.0 < DAMAGE_MEMORY_DURATION => {
|
2021-07-14 07:40:43 +00:00
|
|
|
if let Some(by) = health.last_change.1.cause.damage_by() {
|
2021-07-31 19:33:28 +00:00
|
|
|
if let Some(attacker) =
|
|
|
|
read_data.uid_allocator.retrieve_entity_internal(by.id())
|
|
|
|
{
|
|
|
|
// If the target is dead or in a safezone, remove the
|
|
|
|
// target and idle.
|
|
|
|
if should_stop_attacking(attacker, &read_data) {
|
|
|
|
agent.target = None;
|
|
|
|
} else if let Some(tgt_pos) =
|
|
|
|
read_data.positions.get(attacker)
|
|
|
|
{
|
|
|
|
if agent.target.is_none() {
|
|
|
|
controller.push_event(ControlEvent::Utterance(
|
|
|
|
UtteranceKind::Angry,
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Determine whether the new target should be a priority
|
|
|
|
// over the old one
|
|
|
|
// (i.e: because it's either close or because they
|
|
|
|
// attacked us)
|
|
|
|
let more_dangerous_than_old_target =
|
|
|
|
agent.target.map_or(true, |old_tgt| {
|
|
|
|
if let Some(old_tgt_pos) =
|
|
|
|
read_data.positions.get(old_tgt.target)
|
|
|
|
{
|
|
|
|
!old_tgt.aggro_on
|
|
|
|
|| old_tgt_pos.0.distance_squared(pos.0)
|
|
|
|
< tgt_pos.0.distance_squared(pos.0)
|
|
|
|
} else {
|
|
|
|
true
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
// Select the attacker as the new target
|
|
|
|
if more_dangerous_than_old_target {
|
|
|
|
agent.target = Some(Target {
|
|
|
|
target: attacker,
|
|
|
|
hostile: true,
|
|
|
|
selected_at: read_data.time.0,
|
|
|
|
aggro_on: true,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remember this attack if we're an RtSim entity
|
|
|
|
if let Some(tgt_stats) =
|
|
|
|
data.rtsim_entity.and(read_data.stats.get(attacker))
|
|
|
|
{
|
|
|
|
rtsim_new_enemy(&tgt_stats.name, agent, &read_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-01-26 12:47:41 +00:00
|
|
|
}
|
2021-03-22 17:37:15 +00:00
|
|
|
},
|
2021-07-31 19:33:28 +00:00
|
|
|
_ => {},
|
|
|
|
}
|
|
|
|
|
|
|
|
if let Some(target_info) = agent.target {
|
|
|
|
let Target {
|
|
|
|
target, hostile, ..
|
|
|
|
} = target_info;
|
|
|
|
react_to_target(agent, target, hostile, controller, &mut event_emitter);
|
|
|
|
} else {
|
|
|
|
idle(agent, controller, &mut event_emitter);
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
}
|
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());
|
|
|
|
},
|
|
|
|
);
|
2021-03-16 01:30:35 +00:00
|
|
|
for (agent, rtsim_entity) in (&mut agents, &read_data.rtsim_entities).join() {
|
|
|
|
// Entity must be loaded in as it has an agent component :)
|
|
|
|
// React to all events in the controller
|
|
|
|
for event in core::mem::take(&mut agent.rtsim_controller.events) {
|
2021-03-29 14:47:42 +00:00
|
|
|
match event {
|
|
|
|
RtSimEvent::AddMemory(memory) => {
|
2021-07-12 15:40:29 +00:00
|
|
|
rtsim.insert_entity_memory(rtsim_entity.0, memory.clone());
|
2021-03-29 14:47:42 +00:00
|
|
|
},
|
2021-07-14 15:26:29 +00:00
|
|
|
RtSimEvent::ForgetEnemy(name) => {
|
|
|
|
rtsim.forget_entity_enemy(rtsim_entity.0, &name);
|
|
|
|
},
|
2021-03-29 14:47:42 +00:00
|
|
|
RtSimEvent::SetMood(memory) => {
|
2021-07-12 15:40:29 +00:00
|
|
|
rtsim.set_entity_mood(rtsim_entity.0, memory.clone());
|
2021-03-29 14:47:42 +00:00
|
|
|
},
|
2021-07-12 15:40:29 +00:00
|
|
|
RtSimEvent::PrintMemories => {},
|
2021-03-16 01:30:35 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
}
|
2020-03-17 17:27:52 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
impl<'a> AgentData<'a> {
|
2021-03-30 00:25:59 +00:00
|
|
|
////////////////////////////////////////
|
|
|
|
// Subtrees
|
|
|
|
////////////////////////////////////////
|
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>,
|
|
|
|
) {
|
2021-05-15 19:36:27 +00:00
|
|
|
decrement_awareness(agent);
|
|
|
|
forget_old_sounds(agent, read_data);
|
|
|
|
|
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 {
|
2021-07-14 07:40:43 +00:00
|
|
|
if let Some(owner) = get_entity_by_id(owner.id(), read_data) {
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = build_target(owner, false, read_data.time.0, false);
|
2021-03-03 03:55:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
// Interact if incoming messages
|
|
|
|
if !agent.inbox.is_empty() {
|
2021-06-17 05:49:09 +00:00
|
|
|
if matches!(
|
|
|
|
agent.inbox.front(),
|
|
|
|
Some(AgentEvent::ServerSound(_)) | Some(AgentEvent::Hurt)
|
|
|
|
) {
|
|
|
|
let sound = agent.inbox.pop_front();
|
|
|
|
match sound {
|
|
|
|
Some(AgentEvent::ServerSound(sound)) => {
|
|
|
|
agent.sounds_heard.push(sound);
|
|
|
|
agent.awareness += sound.vol;
|
|
|
|
},
|
|
|
|
Some(AgentEvent::Hurt) => {
|
|
|
|
// Hurt utterances at random upon receiving damage
|
|
|
|
if thread_rng().gen::<f32>() < 0.4 {
|
|
|
|
controller.push_event(ControlEvent::Utterance(UtteranceKind::Hurt));
|
|
|
|
}
|
|
|
|
},
|
|
|
|
//Note: this should be unreachable
|
|
|
|
Some(_) | None => return,
|
|
|
|
}
|
|
|
|
} else {
|
2021-05-15 19:36:27 +00:00
|
|
|
agent.action_state.timer = 0.1;
|
|
|
|
}
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-04-28 22:41:04 +00:00
|
|
|
if agent.action_state.timer > 0.0 {
|
|
|
|
if agent.action_state.timer
|
2021-04-07 19:37:48 +00:00
|
|
|
< (if agent.behavior.is(BehaviorState::TRADING) {
|
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
|
|
|
TRADE_INTERACTION_TIME
|
|
|
|
} else {
|
|
|
|
DEFAULT_INTERACTION_TIME
|
|
|
|
})
|
|
|
|
{
|
2021-07-11 18:41:52 +00:00
|
|
|
self.interact(agent, controller, read_data, event_emitter);
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.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);
|
2021-07-11 18:41:52 +00:00
|
|
|
self.idle(agent, controller, read_data);
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
} else if thread_rng().gen::<f32>() < 0.1 {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.choose_target(agent, controller, read_data, event_emitter);
|
2021-05-15 19:36:27 +00:00
|
|
|
} else if agent.awareness > AWARENESS_INVESTIGATE_THRESHOLD {
|
|
|
|
self.handle_elevated_awareness(agent, controller, read_data);
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.idle(agent, controller, read_data);
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
}
|
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>,
|
|
|
|
) {
|
2021-04-11 23:47:29 +00:00
|
|
|
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.timer = 0.01;
|
2021-04-11 23:47:29 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2021-06-17 05:49:09 +00:00
|
|
|
if let Some(AgentEvent::Hurt) = agent.inbox.pop_front() {
|
|
|
|
// Hurt utterances at random upon receiving damage
|
|
|
|
if thread_rng().gen::<f32>() < 0.4 {
|
|
|
|
controller.push_event(ControlEvent::Utterance(UtteranceKind::Hurt));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-03-30 00:25:59 +00:00
|
|
|
if let Some(Target {
|
|
|
|
target,
|
|
|
|
selected_at,
|
2021-07-31 19:33:28 +00:00
|
|
|
aggro_on,
|
2021-03-30 00:25:59 +00:00
|
|
|
..
|
2021-07-31 19:33:28 +00:00
|
|
|
}) = &mut agent.target
|
2021-03-30 00:25:59 +00:00
|
|
|
{
|
2021-07-31 19:33:28 +00:00
|
|
|
let target = *target;
|
|
|
|
let selected_at = *selected_at;
|
|
|
|
|
2021-03-16 19:17:08 +00:00
|
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
2021-07-31 19:33:28 +00:00
|
|
|
let dist_sq = self.pos.0.distance_squared(tgt_pos.0);
|
|
|
|
let in_aggro_range = agent
|
|
|
|
.psyche
|
|
|
|
.aggro_dist
|
|
|
|
.map_or(true, |ad| dist_sq < ad.powi(2));
|
|
|
|
// If, at any point, the target comes closer than the aggro distance, switch to
|
|
|
|
// aggro mode
|
|
|
|
if in_aggro_range {
|
|
|
|
*aggro_on = true;
|
|
|
|
}
|
|
|
|
let aggro_on = *aggro_on;
|
|
|
|
|
|
|
|
if self.damage.min(1.0) < agent.psyche.flee_health && self.flees {
|
|
|
|
// Should the agent flee?
|
2021-07-14 07:40:43 +00:00
|
|
|
if agent.action_state.timer == 0.0 && can_speak(agent) {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general("npc.speech.villager_under_attack", event_emitter);
|
2021-07-14 07:40:43 +00:00
|
|
|
self.emit_villager_alarm(read_data.time.0, event_emitter);
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.timer = 0.01;
|
2021-07-31 19:33:28 +00:00
|
|
|
} else if agent.action_state.timer < FLEE_DURATION
|
|
|
|
|| dist_sq < MAX_FLEE_DIST.powi(2)
|
2021-04-28 01:17:56 +00:00
|
|
|
{
|
2021-05-15 19:36:27 +00:00
|
|
|
self.flee(agent, controller, &read_data.terrain, tgt_pos);
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.timer = 0.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
agent.target = None;
|
2021-07-11 18:41:52 +00:00
|
|
|
self.idle(agent, controller, read_data);
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-07-31 19:33:28 +00:00
|
|
|
} else if should_stop_attacking(target, read_data) {
|
|
|
|
if can_speak(agent) {
|
|
|
|
let msg = "npc.speech.villager_enemy_killed".to_string();
|
|
|
|
event_emitter
|
|
|
|
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
|
|
|
|
}
|
|
|
|
agent.target = None;
|
|
|
|
self.idle(agent, controller, read_data);
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-07-31 19:33:28 +00:00
|
|
|
// Potentially choose a new target
|
|
|
|
if read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS
|
|
|
|
&& !in_aggro_range
|
2021-04-11 23:47:29 +00:00
|
|
|
{
|
2021-07-11 18:41:52 +00:00
|
|
|
self.choose_target(agent, controller, read_data, event_emitter);
|
2021-07-31 19:33:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if aggro_on {
|
2021-07-14 07:40:43 +00:00
|
|
|
let target_data = build_target_data(target, tgt_pos, read_data);
|
2021-07-11 18:41:52 +00:00
|
|
|
self.attack(agent, controller, &target_data, read_data);
|
2021-07-31 19:33:28 +00:00
|
|
|
} else {
|
|
|
|
// If we're not yet aggro-ed, strike a menacing pose
|
|
|
|
if thread_rng().gen::<f32>() < read_data.dt.0 * 0.25 {
|
|
|
|
self.chat_general_if_can_speak(
|
|
|
|
agent,
|
|
|
|
"npc.speech.menacing",
|
|
|
|
event_emitter,
|
|
|
|
);
|
|
|
|
controller.push_event(ControlEvent::Utterance(UtteranceKind::Angry));
|
|
|
|
}
|
|
|
|
self.menacing(agent, controller, read_data, target, tgt_pos);
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-03-30 00:25:59 +00:00
|
|
|
////////////////////////////////////////
|
|
|
|
// Action Nodes
|
|
|
|
////////////////////////////////////////
|
|
|
|
|
2021-07-13 20:54:16 +00:00
|
|
|
fn glider_fall(&self, controller: &mut Controller) {
|
2021-07-22 14:02:43 +00:00
|
|
|
controller.actions.push(ControlAction::GlideWield);
|
2021-07-13 20:54:16 +00:00
|
|
|
|
2021-07-22 14:02:43 +00:00
|
|
|
let flight_direction =
|
|
|
|
Vec3::from(self.vel.0.xy().try_normalized().unwrap_or_else(Vec2::zero));
|
|
|
|
let flight_ori = Quaternion::from_scalar_and_vec3((1.0, flight_direction));
|
2021-07-13 20:54:16 +00:00
|
|
|
|
2021-07-22 14:02:43 +00:00
|
|
|
let ori = self.ori.look_vec();
|
|
|
|
let look_dir = if ori.z > 0.0 {
|
|
|
|
flight_ori.rotated_x(-0.1)
|
|
|
|
} else {
|
|
|
|
flight_ori.rotated_x(0.1)
|
|
|
|
};
|
2021-07-13 20:54:16 +00:00
|
|
|
|
2021-07-22 14:02:43 +00:00
|
|
|
let (_, look_dir) = look_dir.into_scalar_and_vec3();
|
|
|
|
controller.inputs.look_dir = Dir::from_unnormalized(look_dir).unwrap_or_else(Dir::forward);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn fly_upward(&self, controller: &mut Controller) {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
controller.inputs.move_z = 1.0;
|
2021-03-30 00:25:59 +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
|
|
|
|
2021-04-11 23:47:29 +00:00
|
|
|
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.timer = 0.01;
|
2021-04-11 23:47:29 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.timer = 0.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
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
|
2021-03-14 18:42:39 +00:00
|
|
|
if 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())
|
|
|
|
{
|
2021-03-21 16:09:16 +00:00
|
|
|
controller
|
|
|
|
.actions
|
2021-03-21 17:45:01 +00:00
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
2021-03-14 18:42:39 +00:00
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::CancelInput(InputKind::Fly))
|
|
|
|
}
|
2021-04-21 17:10:13 +00:00
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
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);
|
2021-03-18 22:54:23 +00:00
|
|
|
self.jump_if(controller, bearing.z > 1.5 || self.traversal_config.can_fly);
