veloren/server/src/sys/agent/util.rs

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use crate::sys::agent::{AgentData, ReadData};
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use common::{
combat::compute_stealth_coefficient,
comp::{
agent::Psyche, buff::BuffKind, inventory::item::ItemTag, item::ItemDesc, Agent, Alignment,
CharacterState, Controller, Pos,
},
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consts::GRAVITY,
terrain::Block,
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util::Dir,
vol::ReadVol,
};
use specs::{
saveload::{Marker, MarkerAllocator},
Entity as EcsEntity,
};
use vek::*;
pub fn is_dead_or_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
is_dead(entity, read_data) || is_invulnerable(entity, read_data)
}
pub fn is_dead(entity: EcsEntity, read_data: &ReadData) -> bool {
let health = read_data.healths.get(entity);
health.map_or(false, |a| a.is_dead)
}
// 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.
pub fn is_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
let buffs = read_data.buffs.get(entity);
buffs.map_or(false, |b| b.kinds.contains_key(&BuffKind::Invulnerability))
}
/// Gets alignment of owner if alignment given is `Owned`.
/// Returns original alignment if not owned.
pub fn owner_alignment<'a>(
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alignment: Option<&'a Alignment>,
read_data: &'a ReadData,
) -> Option<&'a Alignment> {
if let Some(Alignment::Owned(owner_uid)) = alignment {
if let Some(owner) = get_entity_by_id(owner_uid.id(), read_data) {
return read_data.alignments.get(owner);
}
}
alignment
}
/// Projectile motion: Returns the direction to aim for the projectile to reach
/// target position. Does not take any forces but gravity into account.
pub 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)
}
pub fn get_entity_by_id(id: u64, read_data: &ReadData) -> Option<EcsEntity> {
read_data.uid_allocator.retrieve_entity_internal(id)
}
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impl<'a> AgentData<'a> {
pub fn has_buff(&self, read_data: &ReadData, buff: BuffKind) -> bool {
read_data
.buffs
.get(*self.entity)
.map_or(false, |b| b.kinds.contains_key(&buff))
}
}
/// Calculates whether the agent should continue chase or let the target escape.
///
/// Will return true when score of letting target escape is higher then the
/// score of continuing the pursue, false otherwise.
pub fn stop_pursuing(
dist_to_target_sqrd: f32,
dist_to_home_sqrd: f32,
own_health_fraction: f32,
target_health_fraction: f32,
dur_since_last_attacked: f64,
psyche: &Psyche,
) -> bool {
should_let_target_escape(
dist_to_home_sqrd,
dur_since_last_attacked,
own_health_fraction,
) > should_continue_to_pursue(dist_to_target_sqrd, psyche, target_health_fraction)
}
/// Scores the benefit of continuing the pursue in value from 0 to infinity.
fn should_continue_to_pursue(
dist_to_target_sqrd: f32,
psyche: &Psyche,
target_health_fraction: f32,
) -> f32 {
let aggression_score = (1.0 / psyche.flee_health.max(0.25))
* psyche.aggro_dist.unwrap_or(psyche.sight_dist)
* psyche.sight_dist;
(100.0 * aggression_score) / (dist_to_target_sqrd * target_health_fraction)
}
/// Scores the benefit of letting the target escape in a value from 0 to
/// infinity.
fn should_let_target_escape(
dist_to_home_sqrd: f32,
dur_since_last_attacked: f64,
own_health_fraction: f32,
) -> f32 {
(dist_to_home_sqrd / own_health_fraction) * dur_since_last_attacked as f32 * 0.005
}
pub fn entity_looks_like_cultist(entity: EcsEntity, read_data: &ReadData) -> bool {
let number_of_cultist_items_equipped = read_data.inventories.get(entity).map_or(0, |inv| {
inv.equipped_items()
.filter(|item| item.tags().contains(&ItemTag::Cultist))
.count()
});
number_of_cultist_items_equipped > 2
}
// FIXME: `Alignment::Npc` doesn't necessarily mean villager.
pub fn is_villager(alignment: Option<&Alignment>) -> bool {
alignment.map_or(false, |alignment| matches!(alignment, Alignment::Npc))
}
pub fn is_entity_a_village_guard(entity: EcsEntity, read_data: &ReadData) -> bool {
read_data
.stats
.get(entity)
.map_or(false, |stats| stats.name == "Guard")
}
pub fn are_our_owners_hostile(
our_alignment: Option<&Alignment>,
their_alignment: Option<&Alignment>,
read_data: &ReadData,
) -> bool {
owner_alignment(our_alignment, read_data).map_or(false, |our_owners_alignment| {
owner_alignment(their_alignment, read_data).map_or(false, |their_owners_alignment| {
our_owners_alignment.hostile_towards(*their_owners_alignment)
})
})
}
pub fn positions_have_line_of_sight(pos_a: &Pos, pos_b: &Pos, read_data: &ReadData) -> bool {
let dist_sqrd = pos_b.0.distance_squared(pos_a.0);
read_data
.terrain
.ray(pos_a.0 + Vec3::unit_z(), pos_b.0 + Vec3::unit_z())
.until(Block::is_opaque)
.cast()
.0
.powi(2)
>= dist_sqrd
}
pub fn does_entity_see_other(
agent: &Agent,
entity: EcsEntity,
other: EcsEntity,
controller: &Controller,
read_data: &ReadData,
) -> bool {
let stealth_coefficient = {
let is_other_being_stealthy = read_data
.char_states
.get(other)
.map_or(false, CharacterState::is_stealthy);
if is_other_being_stealthy {
// TODO: We shouldn't have to check CharacterState. This should be factored in
// by the function (such as the one we're calling below) that supposedly
// computes a coefficient given stealthy-ness.
compute_stealth_coefficient(read_data.inventories.get(other))
} else {
1.0
}
};
if let (Some(pos), Some(other_pos)) = (
read_data.positions.get(entity),
read_data.positions.get(other),
) {
let dist = other_pos.0 - pos.0;
let dist_sqrd = other_pos.0.distance_squared(pos.0);
let within_sight_dist = {
let sight_dist = agent.psyche.sight_dist / stealth_coefficient;
dist_sqrd < sight_dist.powi(2)
};
let within_fov = dist
.try_normalized()
// FIXME: Should this be map_or(false)?
.map_or(true, |v| v.dot(*controller.inputs.look_dir) > 0.15);
within_sight_dist && positions_have_line_of_sight(pos, other_pos, read_data) && within_fov
} else {
false
}
}
pub fn get_attacker_of_entity(entity: EcsEntity, read_data: &ReadData) -> Option<EcsEntity> {
read_data
.healths
.get(entity)
.and_then(|health| health.last_change.damage_by())
.and_then(|damage_contributor| get_entity_by_id(damage_contributor.uid().0, read_data))
}