veloren/common/src/comp/agent.rs

371 lines
12 KiB
Rust
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use crate::{
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comp::{humanoid, quadruped_low, quadruped_medium, quadruped_small, Body},
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path::Chaser,
rtsim::RtSimController,
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trade::{PendingTrade, ReducedInventory, SiteId, SitePrices, TradeId, TradeResult},
uid::Uid,
};
use specs::{Component, Entity as EcsEntity};
use specs_idvs::IdvStorage;
use std::collections::VecDeque;
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use vek::*;
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use super::dialogue::Subject;
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pub const DEFAULT_INTERACTION_TIME: f32 = 3.0;
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to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
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pub const TRADE_INTERACTION_TIME: f32 = 300.0;
#[derive(Eq, PartialEq)]
pub enum Tactic {
Melee,
Axe,
Hammer,
Sword,
Bow,
Staff,
StoneGolemBoss,
CircleCharge { radius: u32, circle_time: u32 },
QuadLowRanged,
TailSlap,
QuadLowQuick,
QuadLowBasic,
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QuadLowBeam,
QuadMedJump,
QuadMedBasic,
Lavadrake,
Theropod,
Turret,
FixedTurret,
RotatingTurret,
Mindflayer,
}
#[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
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Owned(Uid),
/// Passive objects like training dummies
Passive,
}
impl Alignment {
// Always attacks
pub fn hostile_towards(self, other: Alignment) -> bool {
match (self, other) {
(Alignment::Enemy, Alignment::Enemy) => false,
(Alignment::Enemy, Alignment::Wild) => false,
(Alignment::Wild, Alignment::Enemy) => false,
(Alignment::Wild, Alignment::Wild) => false,
(Alignment::Npc, Alignment::Wild) => false,
(Alignment::Npc, Alignment::Enemy) => true,
(_, 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::Enemy, Alignment::Wild) => true,
(Alignment::Wild, Alignment::Enemy) => true,
(Alignment::Tame, Alignment::Npc) => true,
(Alignment::Tame, Alignment::Tame) => true,
(_, Alignment::Passive) => true,
_ => false,
}
}
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// TODO: Remove this hack
pub fn is_friendly_to_players(&self) -> bool {
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matches!(self, Alignment::Npc | Alignment::Tame | Alignment::Owned(_))
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}
}
impl Component for Alignment {
type Storage = IdvStorage<Self>;
}
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bitflags::bitflags! {
#[derive(Default)]
pub struct BehaviorCapability: u8 {
const SPEAK = 0b00000001;
const TRADE = 0b00000010;
}
}
bitflags::bitflags! {
#[derive(Default)]
pub struct BehaviorState: u8 {
const TRADING = 0b00000001;
const TRADING_ISSUER = 0b00000010;
}
}
/// # Behavior Component
/// This component allow an Entity to register one or more behavior tags.
/// These tags act as flags of what an Entity can do, or what it is doing.
/// Behaviors Tags can be added and removed as the Entity lives, to update its
/// state when needed
#[derive(Default, Copy, Clone, Debug)]
pub struct Behavior {
capabilities: BehaviorCapability,
state: BehaviorState,
pub trade_site: Option<SiteId>,
}
impl From<BehaviorCapability> for Behavior {
fn from(capabilities: BehaviorCapability) -> Self {
Behavior {
capabilities,
state: BehaviorState::default(),
trade_site: None,
}
}
}
impl Behavior {
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/// Builder function
/// Set capabilities if Option is Some
pub fn maybe_with_capabilities(
mut self,
maybe_capabilities: Option<BehaviorCapability>,
) -> Self {
if let Some(capabilities) = maybe_capabilities {
self.allow(capabilities)
}
self
}
/// Builder function
/// Set trade_site and TRADE capability if Option is Some
pub fn with_trade_site(mut self, trade_site: Option<SiteId>) -> Self {
self.trade_site = trade_site;
if trade_site.is_some() {
self.allow(BehaviorCapability::TRADE);
} else {
self.deny(BehaviorCapability::TRADE);
}
self
}
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/// Set capabilities to the Behavior
pub fn allow(&mut self, capabilities: BehaviorCapability) {
self.capabilities.set(capabilities, true)
}
/// Unset capabilities to the Behavior
pub fn deny(&mut self, capabilities: BehaviorCapability) {
self.capabilities.set(capabilities, false)
}
/// Check if the Behavior is able to do something
pub fn can(&self, capabilities: BehaviorCapability) -> bool {
self.capabilities.contains(capabilities)
}
/// Set a state to the Behavior
pub fn set(&mut self, state: BehaviorState) { self.state.set(state, true) }
/// Unset a state to the Behavior
pub fn unset(&mut self, state: BehaviorState) { self.state.set(state, false) }
/// Check if the Behavior has a specific state
pub fn is(&self, state: BehaviorState) -> bool { self.state.contains(state) }
}
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#[derive(Clone, Debug, Default)]
pub struct Psyche {
pub aggro: f32, // 0.0 = always flees, 1.0 = always attacks, 0.5 = flee at 50% health
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}
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impl<'a> From<&'a Body> for Psyche {
fn from(body: &'a Body) -> Self {
Self {
aggro: match body {
Body::Humanoid(humanoid) => match humanoid.species {
humanoid::Species::Danari => 0.9,
humanoid::Species::Dwarf => 0.8,
humanoid::Species::Elf => 0.7,
humanoid::Species::Human => 0.6,
humanoid::Species::Orc => 0.9,
humanoid::Species::Undead => 0.9,
},
Body::QuadrupedSmall(quadruped_small) => match quadruped_small.species {
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quadruped_small::Species::Pig => 0.5,