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.climb = Some(comp::Climb::Up);
|
2021-03-23 09:51:53 +00:00
|
|
|
//.filter(|_| bearing.z > 0.1 || self.physics_state.in_liquid().is_some());
|
2020-11-25 22:47:16 +00:00
|
|
|
|
2021-05-29 18:45:46 +00:00
|
|
|
let height_offset = bearing.z
|
2021-02-07 07:22:06 +00:00
|
|
|
+ if self.traversal_config.can_fly {
|
2021-04-21 17:10:13 +00:00
|
|
|
// NOTE: costs 4 us (imbris)
|
2021-03-12 22:14:08 +00:00
|
|
|
let obstacle_ahead = read_data
|
2021-02-07 07:22:06 +00:00
|
|
|
.terrain
|
|
|
|
.ray(
|
|
|
|
self.pos.0 + Vec3::unit_z(),
|
|
|
|
self.pos.0
|
2021-03-12 02:58:57 +00:00
|
|
|
+ bearing.try_normalized().unwrap_or_else(Vec3::unit_y) * 80.0
|
2021-02-07 07:22:06 +00:00
|
|
|
+ Vec3::unit_z(),
|
|
|
|
)
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
2021-03-12 22:14:08 +00:00
|
|
|
.map_or(true, |b| b.is_some());
|
2021-04-21 17:10:13 +00:00
|
|
|
|
2021-03-24 19:42:37 +00:00
|
|
|
let mut ground_too_close = self
|
2021-03-12 22:14:08 +00:00
|
|
|
.body
|
|
|
|
.map(|body| {
|
2021-04-15 18:07:46 +00:00
|
|
|
#[cfg(feature = "worldgen")]
|
2021-05-29 18:45:46 +00:00
|
|
|
let height_approx = self.pos.0.z
|
2021-03-12 22:14:08 +00:00
|
|
|
- read_data
|
|
|
|
.world
|
|
|
|
.sim()
|
|
|
|
.get_alt_approx(self.pos.0.xy().map(|x: f32| x as i32))
|
|
|
|
.unwrap_or(0.0);
|
2021-04-15 18:07:46 +00:00
|
|
|
#[cfg(not(feature = "worldgen"))]
|
2021-05-29 18:45:46 +00:00
|
|
|
let height_approx = self.pos.0.z;
|
2021-03-12 18:53:06 +00:00
|
|
|
|
2021-03-12 22:14:08 +00:00
|
|
|
height_approx < body.flying_height()
|
|
|
|
})
|
|
|
|
.unwrap_or(false);
|
|
|
|
|
2021-03-24 19:42:37 +00:00
|
|
|
const NUM_RAYS: usize = 5;
|
2021-04-21 17:10:13 +00:00
|
|
|
|
|
|
|
// NOTE: costs 15-20 us (imbris)
|
2021-03-24 19:42:37 +00:00
|
|
|
for i in 0..=NUM_RAYS {
|
|
|
|
let magnitude = self.body.map_or(20.0, |b| b.flying_height());
|
|
|
|
// Lerp between a line straight ahead and straight down to detect a
|
|
|
|
// wedge of obstacles we might fly into (inclusive so that both vectors
|
|
|
|
// are sampled)
|
|
|
|
if let Some(dir) = Lerp::lerp(
|
|
|
|
-Vec3::unit_z(),
|
|
|
|
Vec3::new(bearing.x, bearing.y, 0.0),
|
|
|
|
i as f32 / NUM_RAYS as f32,
|
|
|
|
)
|
|
|
|
.try_normalized()
|
|
|
|
{
|
|
|
|
ground_too_close |= read_data
|
|
|
|
.terrain
|
|
|
|
.ray(self.pos.0, self.pos.0 + magnitude * dir)
|
|
|
|
.until(|b: &Block| b.is_solid() || b.is_liquid())
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(false, |b| b.is_some())
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-03-12 22:14:08 +00:00
|
|
|
if obstacle_ahead || ground_too_close {
|
2021-05-29 18:45:46 +00:00
|
|
|
5.0 //fly up when approaching obstacles
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-05-29 18:45:46 +00:00
|
|
|
-2.0
|
2021-02-07 07:22:06 +00:00
|
|
|
} //flying things should slowly come down from the stratosphere
|
|
|
|
} else {
|
|
|
|
0.05 //normal land traveller offset
|
|
|
|
};
|
2021-05-30 15:38:47 +00:00
|
|
|
if let Some(pid) = agent.position_pid_controller.as_mut() {
|
2021-05-29 18:45:46 +00:00
|
|
|
pid.sp = self.pos.0.z + height_offset * Vec3::unit_z();
|
|
|
|
controller.inputs.move_z = pid.calc_err();
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_z = height_offset;
|
|
|
|
}
|
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
|
2021-04-21 17:10:13 +00:00
|
|
|
// NOTE: costs 1 us (imbris)
|
2021-02-07 07:22:06 +00:00
|
|
|
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
|
|
|
|
2021-06-16 14:04:00 +00:00
|
|
|
if thread_rng().gen::<f32>() < 0.0015 {
|
2021-06-16 12:49:43 +00:00
|
|
|
controller.push_event(ControlEvent::Utterance(UtteranceKind::Calm));
|
|
|
|
}
|
|
|
|
|
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));
|
|
|
|
// }
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-05-15 19:36:27 +00:00
|
|
|
|
|
|
|
let msg = agent.inbox.pop_front();
|
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
|
|
|
match msg {
|
2021-03-29 14:47:42 +00:00
|
|
|
Some(AgentEvent::Talk(by, subject)) => {
|
2021-07-14 07:40:43 +00:00
|
|
|
if can_speak(agent) {
|
|
|
|
if let Some(target) = get_entity_by_id(by.id(), read_data) {
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = build_target(target, false, read_data.time.0, false);
|
2021-03-29 14:47:42 +00:00
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
if self.look_toward(controller, read_data, target) {
|
2021-04-01 17:13:08 +00:00
|
|
|
controller.actions.push(ControlAction::Stand);
|
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
|
|
|
controller.actions.push(ControlAction::Talk);
|
2021-06-16 12:49:43 +00:00
|
|
|
controller.push_event(ControlEvent::Utterance(UtteranceKind::Greeting));
|
|
|
|
|
2021-03-29 14:47:42 +00:00
|
|
|
match subject {
|
|
|
|
Subject::Regular => {
|
|
|
|
if let (
|
|
|
|
Some((_travel_to, destination_name)),
|
|
|
|
Some(rtsim_entity),
|
|
|
|
) = (&agent.rtsim_controller.travel_to, &self.rtsim_entity)
|
|
|
|
{
|
|
|
|
let msg =
|
|
|
|
if let Some(tgt_stats) = read_data.stats.get(target) {
|
|
|
|
agent.rtsim_controller.events.push(
|
|
|
|
RtSimEvent::AddMemory(Memory {
|
|
|
|
item: MemoryItem::CharacterInteraction {
|
|
|
|
name: tgt_stats.name.clone(),
|
|
|
|
},
|
|
|
|
time_to_forget: read_data.time.0 + 600.0,
|
|
|
|
}),
|
|
|
|
);
|
|
|
|
if rtsim_entity
|
|
|
|
.brain
|
|
|
|
.remembers_character(&tgt_stats.name)
|
|
|
|
{
|
2021-04-03 02:27:30 +00:00
|
|
|
format!(
|
|
|
|
"Greetings fair {}! It has been far too \
|
|
|
|
long since last I saw you. I'm going to \
|
|
|
|
{} right now.",
|
|
|
|
&tgt_stats.name, destination_name
|
|
|
|
)
|
2021-03-29 14:47:42 +00:00
|
|
|
} else {
|
|
|
|
format!(
|
|
|
|
"I'm heading to {}! Want to come along?",
|
|
|
|
destination_name
|
|
|
|
)
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
format!(
|
|
|
|
"I'm heading to {}! Want to come along?",
|
|
|
|
destination_name
|
|
|
|
)
|
|
|
|
};
|
2021-07-14 07:40:43 +00:00
|
|
|
self.chat_general(msg, event_emitter);
|
2021-04-08 17:06:57 +00:00
|
|
|
} else if agent.behavior.can_trade() {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general(
|
|
|
|
"npc.speech.merchant_advertisement",
|
|
|
|
event_emitter,
|
|
|
|
);
|
2021-03-16 01:30:35 +00:00
|
|
|
} else {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general("npc.speech.villager", event_emitter);
|
2021-03-16 01:30:35 +00:00
|
|
|
}
|
2021-03-29 14:47:42 +00:00
|
|
|
},
|
|
|
|
Subject::Trade => {
|
2021-04-08 17:06:57 +00:00
|
|
|
if agent.behavior.can_trade() {
|
2021-04-07 19:37:48 +00:00
|
|
|
if !agent.behavior.is(BehaviorState::TRADING) {
|
2021-03-31 17:06:41 +00:00
|
|
|
controller.events.push(ControlEvent::InitiateInvite(
|
|
|
|
by,
|
|
|
|
InviteKind::Trade,
|
|
|
|
));
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general(
|
|
|
|
"npc.speech.merchant_advertisement",
|
|
|
|
event_emitter,
|
|
|
|
);
|
2021-03-31 17:06:41 +00:00
|
|
|
} else {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general(
|
|
|
|
"npc.speech.merchant_busy",
|
|
|
|
event_emitter,
|
|
|
|
);
|
2021-03-31 17:06:41 +00:00
|
|
|
}
|
2021-03-29 14:47:42 +00:00
|
|
|
} else {
|
|
|
|
// TODO: maybe make some travellers willing to trade with
|
|
|
|
// simpler goods like potions
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general(
|
|
|
|
"npc.speech.villager_decline_trade",
|
|
|
|
event_emitter,
|
|
|
|
);
|
2021-03-29 14:47:42 +00:00
|
|
|
}
|
|
|
|
},
|
|
|
|
Subject::Mood => {
|
|
|
|
if let Some(rtsim_entity) = self.rtsim_entity {
|
|
|
|
if !rtsim_entity.brain.remembers_mood() {
|
|
|
|
// TODO: the following code will need a rework to
|
|
|
|
// implement more mood contexts
|
|
|
|
// This require that town NPCs becomes rtsim_entities to
|
|
|
|
// work fully.
|
|
|
|
match rand::random::<u32>() % 3 {
|
|
|
|
0 => agent.rtsim_controller.events.push(
|
|
|
|
RtSimEvent::SetMood(Memory {
|
|
|
|
item: MemoryItem::Mood {
|
|
|
|
state: MoodState::Good(
|
|
|
|
MoodContext::GoodWeather,
|
|
|
|
),
|
|
|
|
},
|
|
|
|
time_to_forget: read_data.time.0 + 21200.0,
|
|
|
|
}),
|
|
|
|
),
|
|
|
|
1 => agent.rtsim_controller.events.push(
|
|
|
|
RtSimEvent::SetMood(Memory {
|
|
|
|
item: MemoryItem::Mood {
|
|
|
|
state: MoodState::Neutral(
|
|
|
|
MoodContext::EverydayLife,
|
|
|
|
),
|
|
|
|
},
|
|
|
|
time_to_forget: read_data.time.0 + 21200.0,
|
|
|
|
}),
|
|
|
|
),
|
|
|
|
2 => agent.rtsim_controller.events.push(
|
|
|
|
RtSimEvent::SetMood(Memory {
|
|
|
|
item: MemoryItem::Mood {
|
|
|
|
state: MoodState::Bad(
|
|
|
|
MoodContext::GoodWeather,
|
|
|
|
),
|
|
|
|
},
|
|
|
|
time_to_forget: read_data.time.0 + 86400.0,
|
|
|
|
}),
|
|
|
|
),
|
|
|
|
_ => {}, // will never happen
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if let Some(memory) = rtsim_entity.brain.get_mood() {
|
|
|
|
let msg = match &memory.item {
|
|
|
|
MemoryItem::Mood { state } => state.describe(),
|
|
|
|
_ => "".to_string(),
|
|
|
|
};
|
2021-07-14 07:40:43 +00:00
|
|
|
self.chat_general(msg, event_emitter);
|
2021-03-29 14:47:42 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
Subject::Location(location) => {
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
2021-07-14 07:40:43 +00:00
|
|
|
let raw_dir = location.origin.as_::<f32>() - tgt_pos.0.xy();
|
|
|
|
let dist = Distance::from_dir(raw_dir).name();
|
|
|
|
let dir = Direction::from_dir(raw_dir).name();
|
|
|
|
|
|
|
|
let msg = format!(
|
|
|
|
"{} ? I think it's {} {} from here!",
|
|
|
|
location.name, dist, dir
|
|
|
|
);
|
|
|
|
self.chat_general(msg, event_emitter);
|
2021-03-29 14:47:42 +00:00
|
|
|
}
|
|
|
|
},
|
|
|
|
Subject::Person(person) => {
|
|
|
|
if let Some(src_pos) = read_data.positions.get(target) {
|
|
|
|
let msg = if let Some(person_pos) = person.origin {
|
|
|
|
let distance = Distance::from_dir(
|
|
|
|
person_pos.xy() - src_pos.0.xy(),
|
|
|
|
);
|
|
|
|
match distance {
|
|
|
|
Distance::NextTo | Distance::Near => {
|
|
|
|
format!(
|
|
|
|
"{} ? I think he's {} {} from here!",
|
|
|
|
person.name(),
|
|
|
|
distance.name(),
|
|
|
|
Direction::from_dir(
|
|
|
|
person_pos.xy() - src_pos.0.xy(),
|
|
|
|
)
|
|
|
|
.name()
|
|
|
|
)
|
|
|
|
},
|
|
|
|
_ => {
|
|
|
|
format!(
|
|
|
|
"{} ? I think he's gone visiting another \
|
|
|
|
town. Come back later!",
|
|
|
|
person.name()
|
|
|
|
)
|
|
|
|
},
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
format!(
|
|
|
|
"{} ? Sorry, I don't know where you can find him.",
|
|
|
|
person.name()
|
|
|
|
)
|
|
|
|
};
|
2021-07-14 07:40:43 +00:00
|
|
|
self.chat_general(msg, event_emitter);
|
2021-03-29 14:47:42 +00:00
|
|
|
}
|
|
|
|
},
|
|
|
|
Subject::Work => {},
|
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
|
|
|
}
|
2021-03-03 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
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
2021-03-16 23:22:48 +00:00
|
|
|
Some(AgentEvent::TradeInvite(with)) => {
|
2021-04-08 17:06:57 +00:00
|
|
|
if agent.behavior.can_trade() {
|
2021-04-07 19:37:48 +00:00
|
|
|
if !agent.behavior.is(BehaviorState::TRADING) {
|
2021-03-31 17:06:41 +00:00
|
|
|
// stand still and looking towards the trading player
|
2021-04-01 17:13:08 +00:00
|
|
|
controller.actions.push(ControlAction::Stand);
|
2021-03-31 17:06:41 +00:00
|
|
|
controller.actions.push(ControlAction::Talk);
|
2021-07-14 07:40:43 +00:00
|
|
|
if let Some(target) = get_entity_by_id(with.id(), read_data) {
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = build_target(target, false, read_data.time.0, false);
|
2021-03-31 17:06:41 +00:00
|
|
|
}
|
|
|
|
controller
|
|
|
|
.events
|
|
|
|
.push(ControlEvent::InviteResponse(InviteResponse::Accept));
|
2021-04-07 19:37:48 +00:00
|
|
|
agent.behavior.unset(BehaviorState::TRADING_ISSUER);
|
|
|
|
agent.behavior.set(BehaviorState::TRADING);
|
2021-03-31 17:06:41 +00:00
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.events
|
|
|
|
.push(ControlEvent::InviteResponse(InviteResponse::Decline));
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general_if_can_speak(
|
|
|
|
agent,
|
|
|
|
"npc.speech.merchant_busy",
|
|
|
|
event_emitter,
|
|
|
|
);
|
2021-03-16 23:22:48 +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
|
|
|
} else {
|
|
|
|
// TODO: Provide a hint where to find the closest merchant?
