veloren/common/src/comp/agent.rs

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use crate::{path::Chaser, state::Time};
use specs::{Component, Entity as EcsEntity, FlaggedStorage, HashMapStorage};
use specs_idvs::IDVStorage;
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use vek::*;
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum Alignment {
/// Wild animals and gentle giants
Wild,
/// Dungeon cultists and bandits
Enemy,
/// Friendly folk in villages
Npc,
/// Farm animals and pets of villagers
Tame,
/// Pets you've tamed with a collar
Owned(EcsEntity),
}
impl Alignment {
// Always attacks
pub fn hostile_towards(self, other: Alignment) -> bool {
match (self, other) {
(Alignment::Enemy, Alignment::Enemy) => false,
(Alignment::Enemy, _) => true,
(_, Alignment::Enemy) => true,
_ => false,
}
}
// Never attacks
pub fn passive_towards(self, other: Alignment) -> bool {
match (self, other) {
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(Alignment::Enemy, Alignment::Enemy) => true,
(Alignment::Owned(a), Alignment::Owned(b)) if a == b => true,
(Alignment::Npc, Alignment::Npc) => true,
(Alignment::Npc, Alignment::Tame) => true,
(Alignment::Tame, Alignment::Npc) => true,
(Alignment::Tame, Alignment::Tame) => true,
_ => false,
}
}
}
impl Component for Alignment {
type Storage = IDVStorage<Self>;
}
#[derive(Clone, Debug, Default)]
pub struct Agent {
pub patrol_origin: Option<Vec3<f32>>,
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pub activity: Activity,
/// Does the agent talk when e.g. hit by the player
// TODO move speech patterns into a Behavior component
pub can_speak: bool,
}
impl Agent {
pub fn with_patrol_origin(mut self, origin: Vec3<f32>) -> Self {
self.patrol_origin = Some(origin);
self
}
pub fn new(origin: Vec3<f32>, can_speak: bool) -> Self {
let patrol_origin = Some(origin);
Agent {
patrol_origin,
can_speak,
..Default::default()
}
}
}
impl Component for Agent {
type Storage = IDVStorage<Self>;
}
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#[derive(Clone, Debug)]
pub enum Activity {
Idle(Vec2<f32>),
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Follow(EcsEntity, Chaser),
Attack {
target: EcsEntity,
chaser: Chaser,
time: f64,
been_close: bool,
powerup: f32,
},
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}
impl Activity {
pub fn is_follow(&self) -> bool {
match self {
Activity::Follow(_, _) => true,
_ => false,
}
}
pub fn is_attack(&self) -> bool {
match self {
Activity::Attack { .. } => true,
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_ => false,
}
}
}
impl Default for Activity {
fn default() -> Self { Activity::Idle(Vec2::zero()) }
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}
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/// Default duration in seconds of speech bubbles
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pub const SPEECH_BUBBLE_DURATION: f64 = 5.0;
/// The contents of a speech bubble
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum SpeechBubbleMessage {
/// This message was said by a player and needs no translation
Plain(String),
/// This message was said by an NPC. The fields are a i18n key and a random
/// u16 index
Localized(String, u16),
}
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/// Adds a speech bubble to the entity
#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SpeechBubble {
pub message: SpeechBubbleMessage,
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pub timeout: Option<Time>,
// TODO add icon enum for player chat type / npc quest+trade
}
impl Component for SpeechBubble {
type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
}
impl SpeechBubble {
pub fn npc_new(i18n_key: String, now: Time) -> Self {
let message = SpeechBubbleMessage::Localized(i18n_key, rand::random());
let timeout = Some(Time(now.0 + SPEECH_BUBBLE_DURATION));
Self { message, timeout }
}
pub fn player_new(message: String, now: Time) -> Self {
let message = SpeechBubbleMessage::Plain(message);
let timeout = Some(Time(now.0 + SPEECH_BUBBLE_DURATION));
Self { message, timeout }
}
pub fn message<F>(&self, i18n_variation: F) -> String
where
F: Fn(String, u16) -> String,
{
match &self.message {
SpeechBubbleMessage::Plain(m) => m.to_string(),
SpeechBubbleMessage::Localized(k, i) => i18n_variation(k.to_string(), *i).to_string(),
}
}
}