veloren/common/src/rtsim.rs

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// We'd like to not have this file in `common`, but sadly there are
// things in `common` that require it (currently, `ServerEvent` and
// `Agent`). When possible, this should be moved to the `rtsim`
// module in `server`.
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use rand::{seq::IteratorRandom, Rng};
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use serde::{Deserialize, Serialize};
use specs::Component;
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use strum::{EnumIter, IntoEnumIterator};
use vek::*;
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use crate::comp::dialogue::MoodState;
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slotmap::new_key_type! { pub struct NpcId; }
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slotmap::new_key_type! { pub struct VehicleId; }
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slotmap::new_key_type! { pub struct SiteId; }
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slotmap::new_key_type! { pub struct FactionId; }
#[derive(Copy, Clone, Debug)]
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pub struct RtSimEntity(pub NpcId);
impl Component for RtSimEntity {
type Storage = specs::VecStorage<Self>;
}
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#[derive(Copy, Clone, Debug)]
pub struct RtSimVehicle(pub VehicleId);
impl Component for RtSimVehicle {
type Storage = specs::VecStorage<Self>;
}
#[derive(Clone, Debug)]
pub enum RtSimEvent {
AddMemory(Memory),
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SetMood(Memory),
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ForgetEnemy(String),
PrintMemories,
}
#[derive(Clone, Debug)]
pub struct Memory {
pub item: MemoryItem,
pub time_to_forget: f64,
}
#[derive(Clone, Debug)]
pub enum MemoryItem {
// These are structs to allow more data beyond name to be stored
// such as clothing worn, weapon used, etc.
CharacterInteraction { name: String },
CharacterFight { name: String },
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Mood { state: MoodState },
}
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#[derive(EnumIter, Clone, Copy)]
pub enum PersonalityTrait {
Open,
Adventurous,
Closed,
Conscientious,
Busybody,
Unconscientious,
Extroverted,
Introverted,
Agreeable,
Sociable,
Disagreeable,
Neurotic,
Seeker,
Worried,
SadLoner,
Stable,
}
#[derive(Serialize, Deserialize, Clone, Copy, Debug)]
pub struct Personality {
openness: u8,
conscientiousness: u8,
extraversion: u8,
agreeableness: u8,
neuroticism: u8,
}
fn distributed(min: u8, max: u8, rng: &mut impl Rng) -> u8 {
let l = max - min;
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min + rng.gen_range(0..=l / 3)
+ rng.gen_range(0..=l / 3 + l % 3 % 2)
+ rng.gen_range(0..=l / 3 + l % 3 / 2)
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}
impl Personality {
pub const HIGH_THRESHOLD: u8 = Self::MAX - Self::LOW_THRESHOLD;
pub const LITTLE_HIGH: u8 = Self::MID + (Self::MAX - Self::MIN) / 20;
pub const LITTLE_LOW: u8 = Self::MID - (Self::MAX - Self::MIN) / 20;
pub const LOW_THRESHOLD: u8 = (Self::MAX - Self::MIN) / 5 * 2 + Self::MIN;
const MAX: u8 = 255;
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pub const MID: u8 = (Self::MAX - Self::MIN) / 2;
const MIN: u8 = 0;
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fn distributed_value(rng: &mut impl Rng) -> u8 { distributed(Self::MIN, Self::MAX, rng) }
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pub fn random(rng: &mut impl Rng) -> Self {
Self {
openness: Self::distributed_value(rng),
conscientiousness: Self::distributed_value(rng),
extraversion: Self::distributed_value(rng),
agreeableness: Self::distributed_value(rng),
neuroticism: Self::distributed_value(rng),
}
}
pub fn random_evil(rng: &mut impl Rng) -> Self {
Self {
openness: Self::distributed_value(rng),
extraversion: Self::distributed_value(rng),
neuroticism: Self::distributed_value(rng),
agreeableness: distributed(0, Self::LOW_THRESHOLD - 1, rng),
conscientiousness: distributed(0, Self::LOW_THRESHOLD - 1, rng),
}
}
pub fn random_good(rng: &mut impl Rng) -> Self {
Self {
openness: Self::distributed_value(rng),
extraversion: Self::distributed_value(rng),
neuroticism: Self::distributed_value(rng),
agreeableness: Self::distributed_value(rng),
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conscientiousness: distributed(Self::LOW_THRESHOLD, Self::MAX, rng),
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}
}
pub fn is(&self, trait_: PersonalityTrait) -> bool {
match trait_ {
PersonalityTrait::Open => self.openness > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Adventurous => {
self.openness > Personality::HIGH_THRESHOLD && self.neuroticism < Personality::MID
},
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PersonalityTrait::Closed => self.openness < Personality::LOW_THRESHOLD,
PersonalityTrait::Conscientious => self.conscientiousness > Personality::HIGH_THRESHOLD,
PersonalityTrait::Busybody => self.agreeableness < Personality::LOW_THRESHOLD,
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PersonalityTrait::Unconscientious => {
self.conscientiousness < Personality::LOW_THRESHOLD
},
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PersonalityTrait::Extroverted => self.extraversion > Personality::HIGH_THRESHOLD,
PersonalityTrait::Introverted => self.extraversion < Personality::LOW_THRESHOLD,
PersonalityTrait::Agreeable => self.agreeableness > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Sociable => {
self.agreeableness > Personality::HIGH_THRESHOLD
&& self.extraversion > Personality::MID
},