|
|
|
|
controller
|
|
|
|
.events
|
|
|
|
.push(ControlEvent::InviteResponse(InviteResponse::Decline));
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general_if_can_speak(
|
|
|
|
agent,
|
|
|
|
"npc.speech.villager_decline_trade",
|
|
|
|
event_emitter,
|
|
|
|
);
|
2021-03-29 14:47:42 +00:00
|
|
|
}
|
|
|
|
},
|
|
|
|
Some(AgentEvent::TradeAccepted(with)) => {
|
2021-04-07 19:37:48 +00:00
|
|
|
if !agent.behavior.is(BehaviorState::TRADING) {
|
2021-07-14 07:40:43 +00:00
|
|
|
if let Some(target) = get_entity_by_id(with.id(), read_data) {
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = build_target(target, false, read_data.time.0, false);
|
2021-03-29 14:47:42 +00:00
|
|
|
}
|
2021-04-07 19:37:48 +00:00
|
|
|
agent.behavior.set(BehaviorState::TRADING);
|
|
|
|
agent.behavior.set(BehaviorState::TRADING_ISSUER);
|
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::FinishedTrade(result)) => {
|
2021-04-07 19:37:48 +00:00
|
|
|
if agent.behavior.is(BehaviorState::TRADING) {
|
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
|
|
|
match result {
|
|
|
|
TradeResult::Completed => {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general(
|
|
|
|
"npc.speech.merchant_trade_successful",
|
|
|
|
event_emitter,
|
|
|
|
);
|
2021-07-14 07:40:43 +00:00
|
|
|
},
|
|
|
|
_ => {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general("npc.speech.merchant_trade_declined", event_emitter);
|
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
|
|
|
},
|
|
|
|
}
|
2021-04-07 19:37:48 +00:00
|
|
|
agent.behavior.unset(BehaviorState::TRADING);
|
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::UpdatePendingTrade(boxval)) => {
|
|
|
|
let (tradeid, pending, prices, inventories) = *boxval;
|
2021-04-07 19:37:48 +00:00
|
|
|
if agent.behavior.is(BehaviorState::TRADING) {
|
|
|
|
let who: usize = if agent.behavior.is(BehaviorState::TRADING_ISSUER) {
|
2021-03-29 20:30:09 +00:00
|
|
|
0
|
|
|
|
} else {
|
|
|
|
1
|
|
|
|
};
|
2021-03-30 22:37:38 +00:00
|
|
|
let balance0: f32 =
|
|
|
|
prices.balance(&pending.offers, &inventories, 1 - who, true);
|
|
|
|
let balance1: f32 = prices.balance(&pending.offers, &inventories, who, false);
|
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 balance0 >= balance1 {
|
2021-03-23 02:53:53 +00:00
|
|
|
// If the trade is favourable to us, only send an accept message if we're
|
|
|
|
// not already accepting (since otherwise, spamclicking the accept button
|
|
|
|
// results in lagging and moving to the review phase of an unfavorable trade
|
|
|
|
// (although since the phase is included in the message, this shouldn't
|
|
|
|
// result in fully accepting an unfavourable trade))
|
2021-03-29 14:47:42 +00:00
|
|
|
if !pending.accept_flags[who] {
|
2021-03-23 02:53:53 +00:00
|
|
|
event_emitter.emit(ServerEvent::ProcessTradeAction(
|
|
|
|
*self.entity,
|
|
|
|
tradeid,
|
|
|
|
TradeAction::Accept(pending.phase),
|
|
|
|
));
|
2021-04-08 21:52:12 +00:00
|
|
|
tracing::trace!(?tradeid, ?balance0, ?balance1, "Accept Pending Trade");
|
2021-03-23 02:53:53 +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
|
|
|
} else {
|
|
|
|
if balance1 > 0.0 {
|
|
|
|
let msg = format!(
|
|
|
|
"That only covers {:.1}% of my costs!",
|
|
|
|
balance0 / balance1 * 100.0
|
|
|
|
);
|
2021-05-11 17:26:22 +00:00
|
|
|
if let Some(tgt_data) = &agent.target {
|
2021-07-14 07:40:43 +00:00
|
|
|
// If talking with someone in particular, "tell" it only to them
|
2021-05-11 17:26:22 +00:00
|
|
|
if let Some(with) = read_data.uids.get(tgt_data.target) {
|
|
|
|
event_emitter.emit(ServerEvent::Chat(
|
|
|
|
UnresolvedChatMsg::npc_tell(*self.uid, *with, msg),
|
|
|
|
));
|
|
|
|
} else {
|
|
|
|
event_emitter.emit(ServerEvent::Chat(
|
|
|
|
UnresolvedChatMsg::npc_say(*self.uid, msg),
|
|
|
|
));
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
|
|
|
|
*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
|
|
|
if pending.phase != TradePhase::Mutate {
|
|
|
|
// we got into the review phase but without balanced goods, decline
|
2021-04-07 19:37:48 +00:00
|
|
|
agent.behavior.unset(BehaviorState::TRADING);
|
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
|
|
|
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
|
|
|
},
|
2021-05-15 19:36:27 +00:00
|
|
|
_ => {
|
2021-07-14 07:40:43 +00:00
|
|
|
if can_speak(agent) {
|
2021-07-14 16:14:30 +00:00
|
|
|
// No new events, continue looking towards the last
|
|
|
|
// interacting player for some time
|
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 let Some(Target { target, .. }) = &agent.target {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.look_toward(controller, read_data, *target);
|
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
|
|
|
} else {
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.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
|
|
|
|
2021-03-29 14:47:42 +00:00
|
|
|
fn look_toward(
|
|
|
|
&self,
|
|
|
|
controller: &mut Controller,
|
|
|
|
read_data: &ReadData,
|
2021-07-31 19:33:28 +00:00
|
|
|
target: EcsEntity,
|
2021-03-29 14:47:42 +00:00
|
|
|
) -> bool {
|
2021-07-31 19:33:28 +00:00
|
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
2021-03-29 14:47:42 +00:00
|
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height());
|
2021-07-31 19:33:28 +00:00
|
|
|
let tgt_eye_offset = read_data.bodies.get(target).map_or(0.0, |b| b.eye_height());
|
2021-03-29 14:47:42 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
fn menacing(
|
|
|
|
&self,
|
|
|
|
_agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
read_data: &ReadData,
|
|
|
|
target: EcsEntity,
|
|
|
|
_tgt_pos: &Pos,
|
|
|
|
) {
|
|
|
|
self.look_toward(controller, read_data, target);
|
|
|
|
controller.actions.push(ControlAction::Wield);
|
|
|
|
|
|
|
|
let max_move = 0.5;
|
|
|
|
let move_dir_mag = controller.inputs.move_dir.magnitude();
|
|
|
|
if move_dir_mag > max_move {
|
|
|
|
controller.inputs.move_dir = max_move * controller.inputs.move_dir / move_dir_mag;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
fn flee(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
terrain: &TerrainGrid,
|
|
|
|
tgt_pos: &Pos,
|
|
|
|
) {
|
|
|
|
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;
|
2021-03-18 22:54:23 +00:00
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-04-11 23:47:29 +00:00
|
|
|
/// Attempt to consume a healing item, and return whether any healing items
|
|
|
|
/// were queued. Callers should use this to implement a delay so that
|
|
|
|
/// the healing isn't interrupted.
|
|
|
|
fn heal_self(&self, _agent: &mut Agent, controller: &mut Controller) -> bool {
|
|
|
|
let healing_value = |item: &Item| {
|
|
|
|
let mut value = 0;
|
2021-07-14 12:23:51 +00:00
|
|
|
|
|
|
|
if let ItemKind::Consumable {
|
|
|
|
kind: ConsumableKind::Drink,
|
|
|
|
effects,
|
|
|
|
..
|
|
|
|
} = &item.kind
|
|
|
|
{
|
|
|
|
for effect in effects.iter() {
|
|
|
|
use BuffKind::*;
|
|
|
|
match effect {
|
|
|
|
Effect::Health(HealthChange { amount, .. }) => {
|
|
|
|
value += *amount;
|
|
|
|
},
|
|
|
|
Effect::Buff(BuffEffect { kind, data, .. })
|
|
|
|
if matches!(kind, Regeneration | Saturation | Potion) =>
|
|
|
|
{
|
|
|
|
value += (data.strength
|
|
|
|
* data.duration.map_or(0.0, |d| d.as_secs() as f32))
|
|
|
|
as i32;
|
2021-04-11 23:47:29 +00:00
|
|
|
}
|
2021-07-14 12:23:51 +00:00
|
|
|
_ => {},
|
2021-04-11 23:47:29 +00:00
|
|
|
}
|
2021-07-14 12:23:51 +00:00
|
|
|
}
|
2021-04-11 23:47:29 +00:00
|
|
|
}
|
|
|
|
value
|
|
|
|
};
|
|
|
|
|
|
|
|
let mut consumables: Vec<_> = self
|
|
|
|
.inventory
|
|
|
|
.slots_with_id()
|
|
|
|
.filter_map(|(id, slot)| match slot {
|
|
|
|
Some(item) if healing_value(item) > 0 => Some((id, item)),
|
|
|
|
_ => None,
|
|
|
|
})
|
|
|
|
.collect();
|
|
|
|
|
|
|
|
consumables.sort_by_key(|(_, item)| healing_value(item));
|
|
|
|
|
|
|
|
if let Some((id, _)) = consumables.last() {
|
|
|
|
use comp::inventory::slot::Slot;
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::InventoryAction(InventoryAction::Use(
|
|
|
|
Slot::Inventory(*id),
|
|
|
|
)));
|
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-03-16 01:30:35 +00:00
|
|
|
fn choose_target(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
read_data: &ReadData,
|
|
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
|
|
) {
|
2021-04-28 22:41:04 +00:00
|
|
|
agent.action_state.timer = 0.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
|
2021-07-12 15:40:29 +00:00
|
|
|
let worth_choosing = |entity| {
|
|
|
|
read_data
|
|
|
|
.positions
|
|
|
|
.get(entity)
|
|
|
|
.and_then(|pos| read_data.healths.get(entity).map(|h| (pos, h)))
|
|
|
|
.and_then(|(pos, health)| {
|
|
|
|
read_data
|
|
|
|
.stats
|
|
|
|
.get(entity)
|
|
|
|
.map(|stats| (pos, health, stats))
|
|
|
|
})
|
|
|
|
.and_then(|(pos, health, stats)| {
|
|
|
|
read_data
|
|
|
|
.inventories
|
|
|
|
.get(entity)
|
|
|
|
.map(|inventory| (pos, health, stats, inventory))
|
|
|
|
})
|
|
|
|
.map(|(pos, health, stats, inventory)| {
|
|
|
|
(
|
|
|
|
entity,
|
|
|
|
pos,
|
|
|
|
health,
|
|
|
|
stats,
|
|
|
|
inventory,
|
|
|
|
read_data.alignments.get(entity),
|
|
|
|
read_data.char_states.get(entity),
|
|
|
|
)
|
|
|
|
})
|
|
|
|
};
|
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
let max_search_dist = agent.psyche.search_dist();
|
|
|
|
let max_sight_dist = agent.psyche.sight_dist;
|
|
|
|
let max_listen_dist = agent.psyche.listen_dist;
|
|
|
|
let in_sight_dist = |e_pos: &Pos, e_char_state: Option<&CharacterState>| {
|
|
|
|
let search_dist = max_sight_dist
|
|
|
|
* if e_char_state.map_or(false, CharacterState::is_stealthy) {
|
|
|
|
// TODO: make sneak more effective based on a stat like e_stats.fitness
|
|
|
|
SNEAK_COEFFICIENT
|
|
|
|
} else {
|
|
|
|
1.0
|
|
|
|
};
|
2021-07-12 15:40:29 +00:00
|
|
|
e_pos.0.distance_squared(self.pos.0) < search_dist.powi(2)
|
|
|
|
};
|
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
let within_fov = |e_pos: &Pos| {
|
2021-07-12 15:40:29 +00:00
|
|
|
(e_pos.0 - self.pos.0)
|
|
|
|
.try_normalized()
|
|
|
|
.map_or(true, |v| v.dot(*controller.inputs.look_dir) > 0.15)
|
|
|
|
};
|
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
let in_listen_dist = |e_pos: &Pos, e_char_state: Option<&CharacterState>| {
|
|
|
|
let listen_dist = max_listen_dist
|
|
|
|
* if e_char_state.map_or(false, CharacterState::is_stealthy) {
|
|
|
|
// TODO: make sneak more effective based on a stat like e_stats.fitness
|
|
|
|
SNEAK_COEFFICIENT
|
|
|
|
} else {
|
|
|
|
1.0
|
|
|
|
};
|
2021-07-12 15:40:29 +00:00
|
|
|
// TODO implement proper sound system for agents
|
|
|
|
e_pos.0.distance_squared(self.pos.0) < listen_dist.powi(2)
|
|
|
|
};
|
|
|
|
|
|
|
|
let within_reach = |e_pos: &Pos, e_char_state: Option<&CharacterState>| {
|
2021-07-31 19:33:28 +00:00
|
|
|
(in_sight_dist(e_pos, e_char_state) && within_fov(e_pos))
|
|
|
|
|| in_listen_dist(e_pos, e_char_state)
|
2021-07-12 15:40:29 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
let owners_hostile = |e_alignment: Option<&Alignment>| {
|
|
|
|
try_owner_alignment(self.alignment, read_data).map_or(false, |owner_alignment| {
|
|
|
|
try_owner_alignment(e_alignment, read_data).map_or(false, |e_owner_alignment| {
|
|
|
|
owner_alignment.hostile_towards(*e_owner_alignment)
|
2021-07-14 07:40:43 +00:00
|
|
|
})
|
2021-02-07 07:22:06 +00:00
|
|
|
})
|
2021-07-12 15:40:29 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
let guard_duty = |e_health: &Health, e_alignment: Option<&Alignment>| {
|
|
|
|
// I'm a guard and a villager is in distress
|
|
|
|
let other_is_npc = matches!(e_alignment, Some(Alignment::Npc));
|
|
|
|
let remembers_damage = e_health.last_change.0 < 5.0;
|
|
|
|
let need_help = read_data.stats.get(*self.entity).map_or(false, |stats| {
|
|
|
|
stats.name == "Guard" && other_is_npc && remembers_damage
|
|
|
|
});
|
|
|
|
|
|
|
|
let attacker_of = |health: &Health| health.last_change.1.cause.damage_by();
|
|
|
|
|
|
|
|
need_help
|
|
|
|
.then(|| {
|
|
|
|
attacker_of(e_health)
|
|
|
|
.and_then(|attacker_uid| get_entity_by_id(attacker_uid.id(), read_data))
|
|
|
|
.and_then(|attacker| {
|
|
|
|
read_data
|
|
|
|
.positions
|
|
|
|
.get(attacker)
|
|
|
|
.map(|a_pos| (attacker, *a_pos))
|
|
|
|
})
|
|
|
|
})
|
|
|
|
.flatten()
|
|
|
|
};
|
|
|
|
|
|
|
|
let rtsim_remember =
|
|
|
|
|target_stats: &Stats,
|
|
|
|
agent: &mut Agent,
|
|
|
|
event_emitter: &mut Emitter<'_, ServerEvent>| {
|
|
|
|
if let Some(rtsim_entity) = &self.rtsim_entity {
|
|
|
|
if rtsim_entity
|
|
|
|
.brain
|
|
|
|
.remembers_fight_with_character(&target_stats.name)
|
|
|
|
{
|
|
|
|
rtsim_new_enemy(&target_stats.name, agent, read_data);
|
|
|
|
if can_speak(agent) {
|
|
|
|
let message = format!(
|
|
|
|
"{}! How dare you cross me again!",
|
|
|
|
target_stats.name.clone()
|
|
|
|
);
|
|
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
|
|
*self.uid, message,
|
|
|
|
)));
|
|
|
|
}
|
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
let npc_sees_cultist =
|
|
|
|
|target_stats: &Stats,
|
|
|
|
target_inventory: &Inventory,
|
|
|
|
agent: &mut Agent,
|
|
|
|
event_emitter: &mut Emitter<'_, ServerEvent>| {
|
|
|
|
self.alignment.map_or(false, |alignment| {
|
|
|
|
if matches!(alignment, Alignment::Npc)
|
|
|
|
&& target_inventory
|
|
|
|
.equipped_items()
|
|
|
|
.filter(|item| item.tags().contains(&ItemTag::Cultist))
|
|
|
|
.count()
|
|
|
|
> 2
|
|
|
|
{
|
|
|
|
if self.rtsim_entity.is_some() {
|
|
|
|
rtsim_new_enemy(&target_stats.name, agent, read_data);
|
|
|
|
}
|
|
|
|
if can_speak(agent) {
|
|
|
|
let message = "npc.speech.villager_cultist_alarm".to_string();
|
|
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
|
|
*self.uid, message,
|
|
|
|
)));
|
|
|
|
}
|
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
})
|
|
|
|
};
|
|
|
|
|
|
|
|
let possible_target =
|
|
|
|
|(entity, e_pos, e_health, e_stats, e_inventory, e_alignment, e_char_state): (
|
|
|
|
EcsEntity,
|
|
|
|
&Pos,
|
|
|
|
&Health,
|
|
|
|
&Stats,
|
|
|
|
&Inventory,
|
|
|
|
Option<&Alignment>,
|
|
|
|
Option<&CharacterState>,
|
|
|
|
)| {
|
|
|
|
let can_target = within_reach(e_pos, e_char_state)
|
|
|
|
&& entity != *self.entity
|
|
|
|
&& !e_health.is_dead
|
|
|
|
&& !invulnerability_is_in_buffs(read_data.buffs.get(entity));
|
|
|
|
|
|
|
|
if !can_target {
|
|
|
|
None
|
|
|
|
} else if owners_hostile(e_alignment) {
|
|
|
|
Some((entity, *e_pos))
|
|
|
|
} else if let Some(villain_info) = guard_duty(e_health, e_alignment) {
|
|
|
|
Some(villain_info)
|
|
|
|
} else if rtsim_remember(e_stats, agent, event_emitter) {
|
|
|
|
Some((entity, *e_pos))
|
|
|
|
} else if npc_sees_cultist(e_stats, e_inventory, agent, event_emitter) {
|
|
|
|
Some((entity, *e_pos))
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
let can_see_them = |e_pos: &Pos| {
|
|
|
|
read_data
|
|
|
|
.terrain
|
2021-02-07 07:22:06 +00:00
|
|
|
.ray(self.pos.0 + Vec3::unit_z(), e_pos.0 + Vec3::unit_z())
|
|
|
|
.until(Block::is_opaque)
