veloren/common/src/sys/agent.rs

251 lines
10 KiB
Rust
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use crate::terrain::TerrainGrid;
use crate::{
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comp::{self, agent::Activity, Agent, Alignment, Controller, MountState, Pos, Stats},
path::Chaser,
state::Time,
sync::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>,
Read<'a, Time>,
Entities<'a>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Stats>,
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,
time,
entities,
positions,
stats,
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;
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const AVG_FOLLOW_DIST: f32 = 6.0;
const MAX_FOLLOW_DIST: f32 = 12.0;
const MAX_CHASE_DIST: f32 = 24.0;
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const SIGHT_DIST: f32 = 30.0;
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const MIN_ATTACK_DIST: f32 = 3.25;
let mut do_idle = false;
match &mut agent.activity {
Activity::Idle(bearing) => {
*bearing += Vec2::new(
thread_rng().gen::<f32>() - 0.5,
thread_rng().gen::<f32>() - 0.5,
) * 0.1
- *bearing * 0.01
- if let Some(patrol_origin) = agent.patrol_origin {
Vec2::<f32>::from(pos.0 - patrol_origin) * 0.0002
} else {
Vec2::zero()
};
if bearing.magnitude_squared() > 0.25f32.powf(2.0) {
inputs.move_dir = bearing.normalized() * 0.65;
}
/*
// TODO: Improve pathfinding performance so that this is ok to do
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if let Some(patrol_origin) = agent.patrol_origin {
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if thread_rng().gen::<f32>() < 0.005 {
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*wander_pos =
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if thread_rng().gen::<f32>() < 0.7 {
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Some(patrol_origin.map(|e| {
e + thread_rng().gen_range(-1.0, 1.0) * PATROL_DIST
}))
} else {
None
};
}
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if let Some(wp) = wander_pos {
if let Some(bearing) = chaser.chase(&*terrain, pos.0, *wp, 2.0) {
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inputs.move_dir =
Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero());
inputs.jump.set_state(bearing.z > 1.0);
} else {
*wander_pos = None;
}
}
}
*/
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// Sometimes try searching for new targets
if thread_rng().gen::<f32>() < 0.1 {
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// 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<_>>();
if let Some(target) = (&entities).choose(&mut thread_rng()).cloned() {
agent.activity = Activity::Attack(target, Chaser::default(), time.0);
}
}
}
Activity::Follow(target, chaser) => {
if let (Some(tgt_pos), _tgt_stats) =
(positions.get(*target), stats.get(*target))
{
let dist = pos.0.distance(tgt_pos.0);
// Follow, or return to idle
if dist > AVG_FOLLOW_DIST {
if let Some(bearing) =
chaser.chase(&*terrain, pos.0, tgt_pos.0, AVG_FOLLOW_DIST)
{
inputs.move_dir =
Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero());
inputs.jump.set_state(bearing.z > 1.0);
}
} else {
do_idle = true;
}
} else {
do_idle = true;
}
}
Activity::Attack(target, chaser, _) => {
if let (Some(tgt_pos), _tgt_stats) =
(positions.get(*target), stats.get(*target))
{
let dist = pos.0.distance(tgt_pos.0);
if dist < MIN_ATTACK_DIST {
// Close-range attack
inputs.look_dir = tgt_pos.0 - pos.0;
inputs.move_dir = Vec2::from(tgt_pos.0 - pos.0)
.try_normalized()
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.unwrap_or(Vec2::unit_y())
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* 0.01;
inputs.primary.set_state(true);
} else if dist < MAX_CHASE_DIST {
// Long-range chase
if let Some(bearing) = chaser.chase(&*terrain, pos.0, tgt_pos.0, 1.25) {
inputs.move_dir =
Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero());
inputs.jump.set_state(bearing.z > 1.0);
}
} else {
do_idle = true;
}
} else {
do_idle = true;
}
}
}
if do_idle {
agent.activity = Activity::Idle(Vec2::zero());
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}
// --- Activity overrides (in reverse order of priority: most important goes last!) ---
// Attack a target that's attacking us
if let Some(stats) = stats.get(entity) {
// Only if the attack was recent
if stats.health.last_change.0 < 5.0 {
if let comp::HealthSource::Attack { by } = stats.health.last_change.1.cause {
if !agent.activity.is_attack() {
if let Some(attacker) = uid_allocator.retrieve_entity_internal(by.id())
{
agent.activity =
Activity::Attack(attacker, Chaser::default(), time.0);
}
}
}
}
}
// Follow owner if we're too far, or if they're under attack
if let Some(owner) = agent.owner {
if let Some(owner_pos) = positions.get(owner) {
let dist = pos.0.distance(owner_pos.0);
if dist > MAX_FOLLOW_DIST && !agent.activity.is_follow() {
agent.activity = Activity::Follow(owner, Chaser::default());
}
// Attack owner's attacker
if let Some(owner_stats) = stats.get(owner) {
if owner_stats.health.last_change.0 < 5.0 {
if let comp::HealthSource::Attack { by } =
owner_stats.health.last_change.1.cause
{
if !agent.activity.is_attack() {
if let Some(attacker) =
uid_allocator.retrieve_entity_internal(by.id())
{
agent.activity =
Activity::Attack(attacker, Chaser::default(), time.0);
}
}
}
}
}
}
}
debug_assert!(inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
debug_assert!(inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
}
}
}