veloren/common/src/sys/agent.rs

275 lines
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use crate::terrain::TerrainGrid;
use crate::{
comp::{
self, Agent, Alignment, CharacterState, Controller, MountState, MovementState::Glide, Pos,
Stats,
},
sync::{Uid, UidAllocator},
};
use rand::{seq::SliceRandom, thread_rng, Rng};
use specs::{
saveload::{Marker, MarkerAllocator},
Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage,
};
use vek::*;
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/// This system will allow NPCs to modify their controller
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Read<'a, UidAllocator>,
Entities<'a>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Stats>,
ReadStorage<'a, CharacterState>,
ReadExpect<'a, TerrainGrid>,
ReadStorage<'a, Alignment>,
WriteStorage<'a, Agent>,
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WriteStorage<'a, Controller>,
ReadStorage<'a, MountState>,
);
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fn run(
&mut self,
(
uid_allocator,
entities,
positions,
stats,
character_states,
terrain,
alignments,
mut agents,
mut controllers,
mount_states,
): Self::SystemData,
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) {
for (entity, pos, alignment, agent, controller, mount_state) in (
&entities,
&positions,
alignments.maybe(),
&mut agents,
&mut controllers,
mount_states.maybe(),
)
.join()
{
// Skip mounted entities
if mount_state
.map(|ms| {
if let MountState::Unmounted = ms {
false
} else {
true
}
})
.unwrap_or(false)
{
continue;
}
controller.reset();
let mut inputs = &mut controller.inputs;
const PET_DIST: f32 = 12.0;
const PATROL_DIST: f32 = 48.0;
const SIGHT_DIST: f32 = 18.0;
const MIN_ATTACK_DIST: f32 = 3.25;
let mut chase_tgt = None;
let mut choose_target = false;
if let Some(target) = agent.target {
// Chase / attack target
if let (Some(tgt_pos), stats) = (positions.get(target), stats.get(target)) {
if stats.map(|s| s.is_dead).unwrap_or(false) {
// Don't target dead entities
choose_target = true;
} else if pos.0.distance(tgt_pos.0) < SIGHT_DIST {
chase_tgt = Some((tgt_pos.0, 1.0, true))
} else {
// Lose sight of enemies
choose_target = true;
}
} else {
choose_target = true;
}
} else if let Some(owner) = agent.owner {
if let Some(tgt_pos) = positions.get(owner) {
if pos.0.distance(tgt_pos.0) > PET_DIST || agent.target.is_none() {
// Follow owner
chase_tgt = Some((tgt_pos.0, 6.0, false));
} else {
choose_target = thread_rng().gen::<f32>() < 0.02;
}
} else {
agent.owner = None;
}
} else if let Some(patrol_origin) = agent.patrol_origin {
if pos.0.distance(patrol_origin) < PATROL_DIST {
// Return to patrol origin
chase_tgt = Some((patrol_origin, 64.0, false));
}
} else {
choose_target = thread_rng().gen::<f32>() < 0.05;
}
// Attack a target that's attacking us
if let Some(stats) = stats.get(entity) {
match stats.health.last_change.1.cause {
comp::HealthSource::Attack { by } => {
if agent.target.is_none() {
agent.target = uid_allocator.retrieve_entity_internal(by.id());
} else if thread_rng().gen::<f32>() < 0.005 {
agent.target = uid_allocator.retrieve_entity_internal(by.id());
}
}
_ => {}
}
}
if choose_target {
// Search for new targets
let entities = (&entities, &positions, &stats, alignments.maybe())
.join()
.filter(|(e, e_pos, e_stats, e_alignment)| {
(e_pos.0 - pos.0).magnitude() < SIGHT_DIST
&& *e != entity
&& !e_stats.is_dead
&& alignment
.and_then(|a| e_alignment.map(|b| a.hostile_towards(*b)))
.unwrap_or(false)
})
.map(|(e, _, _, _)| e)
.collect::<Vec<_>>();
agent.target = (&entities).choose(&mut thread_rng()).cloned();
}
// Chase target
if let Some((tgt_pos, min_dist, aggressive)) = chase_tgt {
if let Some(bearing) = agent.chaser.chase(&*terrain, pos.0, tgt_pos, min_dist) {
inputs.move_dir = Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero());
inputs.jump.set_state(bearing.z > 1.0);
}
if pos.0.distance(tgt_pos) < MIN_ATTACK_DIST && aggressive {
inputs.look_dir = tgt_pos - pos.0;
inputs.move_dir = Vec2::from(tgt_pos - pos.0)
.try_normalized()
.unwrap_or(Vec2::zero())
* 0.01;
inputs.primary.set_state(true);
}
}
/*
match agent {
Agent::Wanderer(bearing) => {
*bearing += Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
* 0.1
- *bearing * 0.01
- pos.0 * 0.0002;
if bearing.magnitude_squared() > 0.001 {
inputs.move_dir = bearing.normalized();
}
}
Agent::Pet { target, chaser } => {
// Run towards target.
if let Some(tgt_pos) = positions.get(*target) {
if let Some(bearing) = chaser.chase(&*terrain, pos.0, tgt_pos.0, 5.0) {
inputs.move_dir =
Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero());
inputs.jump.set_state(bearing.z > 1.0);
}
} else {
inputs.move_dir = Vec2::zero();
}
}
Agent::Enemy { bearing, target } => {
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const SIGHT_DIST: f32 = 18.0;
const MIN_ATTACK_DIST: f32 = 3.25;
let mut choose_new = false;
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if let Some((Some(target_pos), Some(target_stats), Some(target_character))) =
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target.map(|target| {
(
positions.get(target),
stats.get(target),
character_states.get(target),
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)
})
{
inputs.look_dir = target_pos.0 - pos.0;
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let dist = Vec2::<f32>::from(target_pos.0 - pos.0).magnitude();
if target_stats.is_dead {
choose_new = true;
} else if dist < 0.001 {
// Probably can only happen when entities are at a different z-level
// since at the same level repulsion would keep them apart.
// Distinct from the first if block since we may want to change the
// behavior for this case.
choose_new = true;
} else if dist < MIN_ATTACK_DIST {
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// Fight (and slowly move closer)
inputs.move_dir =
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Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.01;
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inputs.primary.set_state(true);
} else if dist < SIGHT_DIST {
inputs.move_dir =
Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.96;
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if rand::random::<f32>() < 0.02 {
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inputs.roll.set_state(true);
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}
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if target_character.movement == Glide && target_pos.0.z > pos.0.z + 5.0
{
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inputs.glide.set_state(true);
inputs.jump.set_state(true);
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}
} else {
choose_new = true;
}
} else {
*bearing +=
Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
* 0.1
- *bearing * 0.005;
inputs.move_dir = if bearing.magnitude_squared() > 0.001 {
bearing.normalized()
} else {
Vec2::zero()
};
choose_new = true;
}
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if choose_new && rand::random::<f32>() < 0.1 {
let entities = (&entities, &positions, &stats)
.join()
.filter(|(e, e_pos, e_stats)| {
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(e_pos.0 - pos.0).magnitude() < SIGHT_DIST
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&& *e != entity
&& !e_stats.is_dead
})
.map(|(e, _, _)| e)
.collect::<Vec<_>>();
let mut rng = thread_rng();
*target = (&entities).choose(&mut rng).cloned();
}
}
}
*/
debug_assert!(inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
debug_assert!(inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
}
}
}