|
|
|
|
.cast()
|
2021-07-12 15:40:29 +00:00
|
|
|
.0
|
|
|
|
>= e_pos.0.distance(self.pos.0)
|
|
|
|
};
|
|
|
|
|
|
|
|
// Search area
|
|
|
|
// TODO choose target by more than just distance
|
|
|
|
let common::CachedSpatialGrid(grid) = self.cached_spatial_grid;
|
|
|
|
let target = grid
|
2021-07-31 19:33:28 +00:00
|
|
|
.in_circle_aabr(self.pos.0.xy(), max_search_dist)
|
2021-07-12 15:40:29 +00:00
|
|
|
.filter_map(worth_choosing)
|
|
|
|
.filter_map(possible_target)
|
2021-07-31 19:33:28 +00:00
|
|
|
// TODO: This seems expensive. Cache this to avoid recomputing each tick
|
2021-07-12 15:40:29 +00:00
|
|
|
.filter(|(_, e_pos)| can_see_them(e_pos))
|
|
|
|
.min_by_key(|(_, e_pos)| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32)
|
|
|
|
.map(|(e, _)| e);
|
2021-04-21 17:10:13 +00:00
|
|
|
|
2021-06-15 16:15:58 +00:00
|
|
|
if agent.target.is_none() && target.is_some() {
|
|
|
|
controller.push_event(ControlEvent::Utterance(UtteranceKind::Angry));
|
|
|
|
}
|
|
|
|
|
2021-04-21 17:10:13 +00:00
|
|
|
agent.target = target.map(|target| Target {
|
|
|
|
target,
|
|
|
|
hostile: true,
|
|
|
|
selected_at: read_data.time.0,
|
2021-07-31 19:33:28 +00:00
|
|
|
aggro_on: false,
|
2021-04-21 17:10:13 +00:00
|
|
|
});
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
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,
|
2021-05-06 21:17:05 +00:00
|
|
|
tgt_data: &TargetData,
|
2021-03-21 18:22:14 +00:00
|
|
|
read_data: &ReadData,
|
2021-02-07 07:22:06 +00:00
|
|
|
) {
|
2021-04-30 19:25:08 +00:00
|
|
|
let tool_tactic = |tool_kind| match tool_kind {
|
|
|
|
ToolKind::Bow => Tactic::Bow,
|
|
|
|
ToolKind::Staff => Tactic::Staff,
|
2021-07-06 08:29:11 +00:00
|
|
|
ToolKind::Sceptre => Tactic::Sceptre,
|
2021-04-30 19:25:08 +00:00
|
|
|
ToolKind::Hammer => Tactic::Hammer,
|
|
|
|
ToolKind::Sword | ToolKind::Spear => Tactic::Sword,
|
|
|
|
ToolKind::Axe => Tactic::Axe,
|
|
|
|
_ => Tactic::Melee,
|
|
|
|
};
|
|
|
|
|
|
|
|
let tactic = self
|
2021-02-07 07:22:06 +00:00
|
|
|
.inventory
|
2021-05-09 21:18:36 +00:00
|
|
|
.equipped(EquipSlot::ActiveMainhand)
|
2021-02-07 07:22:06 +00:00
|
|
|
.as_ref()
|
2021-04-30 19:25:08 +00:00
|
|
|
.map(|item| {
|
2021-05-01 13:25:38 +00:00
|
|
|
if let Some(ability_spec) = item.ability_spec() {
|
|
|
|
match ability_spec {
|
2021-04-30 19:25:08 +00:00
|
|
|
AbilitySpec::Custom(spec) => match spec.as_str() {
|
|
|
|
"Axe Simple" | "Sword Simple" => Tactic::Sword,
|
|
|
|
"Staff Simple" => Tactic::Staff,
|
|
|
|
"Bow Simple" => Tactic::Bow,
|
|
|
|
"Stone Golem" => Tactic::StoneGolem,
|
|
|
|
"Quad Med Quick" => Tactic::CircleCharge {
|
|
|
|
radius: 3,
|
|
|
|
circle_time: 2,
|
|
|
|
},
|
|
|
|
"Quad Med Jump" => Tactic::QuadMedJump,
|
|
|
|
"Quad Med Charge" => Tactic::CircleCharge {
|
2021-06-23 20:15:05 +00:00
|
|
|
radius: 6,
|
2021-04-30 19:25:08 +00:00
|
|
|
circle_time: 1,
|
|
|
|
},
|
|
|
|
"Quad Med Basic" => Tactic::QuadMedBasic,
|
2021-06-15 05:43:49 +00:00
|
|
|
"Asp" | "Maneater" => Tactic::QuadLowRanged,
|
|
|
|
"Quad Low Breathe" | "Quad Low Beam" | "Basilisk" => {
|
|
|
|
Tactic::QuadLowBeam
|
|
|
|
},
|
2021-06-23 20:15:05 +00:00
|
|
|
"Quad Low Tail" | "Husk Brute" => Tactic::TailSlap,
|
2021-04-30 19:25:08 +00:00
|
|
|
"Quad Low Quick" => Tactic::QuadLowQuick,
|
|
|
|
"Quad Low Basic" => Tactic::QuadLowBasic,
|
|
|
|
"Theropod Basic" | "Theropod Bird" => Tactic::Theropod,
|
|
|
|
"Theropod Charge" => Tactic::CircleCharge {
|
|
|
|
radius: 6,
|
|
|
|
circle_time: 1,
|
|
|
|
},
|
|
|
|
"Turret" => Tactic::Turret,
|
2021-05-06 19:41:21 +00:00
|
|
|
"Haniwa Sentry" => Tactic::RotatingTurret,
|
2021-04-30 19:25:08 +00:00
|
|
|
"Bird Large Breathe" => Tactic::BirdLargeBreathe,
|
|
|
|
"Bird Large Fire" => Tactic::BirdLargeFire,
|
2021-05-26 00:37:31 +00:00
|
|
|
"Bird Large Basic" => Tactic::BirdLargeBasic,
|
2021-04-30 19:25:08 +00:00
|
|
|
"Mindflayer" => Tactic::Mindflayer,
|
2021-04-28 02:33:24 +00:00
|
|
|
"Minotaur" => Tactic::Minotaur,
|
2021-05-06 16:18:10 +00:00
|
|
|
"Clay Golem" => Tactic::ClayGolem,
|
2021-05-26 02:20:27 +00:00
|
|
|
"Tidal Warrior" => Tactic::TidalWarrior,
|
2021-05-29 22:27:55 +00:00
|
|
|
"Tidal Totem" => Tactic::RadialTurret,
|
2021-06-05 18:25:47 +00:00
|
|
|
"Yeti" => Tactic::Yeti,
|
2021-06-20 17:04:06 +00:00
|
|
|
"Harvester" => Tactic::Harvester,
|
2021-04-30 19:25:08 +00:00
|
|
|
_ => Tactic::Melee,
|
|
|
|
},
|
|
|
|
AbilitySpec::Tool(tool_kind) => tool_tactic(*tool_kind),
|
|
|
|
}
|
|
|
|
} else if let ItemKind::Tool(tool) = &item.kind() {
|
|
|
|
tool_tactic(tool.kind)
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-04-30 19:25:08 +00:00
|
|
|
Tactic::Melee
|
2020-01-26 00:06:03 +00:00
|
|
|
}
|
2021-04-30 19:25:08 +00:00
|
|
|
})
|
|
|
|
.unwrap_or(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
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
let min_attack_dist = (self.body.map_or(0.5, |b| b.radius()) + DEFAULT_ATTACK_RANGE)
|
|
|
|
* self.scale
|
|
|
|
+ tgt_data.body.map_or(0.5, |b| b.radius()) * tgt_data.scale.map_or(1.0, |s| s.0);
|
|
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_data.pos.0);
|
|
|
|
let angle = self
|
|
|
|
.ori
|
|
|
|
.look_vec()
|
|
|
|
.angle_between(tgt_data.pos.0 - self.pos.0)
|
|
|
|
.to_degrees();
|
|
|
|
|
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
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
let tgt_eye_offset = tgt_data.body.map_or(0.0, |b| b.eye_height()) +
|
2021-02-07 07:22:06 +00:00
|
|
|
// 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
|
|
|
|
2021-03-23 09:51:53 +00:00
|
|
|
// FIXME: Retrieve actual projectile speed!
|
|
|
|
// We have to assume projectiles are faster than base speed because there are
|
|
|
|
// skills that increase it, and in most cases this will cause agents to
|
|
|
|
// overshoot
|
|
|
|
if let Some(dir) = match tactic {
|
|
|
|
Tactic::Bow
|
|
|
|
| Tactic::FixedTurret
|
|
|
|
| Tactic::QuadLowRanged
|
|
|
|
| Tactic::QuadMedJump
|
|
|
|
| Tactic::RotatingTurret
|
|
|
|
| Tactic::Staff
|
|
|
|
| Tactic::Turret
|
|
|
|
if dist_sqrd > 0.0 =>
|
|
|
|
{
|
2021-05-27 02:34:14 +00:00
|
|
|
if matches!(self.char_state, CharacterState::ChargedRanged(_)) {
|
|
|
|
aim_projectile(
|
|
|
|
175.0,
|
|
|
|
Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
|
|
Vec3::new(
|
|
|
|
tgt_data.pos.0.x,
|
|
|
|
tgt_data.pos.0.y,
|
|
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
|
|
),
|
|
|
|
)
|
|
|
|
} else {
|
|
|
|
aim_projectile(
|
|
|
|
90.0, // + self.vel.0.magnitude(),
|
|
|
|
Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
|
|
Vec3::new(
|
|
|
|
tgt_data.pos.0.x,
|
|
|
|
tgt_data.pos.0.y,
|
|
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
|
|
),
|
|
|
|
)
|
|
|
|
}
|
2021-03-23 09:51:53 +00:00
|
|
|
}
|
2021-05-06 16:39:32 +00:00
|
|
|
Tactic::ClayGolem if matches!(self.char_state, CharacterState::BasicRanged(_)) => {
|
2021-05-10 23:52:47 +00:00
|
|
|
const ROCKET_SPEED: f32 = 30.0;
|
2021-05-06 16:39:32 +00:00
|
|
|
aim_projectile(
|
|
|
|
ROCKET_SPEED,
|
|
|
|
Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
|
|
Vec3::new(
|
|
|
|
tgt_data.pos.0.x,
|
|
|
|
tgt_data.pos.0.y,
|
|
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
|
|
),
|
|
|
|
)
|
|
|
|
},
|
2021-06-05 18:25:47 +00:00
|
|
|
Tactic::Yeti if matches!(self.char_state, CharacterState::BasicRanged(_)) => {
|
|
|
|
const SNOWBALL_SPEED: f32 = 60.0;
|
|
|
|
aim_projectile(
|
|
|
|
SNOWBALL_SPEED,
|
|
|
|
Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
|
|
Vec3::new(
|
|
|
|
tgt_data.pos.0.x,
|
|
|
|
tgt_data.pos.0.y,
|
|
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
|
|
),
|
|
|
|
)
|
|
|
|
},
|
2021-06-20 17:04:06 +00:00
|
|
|
Tactic::Harvester if matches!(self.char_state, CharacterState::BasicRanged(_)) => {
|
|
|
|
const PUMPKIN_SPEED: f32 = 30.0;
|
|
|
|
aim_projectile(
|
|
|
|
PUMPKIN_SPEED,
|
|
|
|
Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
|
|
Vec3::new(
|
|
|
|
tgt_data.pos.0.x,
|
|
|
|
tgt_data.pos.0.y,
|
|
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
|
|
),
|
|
|
|
)
|
|
|
|
},
|
2021-07-14 01:40:56 +00:00
|
|
|
// Leap into direction of the target
|
|
|
|
// TODO: test with different weapons/tactics
|
|
|
|
Tactic::Hammer if matches!(self.char_state, CharacterState::LeapMelee(_)) => {
|
|
|
|
let tgt_pos = tgt_data.pos.0;
|
|
|
|
let self_pos = self.pos.0;
|
|
|
|
|
|
|
|
let direction_weight = 0.1;
|
|
|
|
let delta_x = (tgt_pos.x - self_pos.x) * direction_weight;
|
|
|
|
let delta_y = (tgt_pos.y - self_pos.y) * direction_weight;
|
|
|
|
|
|
|
|
Dir::from_unnormalized(Vec3::new(delta_x, delta_y, -1.0))
|
|
|
|
},
|
|
|
|
Tactic::Axe if matches!(self.char_state, CharacterState::LeapMelee(_)) => {
|
|
|
|
let tgt_pos = tgt_data.pos.0;
|
|
|
|
let self_pos = self.pos.0;
|
|
|
|
|
|
|
|
let direction_weight = 0.3;
|
|
|
|
let delta_x = (tgt_pos.x - self_pos.x) * direction_weight;
|
|
|
|
let delta_y = (tgt_pos.y - self_pos.y) * direction_weight;
|
|
|
|
|
|
|
|
Dir::from_unnormalized(Vec3::new(delta_x, delta_y, -1.0))
|
|
|
|
},
|
2021-03-23 09:51:53 +00:00
|
|
|
_ => Dir::from_unnormalized(
|
2021-05-06 21:17:05 +00:00
|
|
|
Vec3::new(
|
|
|
|
tgt_data.pos.0.x,
|
|
|
|
tgt_data.pos.0.y,
|
|
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
|
|
) - Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
2021-03-23 09:51:53 +00:00
|
|
|
),
|
|
|
|
} {
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.look_dir = dir;
|
|
|
|
}
|
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
let attack_data = AttackData {
|
|
|
|
min_attack_dist,
|
|
|
|
dist_sqrd,
|
|
|
|
angle,
|
|
|
|
};
|
|
|
|
|
2021-02-07 07:22:06 +00:00
|
|
|
// Match on tactic. Each tactic has different controls
|
|
|
|
// depending on the distance from the agent to the target
|
|
|
|
match tactic {
|
|
|
|
Tactic::Melee => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_melee_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-02-07 07:22:06 +00:00
|
|
|
},
|
|
|
|
Tactic::Axe => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_axe_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-02-07 07:22:06 +00:00
|
|
|
},
|
|
|
|
Tactic::Hammer => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_hammer_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-02-07 07:22:06 +00:00
|
|
|
},
|
|
|
|
Tactic::Sword => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_sword_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-05-06 21:17:05 +00:00
|
|
|
},
|
|
|
|
Tactic::Bow => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_bow_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-05-06 21:17:05 +00:00
|
|
|
},
|
|
|
|
Tactic::Staff => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_staff_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-05-06 21:17:05 +00:00
|
|
|
},
|
2021-07-06 08:29:11 +00:00
|
|
|
Tactic::Sceptre => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_sceptre_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-07-06 08:29:11 +00:00
|
|
|
},
|
2021-07-12 07:09:57 +00:00
|
|
|
Tactic::StoneGolem => {
|
|
|
|
self.handle_stone_golem_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
|
|
},
|
2021-05-06 21:17:05 +00:00
|
|
|
Tactic::CircleCharge {
|
|
|
|
radius,
|
|
|
|
circle_time,
|
|
|
|
} => self.handle_circle_charge_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
radius,
|
|
|
|
circle_time,
|
|
|
|
),
|
|
|
|
Tactic::QuadLowRanged => self.handle_quadlow_ranged_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
Tactic::TailSlap => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_tail_slap_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-05-06 21:17:05 +00:00
|
|
|
},
|
|
|
|
Tactic::QuadLowQuick => self.handle_quadlow_quick_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
Tactic::QuadLowBasic => self.handle_quadlow_basic_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
Tactic::QuadMedJump => self.handle_quadmed_jump_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
Tactic::QuadMedBasic => self.handle_quadmed_basic_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
Tactic::QuadLowBeam => self.handle_quadlow_beam_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
Tactic::Theropod => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_theropod_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-05-06 21:17:05 +00:00
|
|
|
},
|
|
|
|
Tactic::Turret => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_turret_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-05-06 21:17:05 +00:00
|
|
|
},
|
|
|
|
Tactic::FixedTurret => self.handle_fixed_turret_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
Tactic::RotatingTurret => self.handle_rotating_turret_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
2021-05-26 00:37:31 +00:00
|
|
|
Tactic::Tornado => self.handle_tornado_attack(controller),
|
2021-07-12 07:09:57 +00:00
|
|
|
Tactic::Mindflayer => {
|
|
|
|
self.handle_mindflayer_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
|
|
},
|
2021-05-06 21:17:05 +00:00
|
|
|
Tactic::BirdLargeFire => self.handle_birdlarge_fire_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
|
|
|
// Mostly identical to BirdLargeFire but tweaked for flamethrower instead of shockwave
|
|
|
|
Tactic::BirdLargeBreathe => self.handle_birdlarge_breathe_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-06 21:17:05 +00:00
|
|
|
),
|
2021-05-26 00:37:31 +00:00
|
|
|
Tactic::BirdLargeBasic => self.handle_birdlarge_basic_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-26 00:37:31 +00:00
|
|
|
),
|
2021-05-06 21:17:05 +00:00
|
|
|
Tactic::Minotaur => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_minotaur_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-05-06 21:17:05 +00:00
|
|
|
},
|
2021-07-12 07:09:57 +00:00
|
|
|
Tactic::ClayGolem => {
|
|
|
|
self.handle_clay_golem_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
|
|
},
|
2021-05-26 02:20:27 +00:00
|
|
|
Tactic::TidalWarrior => self.handle_tidal_warrior_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-26 02:20:27 +00:00
|
|
|
),
|
2021-05-29 22:27:55 +00:00
|
|
|
Tactic::RadialTurret => self.handle_radial_turret_attack(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
&attack_data,
|
2021-07-11 18:41:52 +00:00
|
|
|
tgt_data,
|
|
|
|
read_data,
|
2021-05-29 22:27:55 +00:00
|
|
|
),
|
2021-06-05 18:25:47 +00:00
|
|
|
Tactic::Yeti => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_yeti_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-06-05 18:25:47 +00:00
|
|
|
},
|
2021-06-20 17:04:06 +00:00
|
|
|
Tactic::Harvester => {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.handle_harvester_attack(agent, controller, &attack_data, tgt_data, read_data)
|
2021-06-20 17:04:06 +00:00
|
|
|
},
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_melee_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-26 02:20:27 +00:00
|
|
|