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PersonalityTrait::Disagreeable => self.agreeableness < Personality::LOW_THRESHOLD,
PersonalityTrait::Neurotic => self.neuroticism > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Seeker => {
self.neuroticism > Personality::HIGH_THRESHOLD
&& self.openness > Personality::LITTLE_HIGH
},
PersonalityTrait::Worried => {
self.neuroticism > Personality::HIGH_THRESHOLD
&& self.agreeableness > Personality::LITTLE_HIGH
},
PersonalityTrait::SadLoner => {
self.neuroticism > Personality::HIGH_THRESHOLD
&& self.extraversion < Personality::LITTLE_LOW
},
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PersonalityTrait::Stable => self.neuroticism < Personality::LOW_THRESHOLD,
}
}
pub fn chat_trait(&self, rng: &mut impl Rng) -> Option<PersonalityTrait> {
PersonalityTrait::iter().filter(|t| self.is(*t)).choose(rng)
}
pub fn will_ambush(&self) -> bool {
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self.agreeableness < Self::LOW_THRESHOLD && self.conscientiousness < Self::LOW_THRESHOLD
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}
}
impl Default for Personality {
fn default() -> Self {
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Self {
openness: Personality::MID,
conscientiousness: Personality::MID,
extraversion: Personality::MID,
agreeableness: Personality::MID,
neuroticism: Personality::MID,
}
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}
}
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/// This type is the map route through which the rtsim (real-time simulation)
/// aspect of the game communicates with the rest of the game. It is analagous
/// to `comp::Controller` in that it provides a consistent interface for
/// simulation NPCs to control their actions. Unlike `comp::Controller`, it is
/// very abstract and is intended for consumption by both the agent code and the
/// internal rtsim simulation code (depending on whether the entity is loaded
/// into the game as a physical entity or not). Agent code should attempt to act
/// upon its instructions where reasonable although deviations for various
/// reasons (obstacle avoidance, counter-attacking, etc.) are expected.
#[derive(Clone, Debug)]
pub struct RtSimController {
/// When this field is `Some(..)`, the agent should attempt to make progress
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/// toward the given location, accounting for obstacles and other
/// high-priority situations like being attacked.
pub travel_to: Option<Vec3<f32>>,
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pub personality: Personality,
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pub heading_to: Option<String>,
/// Proportion of full speed to move
pub speed_factor: f32,
/// Events
pub events: Vec<RtSimEvent>,
}
impl Default for RtSimController {
fn default() -> Self {
Self {
travel_to: None,
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personality: Personality::default(),
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heading_to: None,
speed_factor: 1.0,
events: Vec::new(),
}
}
}
impl RtSimController {
pub fn with_destination(pos: Vec3<f32>) -> Self {
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Self {
travel_to: Some(pos),
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personality: Personality::default(),
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heading_to: None,
speed_factor: 0.5,
events: Vec::new(),
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}
}
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, enum_map::Enum)]
pub enum ChunkResource {
#[serde(rename = "0")]
Grass,
#[serde(rename = "1")]
Flower,
#[serde(rename = "2")]
Fruit,
#[serde(rename = "3")]
Vegetable,
#[serde(rename = "4")]
Mushroom,
#[serde(rename = "5")]
Loot, // Chests, boxes, potions, etc.
#[serde(rename = "6")]
Plant, // Flax, cotton, wheat, corn, etc.
#[serde(rename = "7")]
Stone,
#[serde(rename = "8")]
Wood, // Twigs, logs, bamboo, etc.
#[serde(rename = "9")]
Gem, // Amethyst, diamond, etc.
#[serde(rename = "a")]
Ore, // Iron, copper, etc.
}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum Profession {
#[serde(rename = "0")]
Farmer,
#[serde(rename = "1")]
Hunter,
#[serde(rename = "2")]
Merchant,
#[serde(rename = "3")]
Guard,
#[serde(rename = "4")]
Adventurer(u32),
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#[serde(rename = "5")]
Blacksmith,
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#[serde(rename = "6")]
Chef,
#[serde(rename = "7")]
Alchemist,
#[serde(rename = "8")]
Pirate,
#[serde(rename = "9")]
Cultist,
#[serde(rename = "10")]
Herbalist,
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#[serde(rename = "11")]
Captain,
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}
impl Profession {
pub fn to_name(&self) -> String {
match self {
Self::Farmer => "Farmer".to_string(),
Self::Hunter => "Hunter".to_string(),
Self::Merchant => "Merchant".to_string(),
Self::Guard => "Guard".to_string(),
Self::Adventurer(_) => "Adventurer".to_string(),
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Self::Blacksmith => "Blacksmith".to_string(),
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Self::Chef => "Chef".to_string(),
Self::Alchemist => "Alchemist".to_string(),
Self::Pirate => "Pirate".to_string(),
Self::Cultist => "Cultist".to_string(),
Self::Herbalist => "Herbalist".to_string(),
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Self::Captain => "Captain".to_string(),
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}
}
}
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#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct WorldSettings {
pub start_time: f64,
}
impl Default for WorldSettings {
fn default() -> Self {
Self {
start_time: 9.0 * 3600.0, // 9am
}
}
}