quadruped_small::Species::Fox => 0.3,
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quadruped_small::Species::Sheep => 0.5,
quadruped_small::Species::Boar => 0.8,
quadruped_small::Species::Jackalope => 0.4,
quadruped_small::Species::Skunk => 0.6,
quadruped_small::Species::Cat => 0.2,
quadruped_small::Species::Batfox => 0.6,
quadruped_small::Species::Raccoon => 0.4,
quadruped_small::Species::Quokka => 0.4,
quadruped_small::Species::Dodarock => 0.9,
quadruped_small::Species::Holladon => 1.0,
quadruped_small::Species::Hyena => 0.4,
quadruped_small::Species::Rabbit => 0.1,
quadruped_small::Species::Truffler => 0.8,
quadruped_small::Species::Frog => 0.4,
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quadruped_small::Species::Hare => 0.2,
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quadruped_small::Species::Goat => 0.5,
_ => 0.0,
},
Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
quadruped_medium::Species::Tuskram => 0.7,
quadruped_medium::Species::Frostfang => 0.9,
quadruped_medium::Species::Mouflon => 0.7,
quadruped_medium::Species::Catoblepas => 0.8,
quadruped_medium::Species::Deer => 0.6,
quadruped_medium::Species::Hirdrasil => 0.7,
quadruped_medium::Species::Donkey => 0.7,
quadruped_medium::Species::Camel => 0.7,
quadruped_medium::Species::Zebra => 0.7,
quadruped_medium::Species::Antelope => 0.6,
quadruped_medium::Species::Horse => 0.7,
quadruped_medium::Species::Cattle => 0.7,
quadruped_medium::Species::Darkhound => 0.9,
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quadruped_medium::Species::Dreadhorn => 0.8,
quadruped_medium::Species::Snowleopard => 0.7,
_ => 0.5,
},
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Salamander => 0.7,
quadruped_low::Species::Monitor => 0.7,
quadruped_low::Species::Asp => 0.9,
quadruped_low::Species::Pangolin => 0.4,
_ => 0.6,
},
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Body::BipedSmall(_) => 0.5,
Body::BirdMedium(_) => 0.5,
Body::BirdSmall(_) => 0.4,
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Body::FishMedium(_) => 0.15,
Body::FishSmall(_) => 0.0,
Body::BipedLarge(_) => 1.0,
Body::Object(_) => 1.0,
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Body::Golem(_) => 1.0,
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Body::Theropod(_) => 1.0,
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Body::Dragon(_) => 1.0,
Body::Ship(_) => 1.0,
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},
}
}
}
#[derive(Clone, Debug)]
/// Events that affect agent behavior from other entities/players/environment
pub enum AgentEvent {
/// Engage in conversation with entity with Uid
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Talk(Uid, Subject),
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
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TradeInvite(Uid),
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TradeAccepted(Uid),
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
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FinishedTrade(TradeResult),
UpdatePendingTrade(
// this data structure is large so box it to keep AgentEvent small
Box<(
TradeId,
PendingTrade,
SitePrices,
[Option<ReducedInventory>; 2],
)>,
),
// Add others here
}
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#[derive(Clone, Debug)]
pub struct Target {
pub target: EcsEntity,
pub hostile: bool,
pub selected_at: f64,
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}
#[derive(Clone, Debug, Default)]
pub struct Agent {
pub rtsim_controller: RtSimController,
pub patrol_origin: Option<Vec3<f32>>,
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pub target: Option<Target>,
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pub chaser: Chaser,
pub behavior: Behavior,
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pub psyche: Psyche,
pub inbox: VecDeque<AgentEvent>,
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pub action_timer: f32,
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pub bearing: Vec2<f32>,
}
impl Agent {
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pub fn with_patrol_origin(mut self, origin: Vec3<f32>) -> Self {
self.patrol_origin = Some(origin);
self
}
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pub fn with_destination(mut self, pos: Vec3<f32>) -> Self {
self.psyche = Psyche { aggro: 1.0 };
self.rtsim_controller = RtSimController::with_destination(pos);
self.behavior.allow(BehaviorCapability::SPEAK);
self
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}
pub fn new(
patrol_origin: Option<Vec3<f32>>,
body: &Body,
behavior: Behavior,
no_flee: bool,
) -> Self {
Agent {
patrol_origin,
psyche: if no_flee {
Psyche { aggro: 1.0 }
} else {
Psyche::from(body)
},
behavior,
..Default::default()
}
}
}
impl Component for Agent {
type Storage = IdvStorage<Self>;
}
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#[cfg(test)]
mod tests {
use super::{Behavior, BehaviorCapability, BehaviorState};
/// Test to verify that Behavior is working correctly at its most basic
/// usages
#[test]
pub fn behavior_basic() {
let mut b = Behavior::default();
// test capabilities
assert!(!b.can(BehaviorCapability::SPEAK));
b.allow(BehaviorCapability::SPEAK);
assert!(b.can(BehaviorCapability::SPEAK));
b.deny(BehaviorCapability::SPEAK);
assert!(!b.can(BehaviorCapability::SPEAK));
// test states
assert!(!b.is(BehaviorState::TRADING));
b.set(BehaviorState::TRADING);
assert!(b.is(BehaviorState::TRADING));
b.unset(BehaviorState::TRADING);
assert!(!b.is(BehaviorState::TRADING));
// test `from`
let b = Behavior::from(BehaviorCapability::SPEAK | BehaviorCapability::TRADE);
assert!(b.can(BehaviorCapability::SPEAK));
assert!(b.can(BehaviorCapability::TRADE));
assert!(b.can(BehaviorCapability::SPEAK | BehaviorCapability::TRADE));
}
}