if attack_data.in_min_range() && attack_data.angle < 45.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, true, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, true, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_axe_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-07-14 01:40:56 +00:00
|
|
|
let has_leap = || self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
|
|
|
|
|
|
|
let has_energy = |need| self.energy.current() > need;
|
|
|
|
|
|
|
|
let use_leap = |controller: &mut Controller| {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
};
|
2021-05-26 02:20:27 +00:00
|
|
|
if attack_data.in_min_range() && attack_data.angle < 45.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
2021-07-14 01:40:56 +00:00
|
|
|
if agent.action_state.timer > 5.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::CancelInput(InputKind::Secondary));
|
|
|
|
agent.action_state.timer = 0.0;
|
2021-07-14 01:40:56 +00:00
|
|
|
} else if agent.action_state.timer > 2.5 && has_energy(10) {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-07-14 01:40:56 +00:00
|
|
|
} else if has_leap() && has_energy(450) && thread_rng().gen_bool(0.5) {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-07-14 01:40:56 +00:00
|
|
|
if attack_data.dist_sqrd < 32.0f32.powi(2)
|
|
|
|
&& has_leap()
|
|
|
|
&& has_energy(500)
|
|
|
|
&& can_see_tgt(
|
|
|
|
&read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
|
|
|
use_leap(controller);
|
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_hammer_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-07-14 01:40:56 +00:00
|
|
|
let has_leap = || {
|
|
|
|
self.skill_set
|
|
|
|
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
|
|
|
|
};
|
|
|
|
|
|
|
|
let has_energy = |need| self.energy.current() > need;
|
|
|
|
|
|
|
|
let use_leap = |controller: &mut Controller| {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
};
|
|
|
|
|
2021-05-26 02:20:27 +00:00
|
|
|
if attack_data.in_min_range() && attack_data.angle < 45.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if agent.action_state.timer > 4.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::CancelInput(InputKind::Secondary));
|
|
|
|
agent.action_state.timer = 0.0;
|
2021-07-14 01:40:56 +00:00
|
|
|
} else if agent.action_state.timer > 3.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-07-14 01:40:56 +00:00
|
|
|
} else if has_leap() && has_energy(500) && thread_rng().gen_bool(0.9) {
|
|
|
|
use_leap(controller);
|
2021-05-06 21:17:05 +00:00
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-07-14 01:40:56 +00:00
|
|
|
if attack_data.dist_sqrd < 32.0f32.powi(2)
|
|
|
|
&& has_leap()
|
|
|
|
&& has_energy(500)
|
2021-05-21 03:14:45 +00:00
|
|
|
&& can_see_tgt(
|
2021-07-14 01:40:56 +00:00
|
|
|
&read_data.terrain,
|
2021-05-06 21:17:05 +00:00
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
2021-05-21 03:14:45 +00:00
|
|
|
)
|
|
|
|
{
|
2021-07-14 01:40:56 +00:00
|
|
|
use_leap(controller);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_sword_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-26 02:20:27 +00:00
|
|
|
if attack_data.in_min_range() && attack_data.angle < 45.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if self
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Sword(SwordSkill::UnlockSpin))
|
|
|
|
&& agent.action_state.timer < 2.0
|
|
|
|
&& self.energy.current() > 600
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else if agent.action_state.timer > 2.0 {
|
|
|
|
agent.action_state.timer = 0.0;
|
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
if self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None)
|
2021-05-21 03:14:45 +00:00
|
|
|
&& can_see_tgt(
|
2021-05-06 21:17:05 +00:00
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
2021-05-21 03:14:45 +00:00
|
|
|
)
|
|
|
|
{
|
|
|
|
if agent.action_state.timer > 4.0 && attack_data.angle < 45.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer = 0.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-05-21 03:14:45 +00:00
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_bow_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-27 01:53:29 +00:00
|
|
|
const MIN_CHARGE_FRAC: f32 = 0.5;
|
|
|
|
const OPTIMAL_TARGET_VELOCITY: f32 = 5.0;
|
|
|
|
const DESIRED_ENERGY_LEVEL: u32 = 500;
|
|
|
|
// Logic to use abilities
|
|
|
|
if let CharacterState::ChargedRanged(c) = self.char_state {
|
|
|
|
if !matches!(c.stage_section, StageSection::Recover) {
|
|
|
|
// Don't even bother with this logic if in recover
|
|
|
|
let target_speed_sqd = agent
|
|
|
|
.target
|
|
|
|
.as_ref()
|
|
|
|
.map(|t| t.target)
|
|
|
|
.and_then(|e| read_data.velocities.get(e))
|
|
|
|
.map_or(0.0, |v| v.0.magnitude_squared());
|
|
|
|
if c.charge_frac() < MIN_CHARGE_FRAC
|
|
|
|
|| (target_speed_sqd > OPTIMAL_TARGET_VELOCITY.powi(2) && c.charge_frac() < 1.0)
|
|
|
|
{
|
|
|
|
// If haven't charged to desired level, or target is moving too fast and haven't
|
|
|
|
// fully charged, keep charging
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
// Else don't send primary input to release the shot
|
|
|
|
}
|
|
|
|
} else if matches!(self.char_state, CharacterState::RepeaterRanged(c) if self.energy.current() > 50 && !matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
// If in repeater ranged, have enough energy, and aren't in recovery, try to
|
|
|
|
// keep firing
|
|
|
|
if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
|
|
|
// Only keep firing if not in melee range or if can see target
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
|
|
if self
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Bow(BowSkill::UnlockShotgun))
|
|
|
|
&& self.energy.current() > 450
|
|
|
|
&& thread_rng().gen_bool(0.5)
|
|
|
|
{
|
|
|
|
// Use shotgun if target close and have sufficient energy
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
} else if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
2021-05-06 21:17:05 +00:00
|
|
|
&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
|
2021-05-27 02:34:14 +00:00
|
|
|
&& !matches!(self.char_state, CharacterState::BasicRanged(c) if !matches!(c.stage_section, StageSection::Recover))
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
2021-05-27 02:34:14 +00:00
|
|
|
// Else roll away if can roll and have enough energy, and not using shotgun
|
|
|
|
// (other 2 attacks have interrupt handled above) unless in recover
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
if attack_data.angle < 15.0 {
|
2021-03-21 16:09:16 +00:00
|
|
|
controller
|
|
|
|
.actions
|
2021-03-21 17:45:01 +00:00
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
2021-05-27 02:12:35 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2)
|
|
|
|
&& can_see_tgt(
|
2021-05-27 01:53:29 +00:00
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
2021-05-27 02:12:35 +00:00
|
|
|
)
|
|
|
|
{
|
|
|
|
// If not really far, and can see target, attempt to shoot bow
|
|
|
|
if self.energy.current() < DESIRED_ENERGY_LEVEL {
|
|
|
|
// If low on energy, use primary to attempt to regen energy
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else {
|
|
|
|
// Else we have enough energy, use repeater
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
2021-05-27 01:53:29 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// Logic to move. Intentionally kept separate from ability logic so duplicated
|
|
|
|
// work is less necessary.
|
|
|
|
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
|
|
// Attempt to move away from target if too close
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.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;
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
|
|
// Else attempt to circle target if neither too close nor too far
|
2021-05-06 21:17:05 +00:00
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
) && attack_data.angle < 45.0
|
|
|
|
{
|
|
|
|
controller.inputs.move_dir = bearing
|
2021-02-07 07:22:06 +00:00
|
|
|
.xy()
|
2021-07-17 22:04:59 +00:00
|
|
|
.rotated_z(thread_rng().gen_range(0.5..1.57))
|
2021-02-07 07:22:06 +00:00
|
|
|
.try_normalized()
|
2021-05-06 21:17:05 +00:00
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-05-27 01:53:29 +00:00
|
|
|
// Unless cannot see target, then move towards them
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
2021-05-27 01:53:29 +00:00
|
|
|
// Sometimes try to roll
|
2021-05-06 21:17:05 +00:00
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
2021-05-27 02:34:14 +00:00
|
|
|
&& thread_rng().gen::<f32>() < 0.01
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
}
|
|
|
|
} else {
|
2021-05-27 01:53:29 +00:00
|
|
|
// If too far, move towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_staff_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-07-18 06:55:22 +00:00
|
|
|
//TODO: minimum energy values for skills and rolls are hard coded from
|
|
|
|
// approximate guesses
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& attack_data.in_min_range()
|
|
|
|
&& self.energy.current() > 100
|
|
|
|
{
|
|
|
|
// if a humanoid, have enough stamina, and in melee range, emergency roll
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
2021-07-18 06:55:22 +00:00
|
|
|
} else if !matches!(self.char_state, CharacterState::Shockwave(c) if !matches!(c.stage_section, StageSection::Recover))
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
2021-07-18 06:55:22 +00:00
|
|
|
// only try to use another ability if not already in recover and not casting
|
|
|
|
// shockwave
|
|
|
|
let target_approaching_speed = -agent
|
|
|
|
.target
|
|
|
|
.as_ref()
|
|
|
|
.map(|t| t.target)
|
|
|
|
.and_then(|e| read_data.velocities.get(e))
|
|
|
|
.map_or(0.0, |v| v.0.dot(self.ori.look_vec()));
|
2021-05-06 21:17:05 +00:00
|
|
|
if self
|
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Staff(StaffSkill::UnlockShockwave))
|
2021-07-18 06:55:22 +00:00
|
|
|
&& target_approaching_speed > 20.0
|
|
|
|
&& self.energy.current() > 200
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
2021-07-18 06:55:22 +00:00
|
|
|
// if enemy is closing distance quickly, use shockwave to knock back
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
2021-07-18 06:55:22 +00:00
|
|
|
} else if self.energy.current() > 100 && attack_data.dist_sqrd < 280.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
2021-07-18 06:55:22 +00:00
|
|
|
}
|
|
|
|
// Logic to move. Intentionally kept separate from ability logic so duplicated
|
|
|
|
// work is less necessary.
|
|
|
|
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
|
|
// Attempt to move away from target if too close
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.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;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-07-18 06:55:22 +00:00
|
|
|
// Else attempt to circle target if neither too close nor too far
|
2021-05-06 21:17:05 +00:00
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
2021-07-18 06:55:22 +00:00
|
|
|
) && attack_data.angle < 45.0
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
controller.inputs.move_dir = bearing
|
|
|
|
.xy()
|
2021-07-17 22:04:59 +00:00
|
|
|
.rotated_z(thread_rng().gen_range(-1.57..-0.5))
|
2021-03-03 03:55:28 +00:00
|
|
|
.try_normalized()
|
2021-05-06 21:17:05 +00:00
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
2021-02-07 07:22:06 +00:00
|
|
|
} else {
|
2021-07-18 06:55:22 +00:00
|
|
|
// Unless cannot see target, then move towards them
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2021-03-24 17:09:06 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
2021-07-18 06:55:22 +00:00
|
|
|
// Sometimes try to roll
|
2021-05-06 21:17:05 +00:00
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
|
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
2021-07-18 06:55:22 +00:00
|
|
|
&& thread_rng().gen::<f32>() < 0.01
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
}
|
|
|
|
} else {
|
2021-07-18 06:55:22 +00:00
|
|
|
// If too far, move towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-07-06 08:29:11 +00:00
|
|
|
fn handle_sceptre_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
const DESIRED_ENERGY_LEVEL: u32 = 500;
|
2021-07-10 22:08:21 +00:00
|
|
|
const DESIRED_COMBO_LEVEL: u32 = 8;
|
2021-07-06 08:29:11 +00:00
|
|
|
// Logic to use abilities
|
|
|
|
if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
2021-07-08 00:06:02 +00:00
|
|
|
// If far enough away, and can see target, check which skill is appropriate to
|
|
|
|
// use
|
2021-07-10 22:08:21 +00:00
|
|
|
if self.energy.current() > DESIRED_ENERGY_LEVEL
|
2021-07-11 03:02:25 +00:00
|
|
|
&& read_data
|
|
|
|
.combos
|
|
|
|
.get(*self.entity)
|
|
|
|
.map_or(false, |c| c.counter() >= DESIRED_COMBO_LEVEL)
|
2021-07-10 22:08:21 +00:00
|
|
|
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
|
|
|
|
buff.iter_kind(BuffKind::Regeneration)
|
|
|
|
.peekable()
|
|
|
|
.peek()
|
|
|
|
.is_some()
|
|
|
|
})
|
|
|
|
{
|
|
|
|
// If have enough energy and combo to use healing aura, do so
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else if self
|
2021-07-06 08:29:11 +00:00
|
|
|
.skill_set
|
|
|
|
.has_skill(Skill::Sceptre(SceptreSkill::UnlockAura))
|
2021-07-07 04:10:33 +00:00
|
|
|
&& self.energy.current() > DESIRED_ENERGY_LEVEL
|
2021-07-08 00:06:02 +00:00
|
|
|
&& !read_data.buffs.get(*self.entity).iter().any(|buff| {
|
|
|
|
buff.iter_kind(BuffKind::ProtectingWard)
|
2021-07-07 04:10:33 +00:00
|
|
|
.peekable()
|
|
|
|
.peek()
|
2021-07-08 00:06:02 +00:00
|
|
|
.is_some()
|
|
|
|
})
|
2021-07-06 08:29:11 +00:00
|
|
|
{
|
2021-07-08 00:06:02 +00:00
|
|
|
// Use ward if target is far enough away, self is not buffed, and have
|
|
|
|
// sufficient energy
|
2021-07-06 08:29:11 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
2021-07-08 00:06:02 +00:00
|
|
|
} else {
|
2021-07-07 04:10:33 +00:00
|
|
|
// If low on energy, use primary to attempt to regen energy
|
2021-07-08 00:06:02 +00:00
|
|
|
// Or if at desired energy level but not able/willing to ward, just attack
|
2021-07-06 08:29:11 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
2021-07-08 00:56:47 +00:00
|
|
|
if self.body.map_or(false, |b| b.is_humanoid())
|
2021-07-06 08:29:11 +00:00
|
|
|
&& self.energy.current() > CharacterAbility::default_roll().get_energy_cost()
|
|
|
|
&& !matches!(self.char_state, CharacterState::BasicAura(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
2021-07-08 00:56:47 +00:00
|
|
|
// Else roll away if can roll and have enough energy, and not using aura or in
|
2021-07-08 00:06:02 +00:00
|
|
|
// recover
|
2021-07-06 08:29:11 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
2021-07-08 00:06:02 +00:00
|
|
|
} else if attack_data.angle < 15.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
2021-07-06 08:29:11 +00:00
|
|
|
}
|
|
|
|
}
|
2021-07-08 02:21:30 +00:00
|
|
|
// Logic to move. Intentionally kept separate from ability logic where possible
|
|
|
|
// so duplicated work is less necessary.
|
2021-07-06 08:29:11 +00:00
|
|
|
if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
|
|
|
|
// Attempt to move away from target if too close
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.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;
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
|
|
|
// Else attempt to circle target if neither too close nor too far
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
) && attack_data.angle < 45.0
|
|
|
|
{
|
|
|
|
controller.inputs.move_dir = bearing
|
|
|
|
.xy()
|
2021-07-17 22:04:59 +00:00
|
|
|
.rotated_z(thread_rng().gen_range(0.5..1.57))
|
2021-07-06 08:29:11 +00:00
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
|
|
|
} else {
|
|
|
|
// Unless cannot see target, then move towards them
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Sometimes try to roll
|
|
|
|
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
|
2021-07-08 02:21:30 +00:00
|
|
|
&& !matches!(self.char_state, CharacterState::BasicAura(_))
|
2021-07-06 08:29:11 +00:00
|
|
|
&& attack_data.dist_sqrd < 16.0f32.powi(2)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.01
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Roll));
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// If too far, move towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-07-06 08:29:11 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
fn handle_stone_golem_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-26 02:20:27 +00:00
|
|
|
if attack_data.in_min_range() && attack_data.angle < 90.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
//controller.inputs.primary.set_state(true);
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-05-06 21:17:05 +00:00
|
|
|
if self.vel.0.is_approx_zero() {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
}
|
2021-06-15 13:52:31 +00:00
|
|
|
if self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None)
|
2021-05-21 03:14:45 +00:00
|
|
|
&& can_see_tgt(
|
2021-05-06 21:17:05 +00:00
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
2021-05-21 03:14:45 +00:00
|
|
|
)
|
|
|
|
&& attack_data.angle < 90.0
|
|
|
|
{
|
|
|
|
if agent.action_state.timer > 5.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer = 0.0;
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-05-21 03:14:45 +00:00
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-03-29 14:44:46 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
|
|
fn handle_circle_charge_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
radius: u32,
|
|
|
|
circle_time: u32,
|
|
|
|
) {
|
2021-07-16 20:12:26 +00:00
|
|
|
if agent.action_state.counter >= circle_time as f32 {
|
2021-07-16 05:34:08 +00:00
|
|
|
// if circle charge is in progress and time hasn't expired, continue charging
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
2021-07-16 05:34:08 +00:00
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
}
|
|
|
|
if attack_data.in_min_range() {
|
2021-07-16 20:12:26 +00:00
|
|
|
if agent.action_state.counter > 0.0 {
|
|
|
|
// set timer and rotation counter to zero if in minimum range
|
|
|
|
agent.action_state.counter = 0.0;
|
|
|
|
agent.action_state.int_counter = 0;
|
|
|
|
} else {
|
|
|
|
// melee attack
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
2021-07-16 05:34:08 +00:00
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
}
|
2021-07-16 20:12:26 +00:00
|
|
|
} else if attack_data.dist_sqrd < (radius as f32 + attack_data.min_attack_dist).powi(2) {
|
2021-07-16 05:34:08 +00:00
|
|
|
// if in range to charge, circle, then charge
|
2021-07-16 20:12:26 +00:00
|
|
|
if agent.action_state.int_counter == 0 {
|
2021-07-16 05:34:08 +00:00
|
|
|
// if you haven't chosen a direction to go in, choose now
|
2021-07-16 20:12:26 +00:00
|
|
|
agent.action_state.int_counter = 1 + thread_rng().gen_bool(0.5) as u8;
|
2021-07-16 05:34:08 +00:00
|
|
|
}
|
2021-07-16 20:12:26 +00:00
|
|
|
if agent.action_state.counter < circle_time as f32 {
|
2021-07-16 05:34:08 +00:00
|
|
|
// circle if circle timer not ready
|
2021-07-16 20:12:26 +00:00
|
|
|
let move_dir = match agent.action_state.int_counter {
|
2021-07-16 05:34:08 +00:00
|
|
|
1 =>
|
|
|
|
// circle left if counter is 1
|
|
|
|
{
|
|
|
|
(tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y)
|
|
|
|
},
|
|
|
|
2 =>
|
|
|
|
// circle right if counter is 2
|
|
|
|
{
|
|
|
|
(tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(-0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y)
|
|
|
|
},
|
|
|
|
_ =>
|
|
|
|
// if some illegal value slipped in, get zero vector
|
|
|
|
{
|
|
|
|
vek::Vec2::zero()
|
|
|
|
},
|
|
|
|
};
|
|
|
|
let obstacle = read_data
|
2021-05-06 21:17:05 +00:00
|
|
|
.terrain
|
|
|
|
.ray(
|
|
|
|
self.pos.0 + Vec3::unit_z(),
|
|
|
|
self.pos.0 + move_dir.with_z(0.0) * 2.0 + Vec3::unit_z(),
|
|
|
|
)
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(true, |b| b.is_some());
|
2021-07-16 05:34:08 +00:00
|
|
|
if obstacle {
|
|
|
|
// if obstacle detected, stop circling
|
2021-07-16 20:12:26 +00:00
|
|
|
agent.action_state.counter = circle_time as f32;
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
controller.inputs.move_dir = move_dir;
|
2021-07-16 20:12:26 +00:00
|
|
|
// use counter as timer since timer may be modified in other parts of the code
|
|
|
|
agent.action_state.counter += read_data.dt.0;
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
2021-07-16 05:34:08 +00:00
|
|
|
// activating charge once circle timer expires is handled above
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-07-16 05:34:08 +00:00
|
|
|
// if too far away from target, move towards them
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-07-12 15:40:29 +00:00
|
|
|
#[allow(clippy::branches_sharing_code)] //TODO: evaluate
|
2021-05-06 21:17:05 +00:00
|
|
|
fn handle_quadlow_ranged_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
if attack_data.dist_sqrd < (3.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.angle < 90.0
|
|
|
|
{
|
|
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-05-06 21:17:05 +00:00
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
2021-05-17 22:46:50 +00:00
|
|
|
if attack_data.angle < 15.0
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
if agent.action_state.timer > 5.0 {
|
|
|
|
agent.action_state.timer = 0.0;
|
|
|
|
} else if agent.action_state.timer > 2.5 {
|
|
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(1.75 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else {
|
|
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(0.25 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
|
|
|
* speed;
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-04-20 22:36:40 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
self.jump_if(controller, 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;
|
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2021-04-22 03:55:02 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_tail_slap_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-17 22:46:50 +00:00
|
|
|
if attack_data.angle < 90.0
|
|
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
if agent.action_state.timer > 4.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::CancelInput(InputKind::Primary));
|
|
|
|
agent.action_state.timer = 0.0;
|
|
|
|
} else if agent.action_state.timer > 1.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
}
|
|
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y)
|
|
|
|
* 0.1;
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_quadlow_quick_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-17 22:46:50 +00:00
|
|
|
if attack_data.angle < 90.0
|
|
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else if attack_data.dist_sqrd < (3.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.dist_sqrd > (2.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.angle < 90.0
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(-0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_quadlow_basic_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-17 22:46:50 +00:00
|
|
|
if attack_data.angle < 70.0
|
|
|
|
&& attack_data.dist_sqrd < (1.3 * attack_data.min_attack_dist).powi(2)
|
|
|
|
{
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if agent.action_state.timer > 5.0 {
|
|
|
|
agent.action_state.timer = 0.0;
|
2021-05-17 22:46:50 +00:00
|
|
|
} else if agent.action_state.timer > 2.0 {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-05-17 22:46:50 +00:00
|
|
|
} else {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_quadmed_jump_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-17 22:46:50 +00:00
|
|
|
if attack_data.angle < 90.0
|
|
|
|
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
2021-05-17 22:46:50 +00:00
|
|
|
} else if attack_data.angle < 15.0
|
|
|
|
&& attack_data.dist_sqrd < (5.0 * attack_data.min_attack_dist).powi(2)
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
if self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None)
|
2021-05-21 03:14:45 +00:00
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_quadmed_basic_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-26 02:20:27 +00:00
|
|
|
if attack_data.angle < 90.0 && attack_data.in_min_range() {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
if agent.action_state.timer < 2.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else if agent.action_state.timer < 3.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else {
|
|
|
|
agent.action_state.timer = 0.0;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_quadlow_beam_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-17 22:46:50 +00:00
|
|
|
if attack_data.angle < 90.0
|
|
|
|
&& attack_data.dist_sqrd < (2.5 * attack_data.min_attack_dist).powi(2)
|
2021-05-06 21:17:05 +00:00
|
|
|
{
|
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else if attack_data.dist_sqrd < (7.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
if agent.action_state.timer < 2.0 {
|
|
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else if agent.action_state.timer < 4.0 && attack_data.angle < 15.0 {
|
|
|
|
controller.inputs.move_dir = (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.xy()
|
|
|
|
.rotated_z(-0.47 * PI)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::unit_y);
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else if agent.action_state.timer < 6.0 && attack_data.angle < 15.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else {
|
|
|
|
agent.action_state.timer = 0.0;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_theropod_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-26 02:20:27 +00:00
|
|
|
if attack_data.angle < 90.0 && attack_data.in_min_range() {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller.inputs.move_dir = Vec2::zero();
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_turret_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
) && attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_fixed_turret_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
controller.inputs.look_dir = self.ori.look_dir();
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
) && attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_rotating_turret_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
controller.inputs.look_dir = Dir::new(
|
|
|
|
Quaternion::from_xyzw(self.ori.look_dir().x, self.ori.look_dir().y, 0.0, 0.0)
|
|
|
|
.rotated_z(6.0 * read_data.dt.0 as f32)
|
|
|
|
.into_vec3()
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_default(),
|
|
|
|
);
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
2021-05-06 19:41:21 +00:00
|
|
|
) {
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else {
|
|
|
|
agent.target = None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-05-29 22:27:55 +00:00
|
|
|
fn handle_radial_turret_attack(
|
|
|
|
&self,
|
|
|
|
_agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
) {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-05-26 00:37:31 +00:00
|
|
|
fn handle_tornado_attack(&self, controller: &mut Controller) {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
fn handle_mindflayer_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
const MINDFLAYER_ATTACK_DIST: f32 = 16.0;
|
|
|
|
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
|
|
|
|
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
2021-05-09 21:38:46 +00:00
|
|
|
// Sets counter at start of combat, using `condition` to keep track of whether
|
|
|
|
// it was already intitialized
|
|
|
|
if !agent.action_state.condition {
|
2021-05-06 21:17:05 +00:00
|
|
|
agent.action_state.counter = 1.0 - MINION_SUMMON_THRESHOLD;
|
2021-05-09 21:38:46 +00:00
|
|
|
agent.action_state.condition = true;
|
2021-05-09 18:28:01 +00:00
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
if agent.action_state.counter > health_fraction {
|
|
|
|
// Summon minions at particular thresholds of health
|
|
|
|
controller
|
|
|
|
.actions
|
2021-05-09 18:28:01 +00:00
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(2)));
|
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
agent.action_state.counter -= MINION_SUMMON_THRESHOLD;
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
} else if attack_data.dist_sqrd < MINDFLAYER_ATTACK_DIST.powi(2) {
|
|
|
|
if can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
) {
|
|
|
|
// If close to target, use either primary or secondary ability
|
|
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(10) && !matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
// If already using primary, keep using primary until 10 consecutive seconds
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else if matches!(self.char_state, CharacterState::SpinMelee(c) if c.consecutive_spins < 50 && !matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
// If already using secondary, keep using secondary until 10 consecutive
|
|
|
|
// seconds
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else if thread_rng().gen_bool(health_fraction.into()) {
|
|
|
|
// Else if at high health, use primary
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else {
|
|
|
|
// Else use secondary
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
}
|
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-21 03:14:45 +00:00
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) {
|
2021-05-09 21:38:46 +00:00
|
|
|
// If too far from target, throw a random number of necrotic spheres at them and
|
|
|
|
// then blink to them.
|
|
|
|
let num_fireballs = &mut agent.action_state.int_counter;
|
|
|
|
if *num_fireballs == 0 {
|
2021-05-09 18:28:01 +00:00
|
|
|
controller.actions.push(ControlAction::StartInput {
|
|
|
|
input: InputKind::Ability(0),
|
|
|
|
target_entity: agent
|
|
|
|
.target
|
|
|
|
.as_ref()
|
|
|
|
.and_then(|t| read_data.uids.get(t.target))
|
|
|
|
.copied(),
|
|
|
|
select_pos: None,
|
|
|
|
});
|
2021-05-10 01:16:57 +00:00
|
|
|
if matches!(self.char_state, CharacterState::Blink(_)) {
|
|
|
|
*num_fireballs = rand::random::<u8>() % 4;
|
|
|
|
}
|
2021-05-23 00:35:21 +00:00
|
|
|
} else if matches!(self.char_state, CharacterState::Wielding) {
|
2021-05-09 21:38:46 +00:00
|
|
|
*num_fireballs -= 1;
|
2021-05-09 18:28:01 +00:00
|
|
|
controller.actions.push(ControlAction::StartInput {
|
|
|
|
input: InputKind::Ability(1),
|
|
|
|
target_entity: agent
|
|
|
|
.target
|
|
|
|
.as_ref()
|
|
|
|
.and_then(|t| read_data.uids.get(t.target))
|
|
|
|
.copied(),
|
|
|
|
select_pos: None,
|
|
|
|
});
|
|
|
|
}
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_birdlarge_fire_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
if attack_data.dist_sqrd > 30.0_f32.powi(2) {
|
|
|
|
// If random chance and can see target
|
|
|
|
if thread_rng().gen_bool(0.05)
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
// Fireball
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
// If some target
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.pos.0,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
// Walk to target
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
|
|
// If less than 20 blocks higher than target
|
|
|
|
if (self.pos.0.z - tgt_data.pos.0.z) < 20.0 {
|
|
|
|
// Fly upward
|
2021-04-22 23:34:37 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
controller.inputs.move_z = 1.0;
|
2021-05-06 21:17:05 +00:00
|
|
|
} else {
|
|
|
|
// Jump
|
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2021-04-22 23:34:37 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// If higher than 2 blocks
|
|
|
|
else if !read_data
|
|
|
|
.terrain
|
|
|
|
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(true, |b| b.is_some())
|
|
|
|
{
|
|
|
|
// Do not increment the timer during this movement
|
|
|
|
// The next stage shouldn't trigger until the entity
|
|
|
|
// is on the ground
|
|
|
|
// Fly to target
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
let move_dir = tgt_data.pos.0 - self.pos.0;
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
|
|
|
|
controller.inputs.move_z = move_dir.z - 0.5;
|
|
|
|
// If further than 4 blocks and random chance
|
|
|
|
if thread_rng().gen_bool(0.05)
|
|
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
// Fireball
|
2021-04-22 23:34:37 +00:00
|
|
|
controller
|
|
|
|
.actions
|
2021-05-06 21:17:05 +00:00
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// If further than 4 blocks and random chance
|
|
|
|
else if thread_rng().gen_bool(0.05)
|
|
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
// Fireball
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
// If random chance and less than 20 blocks higher than target and further than 4
|
|
|
|
// blocks
|
|
|
|
else if thread_rng().gen_bool(0.5)
|
|
|
|
&& (self.pos.0.z - tgt_data.pos.0.z) < 15.0
|
|
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
controller.inputs.move_z = 1.0;
|
|
|
|
}
|
|
|
|
// If further than 2.5 blocks and random chance
|
|
|
|
else if attack_data.dist_sqrd > (2.5 * attack_data.min_attack_dist).powi(2) {
|
2021-05-21 03:14:45 +00:00
|
|
|
// Walk to target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
// If energy higher than 600 and random chance
|
|
|
|
else if self.energy.current() > 600 && thread_rng().gen_bool(0.4) {
|
|
|
|
// Shockwave
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
} else if attack_data.angle < 90.0 {
|
|
|
|
// Triple strike
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
2021-05-17 22:46:50 +00:00
|
|
|
} else {
|
|
|
|
// Target is behind us. Turn around and chase target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_birdlarge_breathe_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
// Set fly to false
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::CancelInput(InputKind::Fly));
|
|
|
|
if attack_data.dist_sqrd > 30.0_f32.powi(2) {
|
|
|
|
if thread_rng().gen_bool(0.05)
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
tgt_data.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;
|
|
|
|
if (self.pos.0.z - tgt_data.pos.0.z) < 20.0 {
|
2021-04-22 23:34:37 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
controller.inputs.move_z = 1.0;
|
2021-04-20 22:36:40 +00:00
|
|
|
} else {
|
2021-05-06 21:17:05 +00:00
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
2021-04-28 02:33:24 +00:00
|
|
|
}
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
} else if !read_data
|
|
|
|
.terrain
|
|
|
|
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(true, |b| b.is_some())
|
|
|
|
{
|
|
|
|
// Do not increment the timer during this movement
|
|
|
|
// The next stage shouldn't trigger until the entity
|
|
|
|
// is on the ground
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
let move_dir = tgt_data.pos.0 - self.pos.0;
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
|
|
|
|
controller.inputs.move_z = move_dir.z - 0.5;
|
|
|
|
if thread_rng().gen_bool(0.05)
|
|
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
}
|
|
|
|
} else if thread_rng().gen_bool(0.05)
|
|
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else if thread_rng().gen_bool(0.5)
|
|
|
|
&& (self.pos.0.z - tgt_data.pos.0.z) < 15.0
|
|
|
|
&& attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2)
|
|
|
|
{
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
controller.inputs.move_z = 1.0;
|
|
|
|
} else if attack_data.dist_sqrd > (3.0 * attack_data.min_attack_dist).powi(2) {
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
} else if self.energy.current() > 600
|
|
|
|
&& agent.action_state.timer < 3.0
|
|
|
|
&& attack_data.angle < 15.0
|
|
|
|
{
|
2021-05-17 22:46:50 +00:00
|
|
|
// Fire breath attack
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
2021-05-17 22:46:50 +00:00
|
|
|
// Move towards the target slowly
|
2021-07-15 19:52:10 +00:00
|
|
|
self.path_toward_target(
|
|
|
|
agent,
|
|
|
|
controller,
|
|
|
|
tgt_data,
|
|
|
|
read_data,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
Some(0.5),
|
|
|
|
);
|
2021-05-06 21:17:05 +00:00
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-05-17 22:46:50 +00:00
|
|
|
} else if agent.action_state.timer < 6.0
|
|
|
|
&& attack_data.angle < 90.0
|
2021-05-26 02:20:27 +00:00
|
|
|
&& attack_data.in_min_range()
|
2021-05-17 22:46:50 +00:00
|
|
|
{
|
|
|
|
// Triplestrike
|
2021-05-06 21:17:05 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
} else {
|
2021-05-17 22:46:50 +00:00
|
|
|
// Reset timer
|
2021-05-06 21:17:05 +00:00
|
|
|
agent.action_state.timer = 0.0;
|
2021-05-17 22:46:50 +00:00
|
|
|
// Target is behind us or the timer needs to be reset. Chase target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-05-26 00:37:31 +00:00
|
|
|
fn handle_birdlarge_basic_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-06-14 23:34:17 +00:00
|
|
|
const BIRD_ATTACK_RANGE: f32 = 4.0;
|
|
|
|
const BIRD_CHARGE_DISTANCE: f32 = 15.0;
|
|
|
|
let bird_attack_distance = self.body.map_or(0.0, |b| b.radius()) + BIRD_ATTACK_RANGE;
|
|
|
|
// Increase action timer
|
|
|
|
agent.action_state.timer += read_data.dt.0;
|
2021-06-11 01:15:58 +00:00
|
|
|
// If higher than 2 blocks
|
2021-06-04 01:25:42 +00:00
|
|
|
if !read_data
|
|
|
|
.terrain
|
|
|
|
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 2.0))
|
|
|
|
.until(Block::is_solid)
|
|
|
|
.cast()
|
|
|
|
.1
|
|
|
|
.map_or(true, |b| b.is_some())
|
|
|
|
{
|
2021-06-11 01:15:58 +00:00
|
|
|
// Fly to target and land
|
2021-06-04 01:25:42 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Fly));
|
|
|
|
let move_dir = tgt_data.pos.0 - self.pos.0;
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
move_dir.xy().try_normalized().unwrap_or_else(Vec2::zero) * 2.0;
|
|
|
|
controller.inputs.move_z = move_dir.z - 0.5;
|
2021-06-14 23:34:17 +00:00
|
|
|
} else if agent.action_state.timer > 8.0 {
|
|
|
|
// If action timer higher than 8, make bird summon tornadoes
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
// Reset timer
|
|
|
|
agent.action_state.timer = 0.0;
|
|
|
|
}
|
|
|
|
} else if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
2021-06-11 01:15:58 +00:00
|
|
|
{
|
2021-06-14 23:34:17 +00:00
|
|
|
// If already in dash, keep dashing if not in recover
|
2021-06-04 01:25:42 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
2021-06-14 23:34:17 +00:00
|
|
|
} else if matches!(self.char_state, CharacterState::ComboMelee(c) if matches!(c.stage_section, StageSection::Recover))
|
2021-06-04 01:25:42 +00:00
|
|
|
{
|
2021-06-14 23:34:17 +00:00
|
|
|
// If already in combo keep comboing if not in recover
|
2021-06-04 01:25:42 +00:00
|
|
|
controller
|
|
|
|
.actions
|
2021-06-14 23:34:17 +00:00
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else if attack_data.dist_sqrd > BIRD_CHARGE_DISTANCE.powi(2) {
|
|
|
|
// Charges at target if they are far enough away
|
|
|
|
if attack_data.angle < 60.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < bird_attack_distance.powi(2) {
|
|
|
|
// Combo melee target
|
2021-05-26 00:37:31 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
2021-06-14 23:34:17 +00:00
|
|
|
agent.action_state.condition = true;
|
2021-05-26 00:37:31 +00:00
|
|
|
}
|
2021-06-14 23:34:17 +00:00
|
|
|
// Make bird move towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-26 00:37:31 +00:00
|
|
|
}
|
|
|
|
|
2021-05-06 21:17:05 +00:00
|
|
|
fn handle_minotaur_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
const MINOTAUR_FRENZY_THRESHOLD: f32 = 0.5;
|
|
|
|
const MINOTAUR_ATTACK_RANGE: f32 = 5.0;
|
|
|
|
const MINOTAUR_CHARGE_DISTANCE: f32 = 15.0;
|
|
|
|
let minotaur_attack_distance =
|
|
|
|
self.body.map_or(0.0, |b| b.radius()) + MINOTAUR_ATTACK_RANGE;
|
|
|
|
let health_fraction = self.health.map_or(1.0, |h| h.fraction());
|
2021-05-06 16:18:10 +00:00
|
|
|
// Sets action counter at start of combat
|
2021-05-06 21:17:05 +00:00
|
|
|
if agent.action_state.counter < MINOTAUR_FRENZY_THRESHOLD
|
|
|
|
&& health_fraction > MINOTAUR_FRENZY_THRESHOLD
|
|
|
|
{
|
|
|
|
agent.action_state.counter = MINOTAUR_FRENZY_THRESHOLD;
|
|
|
|
}
|
|
|
|
if health_fraction < agent.action_state.counter {
|
|
|
|
// Makes minotaur buff itself with frenzy
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
|
|
|
if matches!(self.char_state, CharacterState::SelfBuff(c) if matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
agent.action_state.counter = 0.0;
|
|
|
|
}
|
|
|
|
} else if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
// If already charging, keep charging if not in recover
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
} else if matches!(self.char_state, CharacterState::ChargedMelee(c) if matches!(c.stage_section, StageSection::Charge) && c.timer < c.static_data.charge_duration)
|
|
|
|
{
|
|
|
|
// If already charging a melee attack, keep charging it if charging
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else if attack_data.dist_sqrd > MINOTAUR_CHARGE_DISTANCE.powi(2) {
|
|
|
|
// Charges at target if they are far enough away
|
|
|
|
if attack_data.angle < 60.0 {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < minotaur_attack_distance.powi(2) {
|
2021-05-09 21:38:46 +00:00
|
|
|
if agent.action_state.condition && !self.char_state.is_attack() {
|
2021-05-06 21:17:05 +00:00
|
|
|
// Cripple target if not just used cripple
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
2021-05-09 21:38:46 +00:00
|
|
|
agent.action_state.condition = false;
|
2021-05-06 21:17:05 +00:00
|
|
|
} else if !self.char_state.is_attack() {
|
|
|
|
// Cleave target if not just used cleave
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
2021-05-09 21:38:46 +00:00
|
|
|
agent.action_state.condition = true;
|
2021-05-06 21:17:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// Make minotaur move towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-02-07 07:22:06 +00:00
|
|
|
}
|
2021-02-06 06:15:25 +00:00
|
|
|
|
2021-05-06 16:18:10 +00:00
|
|
|
fn handle_clay_golem_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-05-09 17:43:47 +00:00
|
|
|
const GOLEM_MELEE_RANGE: f32 = 4.0;
|
2021-05-06 16:18:10 +00:00
|
|
|
const GOLEM_LASER_RANGE: f32 = 30.0;
|
|
|
|
const GOLEM_LONG_RANGE: f32 = 50.0;
|
2021-05-06 23:15:37 +00:00
|
|
|
const GOLEM_TARGET_SPEED: f32 = 8.0;
|
2021-05-06 16:18:10 +00:00
|
|
|
let golem_melee_range = self.body.map_or(0.0, |b| b.radius()) + GOLEM_MELEE_RANGE;
|
2021-06-18 15:40:25 +00:00
|
|
|
// Fraction of health, used for activation of shockwave
|
|
|
|
// If golem don't have health for some reason, assume it's full
|
|
|
|
let health_fraction = self.health.map_or(1.0, |h| h.fraction());
|
2021-05-06 23:15:37 +00:00
|
|
|
// Magnitude squared of cross product of target velocity with golem orientation
|
|
|
|
let target_speed_cross_sqd = agent
|
2021-05-06 16:18:10 +00:00
|
|
|
.target
|
|
|
|
.as_ref()
|
|
|
|
.map(|t| t.target)
|
|
|
|
.and_then(|e| read_data.velocities.get(e))
|
2021-05-06 23:15:37 +00:00
|
|
|
.map_or(0.0, |v| v.0.cross(self.ori.look_vec()).magnitude_squared());
|
2021-05-06 16:18:10 +00:00
|
|
|
if attack_data.dist_sqrd < golem_melee_range.powi(2) {
|
2021-05-07 16:43:54 +00:00
|
|
|
if agent.action_state.counter < 7.5 {
|
2021-05-06 23:15:37 +00:00
|
|
|
// If target is close, whack them
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
agent.action_state.counter += read_data.dt.0;
|
|
|
|
} else {
|
|
|
|
// If whacked for too long, nuke them
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
|
|
|
if matches!(self.char_state, CharacterState::BasicRanged(c) if matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
agent.action_state.counter = 0.0;
|
|
|
|
}
|
|
|
|
}
|
2021-05-06 16:18:10 +00:00
|
|
|
} else if attack_data.dist_sqrd < GOLEM_LASER_RANGE.powi(2) {
|
2021-06-18 19:03:39 +00:00
|
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
|
2021-05-06 23:15:37 +00:00
|
|
|
|| target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2)
|
2021-05-06 18:44:25 +00:00
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
2021-05-10 23:52:47 +00:00
|
|
|
&& attack_data.angle < 45.0
|
2021-05-06 16:18:10 +00:00
|
|
|
{
|
2021-06-18 19:03:39 +00:00
|
|
|
// If target in range threshold and haven't been lasering for more than 5
|
2021-05-06 23:15:37 +00:00
|
|
|
// seconds already or if target is moving slow-ish, laser them
|
2021-05-06 16:18:10 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
2021-06-18 15:40:25 +00:00
|
|
|
} else if health_fraction < 0.7 {
|
|
|
|
// Else target moving too fast for laser, shockwave time.
|
|
|
|
// But only if damaged enough
|
2021-05-06 16:18:10 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < GOLEM_LONG_RANGE.powi(2) {
|
2021-05-06 23:15:37 +00:00
|
|
|
if target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2)
|
2021-05-06 18:44:25 +00:00
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
2021-05-06 16:18:10 +00:00
|
|
|
// If target is far-ish and moving slow-ish, rocket them
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
2021-06-18 15:40:25 +00:00
|
|
|
} else if health_fraction < 0.7 {
|
|
|
|
// Else target moving too fast for laser, shockwave time.
|
|
|
|
// But only if damaged enough
|
2021-05-06 16:18:10 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Make clay golem move towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);
|
2021-05-06 16:18:10 +00:00
|
|
|
}
|
|
|
|
|
2021-05-26 02:20:27 +00:00
|
|
|
fn handle_tidal_warrior_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
const SCUTTLE_RANGE: f32 = 40.0;
|
|
|
|
const BUBBLE_RANGE: f32 = 20.0;
|
|
|
|
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
|
|
|
|
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
|
|
|
// Sets counter at start of combat, using `condition` to keep track of whether
|
|
|
|
// it was already intitialized
|
|
|
|
if !agent.action_state.condition {
|
|
|
|
agent.action_state.counter = 1.0 - MINION_SUMMON_THRESHOLD;
|
|
|
|
agent.action_state.condition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if agent.action_state.counter > health_fraction {
|
|
|
|
// Summon minions at particular thresholds of health
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
|
|
|
|
|
|
|
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
agent.action_state.counter -= MINION_SUMMON_THRESHOLD;
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < SCUTTLE_RANGE.powi(2) {
|
|
|
|
if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
// Keep scuttling if already in dash melee and not in recover
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else if attack_data.dist_sqrd < BUBBLE_RANGE.powi(2) {
|
|
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if !matches!(c.stage_section, StageSection::Recover) && c.timer < Duration::from_secs(10))
|
|
|
|
{
|
|
|
|
// Keep shooting bubbles at them if already in basic beam and not in recover and
|
|
|
|
// have not been bubbling too long
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
|
|
|
|
// Pincer them if they're in range and angle
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else if attack_data.angle < 30.0
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
|
|
|
// Start bubbling them if not close enough to do something else and in angle and
|
|
|
|
// can see target
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
}
|
|
|
|
} else if attack_data.angle < 90.0
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
|
|
|
// Start scuttling if not close enough to do something else and in angle and can
|
|
|
|
// see target
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Always attempt to path towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-05-26 02:20:27 +00:00
|
|
|
}
|
|
|
|
|
2021-06-05 18:25:47 +00:00
|
|
|
fn handle_yeti_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
2021-07-04 00:32:53 +00:00
|
|
|
const ICE_SPIKES_RANGE: f32 = 15.0;
|
|
|
|
const ICE_BREATH_RANGE: f32 = 10.0;
|
2021-06-05 21:11:01 +00:00
|
|
|
const ICE_BREATH_TIMER: f32 = 10.0;
|
2021-06-05 18:25:47 +00:00
|
|
|
const SNOWBALL_MAX_RANGE: f32 = 50.0;
|
|
|
|
|
|
|
|
agent.action_state.counter += read_data.dt.0;
|
|
|
|
|
2021-07-04 00:32:53 +00:00
|
|
|
if attack_data.dist_sqrd < ICE_BREATH_RANGE.powi(2) {
|
|
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(2))
|
2021-06-05 18:25:47 +00:00
|
|
|
{
|
2021-07-04 00:32:53 +00:00
|
|
|
// Keep using ice breath for 2 second
|
2021-06-05 18:25:47 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
} else if agent.action_state.counter > ICE_BREATH_TIMER {
|
|
|
|
// Use ice breath if timer has gone for long enough
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
|
|
|
|
if matches!(self.char_state, CharacterState::BasicBeam(_)) {
|
|
|
|
// Resets action counter when using beam
|
|
|
|
agent.action_state.counter = 0.0;
|
|
|
|
}
|
|
|
|
} else if attack_data.in_min_range() {
|
|
|
|
// Basic attack if on top of them
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else {
|
|
|
|
// Use ice spikes if too far for other abilities
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < ICE_SPIKES_RANGE.powi(2) && attack_data.angle < 60.0 {
|
|
|
|
// Use ice spikes if in range
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else if attack_data.dist_sqrd < SNOWBALL_MAX_RANGE.powi(2) && attack_data.angle < 60.0 {
|
|
|
|
// Otherwise, chuck all the snowballs
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Always attempt to path towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-06-05 18:25:47 +00:00
|
|
|
}
|
|
|
|
|
2021-06-20 17:04:06 +00:00
|
|
|
fn handle_harvester_attack(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
attack_data: &AttackData,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
const VINE_CREATION_THRESHOLD: f32 = 0.50;
|
|
|
|
const FIRE_BREATH_RANGE: f32 = 20.0;
|
|
|
|
const MAX_PUMPKIN_RANGE: f32 = 50.0;
|
|
|
|
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
|
|
|
|
|
|
|
if health_fraction < VINE_CREATION_THRESHOLD && !agent.action_state.condition {
|
|
|
|
// Summon vines when reach threshold of health
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(0)));
|
|
|
|
|
|
|
|
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
|
|
|
|
{
|
|
|
|
agent.action_state.condition = true;
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < FIRE_BREATH_RANGE.powi(2) {
|
2021-06-22 03:50:16 +00:00
|
|
|
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
2021-06-20 17:04:06 +00:00
|
|
|
{
|
2021-06-22 03:50:16 +00:00
|
|
|
// Keep breathing fire if close enough, can see target, and have not been
|
|
|
|
// breathing for more than 5 seconds
|
2021-06-20 17:04:06 +00:00
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
|
|
|
|
// Scythe them if they're in range and angle
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Primary));
|
|
|
|
} else if attack_data.angle < 30.0
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
|
|
|
// Start breathing fire at them if close enough, in angle, and can see target
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Secondary));
|
|
|
|
}
|
|
|
|
} else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2)
|
|
|
|
&& can_see_tgt(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos,
|
|
|
|
tgt_data.pos,
|
|
|
|
attack_data.dist_sqrd,
|
|
|
|
)
|
|
|
|
{
|
|
|
|
// Throw a pumpkin at them if close enough and can see them
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Ability(1)));
|
|
|
|
}
|
|
|
|
// Always attempt to path towards target
|
2021-06-15 13:52:31 +00:00
|
|
|
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
|
2021-06-20 17:04:06 +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);
|
2021-03-18 22:54:23 +00:00
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
2021-02-07 07:22:06 +00:00
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
}
|
2019-04-16 21:06:33 +00:00
|
|
|
}
|
2021-05-15 19:36:27 +00:00
|
|
|
|
|
|
|
fn handle_elevated_awareness(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
read_data: &ReadData,
|
|
|
|
) {
|
|
|
|
// Currently this means that we are in a safezone
|
|
|
|
if invulnerability_is_in_buffs(read_data.buffs.get(*self.entity)) {
|
2021-07-11 18:41:52 +00:00
|
|
|
self.idle(agent, controller, read_data);
|
2021-05-15 19:36:27 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if let Some(sound) = agent.sounds_heard.last() {
|
2021-07-14 07:40:43 +00:00
|
|
|
// FIXME: Perhaps name should be a field of the agent, not stats
|
|
|
|
if let Some(agent_stats) = read_data.stats.get(*self.entity) {
|
|
|
|
let sound_pos = Pos(sound.pos);
|
|
|
|
let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
|
2021-05-15 19:36:27 +00:00
|
|
|
|
2021-07-14 07:40:43 +00:00
|
|
|
let is_village_guard = agent_stats.name == *"Guard".to_string();
|
|
|
|
let is_neutral = self.flees && !is_village_guard;
|
|
|
|
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
|
2021-05-15 19:36:27 +00:00
|
|
|
|
2021-07-14 07:40:43 +00:00
|
|
|
if is_enemy {
|
|
|
|
let far_enough = dist_sqrd > 10.0_f32.powi(2);
|
|
|
|
|
|
|
|
if far_enough {
|
|
|
|
self.follow(agent, controller, &read_data.terrain, &sound_pos);
|
|
|
|
} else {
|
|
|
|
// TODO: Change this to a search action instead of idle
|
|
|
|
self.idle(agent, controller, read_data);
|
|
|
|
}
|
|
|
|
} else if is_village_guard {
|
2021-05-15 19:36:27 +00:00
|
|
|
self.follow(agent, controller, &read_data.terrain, &sound_pos);
|
2021-07-14 07:40:43 +00:00
|
|
|
} else if is_neutral {
|
2021-07-31 19:33:28 +00:00
|
|
|
let flee_health = agent.psyche.flee_health;
|
2021-07-14 07:40:43 +00:00
|
|
|
let close_enough = dist_sqrd < 35.0_f32.powi(2);
|
|
|
|
let sound_was_loud = sound.vol >= 10.0;
|
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
if close_enough
|
|
|
|
&& (flee_health <= 0.7 || (flee_health <= 0.5 && sound_was_loud))
|
|
|
|
{
|
2021-07-14 07:40:43 +00:00
|
|
|
self.flee(agent, controller, &read_data.terrain, &sound_pos);
|
|
|
|
} else {
|
|
|
|
self.idle(agent, controller, read_data);
|
|
|
|
}
|
2021-05-15 19:36:27 +00:00
|
|
|
} else {
|
|
|
|
// TODO: Change this to a search action instead of idle
|
2021-07-11 18:41:52 +00:00
|
|
|
self.idle(agent, controller, read_data);
|
2021-05-15 19:36:27 +00:00
|
|
|
}
|
2021-07-14 07:40:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-05-15 19:36:27 +00:00
|
|
|
|
2021-07-12 15:40:29 +00:00
|
|
|
fn attack_target_attacker(
|
2021-07-14 07:40:43 +00:00
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
read_data: &ReadData,
|
|
|
|
controller: &mut Controller,
|
|
|
|
) {
|
|
|
|
if let Some(Target { target, .. }) = agent.target {
|
|
|
|
if let Some(tgt_health) = read_data.healths.get(target) {
|
|
|
|
if let Some(by) = tgt_health.last_change.1.cause.damage_by() {
|
|
|
|
if let Some(attacker) = get_entity_by_id(by.id(), read_data) {
|
|
|
|
if agent.target.is_none() {
|
|
|
|
controller.push_event(ControlEvent::Utterance(UtteranceKind::Angry));
|
|
|
|
}
|
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = build_target(attacker, true, read_data.time.0, true);
|
2021-07-14 07:40:43 +00:00
|
|
|
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(attacker) {
|
|
|
|
if should_stop_attacking(attacker, read_data) {
|
2021-07-31 19:33:28 +00:00
|
|
|
agent.target = build_target(target, false, read_data.time.0, false);
|
2021-07-14 07:40:43 +00:00
|
|
|
|
|
|
|
self.idle(agent, controller, read_data);
|
|
|
|
} else {
|
|
|
|
let target_data = build_target_data(target, tgt_pos, read_data);
|
|
|
|
|
|
|
|
self.attack(agent, controller, &target_data, read_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-05-15 19:36:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-05-21 03:14:45 +00:00
|
|
|
|
|
|
|
/// Directs the entity to path and move toward the target
|
|
|
|
/// If full_path is false, the entity will path to a location 50 units along
|
|
|
|
/// the vector between the entity and the target. The speed multiplier
|
|
|
|
/// multiplies the movement speed by a value less than 1.0.
|
|
|
|
/// A `None` value implies a multiplier of 1.0.
|
|
|
|
/// Returns `false` if the pathfinding algorithm fails to return a path
|
2021-06-18 13:32:26 +00:00
|
|
|
#[allow(clippy::too_many_arguments)]
|
2021-05-21 03:14:45 +00:00
|
|
|
fn path_toward_target(
|
|
|
|
&self,
|
|
|
|
agent: &mut Agent,
|
|
|
|
controller: &mut Controller,
|
|
|
|
tgt_data: &TargetData,
|
|
|
|
read_data: &ReadData,
|
|
|
|
full_path: bool,
|
2021-06-15 13:52:31 +00:00
|
|
|
separate: bool,
|
2021-05-21 03:14:45 +00:00
|
|
|
speed_multiplier: Option<f32>,
|
|
|
|
) -> bool {
|
2021-06-15 13:52:31 +00:00
|
|
|
let pathing_pos = if separate {
|
|
|
|
let mut sep_vec: Vec3<f32> = Vec3::<f32>::zero();
|
|
|
|
|
|
|
|
for entity in read_data
|
|
|
|
.cached_spatial_grid
|
|
|
|
.0
|
2021-06-16 10:57:52 +00:00
|
|
|
.in_circle_aabr(self.pos.0.xy(), SEPARATION_DIST)
|
2021-06-15 13:52:31 +00:00
|
|
|
{
|
|
|
|
if let (Some(alignment), Some(other_alignment)) =
|
|
|
|
(self.alignment, read_data.alignments.get(entity))
|
|
|
|
{
|
|
|
|
if Alignment::passive_towards(*alignment, *other_alignment) {
|
2021-06-16 10:57:52 +00:00
|
|
|
if let (Some(pos), Some(body), Some(other_body)) = (
|
|
|
|
read_data.positions.get(entity),
|
|
|
|
self.body,
|
|
|
|
read_data.bodies.get(entity),
|
|
|
|
) {
|
|
|
|
if self.pos.0.xy().distance(pos.0.xy())
|
2021-06-18 13:32:26 +00:00
|
|
|
< body.spacing_radius() + other_body.spacing_radius()
|
2021-06-16 10:57:52 +00:00
|
|
|
{
|
|
|
|
sep_vec += (self.pos.0.xy() - pos.0.xy())
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec2::zero)
|
2021-06-18 13:32:26 +00:00
|
|
|
* (((body.spacing_radius() + other_body.spacing_radius())
|
2021-06-16 10:57:52 +00:00
|
|
|
- self.pos.0.xy().distance(pos.0.xy()))
|
2021-06-18 13:32:26 +00:00
|
|
|
/ (body.spacing_radius() + other_body.spacing_radius()));
|
2021-06-16 10:57:52 +00:00
|
|
|
}
|
2021-06-15 13:52:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
self.pos.0
|
|
|
|
+ PARTIAL_PATH_DIST
|
2021-07-15 19:52:10 +00:00
|
|
|
* (sep_vec * SEPARATION_BIAS
|
|
|
|
+ (tgt_data.pos.0 - self.pos.0) * (1.0 - SEPARATION_BIAS))
|
2021-06-15 13:52:31 +00:00
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec3::zero)
|
|
|
|
} else if full_path {
|
2021-05-21 03:14:45 +00:00
|
|
|
tgt_data.pos.0
|
|
|
|
} else {
|
|
|
|
self.pos.0
|
|
|
|
+ PARTIAL_PATH_DIST
|
|
|
|
* (tgt_data.pos.0 - self.pos.0)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec3::zero)
|
|
|
|
};
|
|
|
|
let speed_multiplier = speed_multiplier.unwrap_or(1.0).min(1.0);
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
|
|
&*read_data.terrain,
|
|
|
|
self.pos.0,
|
|
|
|
self.vel.0,
|
|
|
|
pathing_pos,
|
|
|
|
TraversalConfig {
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
..self.traversal_config
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
controller.inputs.move_dir =
|
|
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed * speed_multiplier;
|
|
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
|
|
controller.inputs.move_z = bearing.z;
|
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-07-14 07:40:43 +00:00
|
|
|
fn chat_general_if_can_speak(
|
|
|
|
&self,
|
|
|
|
agent: &Agent,
|
2021-07-31 19:33:28 +00:00
|
|
|
msg: impl ToString,
|
2021-07-14 07:40:43 +00:00
|
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
|
|
) -> bool {
|
|
|
|
if can_speak(agent) {
|
2021-07-31 19:33:28 +00:00
|
|
|
self.chat_general(msg, event_emitter);
|
2021-07-14 07:40:43 +00:00
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-05-21 03:14:45 +00:00
|
|
|
fn jump_if(&self, controller: &mut Controller, condition: bool) {
|
|
|
|
if condition {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::basic_input(InputKind::Jump));
|
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.actions
|
|
|
|
.push(ControlAction::CancelInput(InputKind::Jump))
|
|
|
|
}
|
|
|
|
}
|
2021-07-14 07:40:43 +00:00
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
fn chat_general(&self, msg: impl ToString, event_emitter: &mut Emitter<'_, ServerEvent>) {
|
|
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
|
|
*self.uid,
|
|
|
|
msg.to_string(),
|
|
|
|
)));
|
2021-07-14 07:40:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn emit_villager_alarm(&self, time: f64, event_emitter: &mut Emitter<'_, ServerEvent>) {
|
|
|
|
event_emitter.emit(ServerEvent::Sound {
|
|
|
|
sound: Sound::new(SoundKind::VillagerAlarm, self.pos.0, 100.0, time),
|
|
|
|
});
|
|
|
|
}
|
2021-07-12 15:40:29 +00:00
|
|
|
}
|
2021-07-14 07:40:43 +00:00
|
|
|
|
2021-07-12 15:40:29 +00:00
|
|
|
fn rtsim_new_enemy(target_name: &str, agent: &mut Agent, read_data: &ReadData) {
|
|
|
|
agent
|
|
|
|
.rtsim_controller
|
|
|
|
.events
|
|
|
|
.push(RtSimEvent::AddMemory(Memory {
|
|
|
|
item: MemoryItem::CharacterFight {
|
|
|
|
name: target_name.to_owned(),
|
|
|
|
},
|
|
|
|
time_to_forget: read_data.time.0 + 300.0,
|
|
|
|
}));
|
2019-04-16 21:06:33 +00:00
|
|
|
}
|
2020-11-23 19:27:18 +00:00
|
|
|
|
2021-07-14 15:26:29 +00:00
|
|
|
fn rtsim_forget_enemy(target_name: &str, agent: &mut Agent) {
|
|
|
|
agent
|
|
|
|
.rtsim_controller
|
|
|
|
.events
|
|
|
|
.push(RtSimEvent::ForgetEnemy(target_name.to_owned()));
|
|
|
|
}
|
|
|
|
|
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
|
|
|
|
}
|
2021-03-16 19:17:08 +00:00
|
|
|
|
|
|
|
// If target is dead or has invulnerability buff, returns true
|
2021-07-14 07:40:43 +00:00
|
|
|
fn should_stop_attacking(target: EcsEntity, read_data: &ReadData) -> bool {
|
|
|
|
let health = read_data.healths.get(target);
|
|
|
|
let buffs = read_data.buffs.get(target);
|
|
|
|
|
2021-04-25 21:24:06 +00:00
|
|
|
health.map_or(true, |a| a.is_dead) || invulnerability_is_in_buffs(buffs)
|
|
|
|
}
|
|
|
|
|
2021-05-15 19:36:27 +00:00
|
|
|
// FIXME: The logic that is used in this function and throughout the code
|
|
|
|
// shouldn't be used to mean that a character is in a safezone.
|
2021-04-25 21:24:06 +00:00
|
|
|
fn invulnerability_is_in_buffs(buffs: Option<&Buffs>) -> bool {
|
|
|
|
buffs.map_or(false, |b| b.kinds.contains_key(&BuffKind::Invulnerability))
|
2021-03-16 19:17:08 +00:00
|
|
|
}
|
2021-03-23 22:41:17 +00:00
|
|
|
|
|
|
|
/// Attempts to get alignment of owner if entity has Owned alignment
|
|
|
|
fn try_owner_alignment<'a>(
|
|
|
|
alignment: Option<&'a Alignment>,
|
|
|
|
read_data: &'a ReadData,
|
|
|
|
) -> Option<&'a Alignment> {
|
|
|
|
if let Some(Alignment::Owned(owner_uid)) = alignment {
|
2021-07-14 07:40:43 +00:00
|
|
|
if let Some(owner) = get_entity_by_id(owner_uid.id(), read_data) {
|
2021-03-23 22:41:17 +00:00
|
|
|
return read_data.alignments.get(owner);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
alignment
|
|
|
|
}
|
2021-03-23 09:51:53 +00:00
|
|
|
|
|
|
|
/// Projectile motion: Returns the direction to aim for the projectile to reach
|
|
|
|
/// target position. Does not take any forces but gravity into account.
|
|
|
|
fn aim_projectile(speed: f32, pos: Vec3<f32>, tgt: Vec3<f32>) -> Option<Dir> {
|
|
|
|
let mut to_tgt = tgt - pos;
|
|
|
|
let dist_sqrd = to_tgt.xy().magnitude_squared();
|
|
|
|
let u_sqrd = speed.powi(2);
|
|
|
|
to_tgt.z = (u_sqrd
|
|
|
|
- (u_sqrd.powi(2) - GRAVITY * (GRAVITY * dist_sqrd + 2.0 * to_tgt.z * u_sqrd))
|
|
|
|
.sqrt()
|
|
|
|
.max(0.0))
|
|
|
|
/ GRAVITY;
|
|
|
|
|
|
|
|
Dir::from_unnormalized(to_tgt)
|
|
|
|
}
|
2021-05-15 19:36:27 +00:00
|
|
|
|
|
|
|
fn forget_old_sounds(agent: &mut Agent, read_data: &ReadData) {
|
|
|
|
if !agent.sounds_heard.is_empty() {
|
|
|
|
// Keep (retain) only newer sounds
|
|
|
|
agent
|
|
|
|
.sounds_heard
|
|
|
|
.retain(|&sound| read_data.time.0 - sound.time <= SECONDS_BEFORE_FORGET_SOUNDS);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn decrement_awareness(agent: &mut Agent) {
|
|
|
|
let mut decrement = AWARENESS_DECREMENT_CONSTANT;
|
|
|
|
let awareness = agent.awareness;
|
|
|
|
|
|
|
|
let too_high = awareness >= 100.0;
|
|
|
|
let high = awareness >= 50.0;
|
|
|
|
let medium = awareness >= 30.0;
|
|
|
|
let low = awareness > 15.0;
|
|
|
|
let positive = awareness >= 0.0;
|
|
|
|
let negative = awareness < 0.0;
|
|
|
|
|
|
|
|
if too_high {
|
|
|
|
decrement *= 3.0;
|
|
|
|
} else if high {
|
|
|
|
decrement *= 1.0;
|
|
|
|
} else if medium {
|
|
|
|
decrement *= 2.5;
|
|
|
|
} else if low {
|
|
|
|
decrement *= 0.70;
|
|
|
|
} else if positive {
|
|
|
|
decrement *= 0.5;
|
|
|
|
} else if negative {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
agent.awareness -= decrement;
|
|
|
|
}
|
2021-07-14 07:40:43 +00:00
|
|
|
|
|
|
|
fn entity_was_attacked(entity: EcsEntity, read_data: &ReadData) -> bool {
|
|
|
|
if let Some(entity_health) = read_data.healths.get(entity) {
|
|
|
|
entity_health.last_change.0 < 5.0 && entity_health.last_change.1.amount < 0
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-07-31 19:33:28 +00:00
|
|
|
fn build_target(target: EcsEntity, is_hostile: bool, time: f64, aggro_on: bool) -> Option<Target> {
|
2021-07-14 07:40:43 +00:00
|
|
|
Some(Target {
|
|
|
|
target,
|
|
|
|
hostile: is_hostile,
|
|
|
|
selected_at: time,
|
2021-07-31 19:33:28 +00:00
|
|
|
aggro_on,
|
2021-07-14 07:40:43 +00:00
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
fn build_target_data<'a>(
|
|
|
|
target: EcsEntity,
|
|
|
|
tgt_pos: &'a Pos,
|
|
|
|
read_data: &'a ReadData,
|
|
|
|
) -> TargetData<'a> {
|
|
|
|
TargetData {
|
|
|
|
pos: tgt_pos,
|
|
|
|
body: read_data.bodies.get(target),
|
|
|
|
scale: read_data.scales.get(target),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn can_speak(agent: &Agent) -> bool { agent.behavior.can(BehaviorCapability::SPEAK) }
|
|
|
|
|
|
|
|
fn get_entity_by_id(id: u64, read_data: &ReadData) -> Option<EcsEntity> {
|
|
|
|
read_data.uid_allocator.retrieve_entity_internal(id)
|
|
|
|
}
|