2020-01-24 21:24:57 +00:00
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use crate::{
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2020-04-18 18:28:19 +00:00
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comp::{
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self,
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agent::Activity,
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2020-04-26 17:03:19 +00:00
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group,
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2020-08-07 01:59:28 +00:00
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group::Invite,
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2020-04-18 18:28:19 +00:00
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item::{tool::ToolKind, ItemKind},
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2020-08-07 01:59:28 +00:00
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Agent, Alignment, Body, CharacterState, ControlAction, ControlEvent, Controller,
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GroupManip, Loadout, MountState, Ori, PhysicsState, Pos, Scale, Stats, UnresolvedChatMsg,
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Vel,
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2020-04-18 18:28:19 +00:00
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},
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2020-06-04 07:11:35 +00:00
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event::{EventBus, ServerEvent},
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2020-07-13 22:23:44 +00:00
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path::{Chaser, TraversalConfig},
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2020-04-18 18:28:19 +00:00
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state::{DeltaTime, Time},
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2020-06-04 07:11:35 +00:00
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sync::{Uid, UidAllocator},
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2020-02-01 20:39:39 +00:00
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terrain::TerrainGrid,
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2020-03-28 01:31:22 +00:00
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util::Dir,
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2020-01-27 10:02:36 +00:00
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vol::ReadVol,
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2020-01-24 21:24:57 +00:00
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};
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2020-01-27 15:51:07 +00:00
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use rand::{thread_rng, Rng};
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2020-01-24 21:24:57 +00:00
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use specs::{
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saveload::{Marker, MarkerAllocator},
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2020-06-04 07:11:35 +00:00
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Entities, Join, Read, ReadExpect, ReadStorage, System, Write, WriteStorage,
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2020-01-24 21:24:57 +00:00
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};
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2019-04-16 21:06:33 +00:00
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use vek::*;
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2019-06-09 19:33:20 +00:00
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/// This system will allow NPCs to modify their controller
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2019-04-16 21:06:33 +00:00
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::type_complexity)]
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2019-04-16 21:06:33 +00:00
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type SystemData = (
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2020-01-24 21:24:57 +00:00
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Read<'a, UidAllocator>,
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2020-01-25 02:15:15 +00:00
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Read<'a, Time>,
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2020-04-18 20:26:43 +00:00
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Read<'a, DeltaTime>,
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2020-04-26 17:03:19 +00:00
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Read<'a, group::GroupManager>,
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2020-06-04 07:11:35 +00:00
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Write<'a, EventBus<ServerEvent>>,
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2019-05-25 21:13:38 +00:00
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Entities<'a>,
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2019-04-16 21:06:33 +00:00
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ReadStorage<'a, Pos>,
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2020-07-03 19:30:21 +00:00
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ReadStorage<'a, Vel>,
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2020-03-28 01:31:22 +00:00
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ReadStorage<'a, Ori>,
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2020-04-16 23:07:29 +00:00
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ReadStorage<'a, Scale>,
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2019-08-02 20:25:33 +00:00
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ReadStorage<'a, Stats>,
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2020-04-18 20:26:43 +00:00
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ReadStorage<'a, Loadout>,
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ReadStorage<'a, CharacterState>,
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2020-07-09 23:43:11 +00:00
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ReadStorage<'a, PhysicsState>,
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2020-06-04 07:11:35 +00:00
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ReadStorage<'a, Uid>,
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2020-04-26 17:03:19 +00:00
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ReadStorage<'a, group::Group>,
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2019-12-11 05:28:45 +00:00
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ReadExpect<'a, TerrainGrid>,
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2020-01-24 21:24:57 +00:00
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ReadStorage<'a, Alignment>,
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2020-07-10 14:00:20 +00:00
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ReadStorage<'a, Body>,
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2019-08-02 20:25:33 +00:00
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WriteStorage<'a, Agent>,
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2019-06-09 14:20:20 +00:00
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WriteStorage<'a, Controller>,
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2019-09-09 19:11:40 +00:00
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ReadStorage<'a, MountState>,
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2020-08-07 01:59:28 +00:00
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ReadStorage<'a, Invite>,
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2019-04-16 21:06:33 +00:00
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);
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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2019-08-04 08:21:29 +00:00
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fn run(
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&mut self,
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2019-12-11 05:28:45 +00:00
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(
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2020-01-24 21:24:57 +00:00
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uid_allocator,
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2020-01-25 02:15:15 +00:00
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time,
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2020-04-18 20:26:43 +00:00
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dt,
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2020-04-26 17:03:19 +00:00
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group_manager,
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2020-06-04 07:11:35 +00:00
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event_bus,
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2019-12-11 05:28:45 +00:00
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entities,
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positions,
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2020-07-03 19:30:21 +00:00
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velocities,
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2020-03-28 01:31:22 +00:00
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orientations,
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2020-04-16 23:07:29 +00:00
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scales,
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2019-12-11 05:28:45 +00:00
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stats,
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2020-04-18 20:26:43 +00:00
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loadouts,
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character_states,
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2020-07-09 23:43:11 +00:00
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physics_states,
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2020-06-04 07:11:35 +00:00
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uids,
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2020-04-26 17:03:19 +00:00
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groups,
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2019-12-11 05:28:45 +00:00
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terrain,
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2020-01-24 21:24:57 +00:00
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alignments,
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2020-07-10 14:00:20 +00:00
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bodies,
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2019-12-11 05:28:45 +00:00
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mut agents,
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mut controllers,
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mount_states,
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2020-08-07 01:59:28 +00:00
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invites,
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2019-12-11 05:28:45 +00:00
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): Self::SystemData,
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2019-08-04 08:21:29 +00:00
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) {
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2020-04-18 18:28:19 +00:00
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for (
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entity,
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pos,
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2020-07-03 19:30:21 +00:00
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vel,
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2020-04-18 18:28:19 +00:00
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ori,
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alignment,
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loadout,
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character_state,
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2020-07-09 23:43:11 +00:00
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physics_state,
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2020-07-10 14:00:20 +00:00
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body,
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2020-06-04 07:11:35 +00:00
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uid,
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2020-04-18 18:28:19 +00:00
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agent,
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controller,
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mount_state,
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2020-04-26 17:03:19 +00:00
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group,
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2020-04-18 18:28:19 +00:00
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) in (
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2019-09-09 19:11:40 +00:00
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&entities,
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&positions,
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2020-07-03 19:30:21 +00:00
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&velocities,
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2020-03-28 01:31:22 +00:00
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&orientations,
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2020-01-24 21:24:57 +00:00
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alignments.maybe(),
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2020-04-18 20:26:43 +00:00
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&loadouts,
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&character_states,
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2020-07-09 23:43:11 +00:00
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&physics_states,
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2020-07-10 14:00:20 +00:00
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bodies.maybe(),
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2020-06-04 07:11:35 +00:00
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&uids,
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2019-09-09 19:11:40 +00:00
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&mut agents,
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&mut controllers,
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mount_states.maybe(),
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2020-04-26 17:03:19 +00:00
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groups.maybe(),
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2019-09-09 19:11:40 +00:00
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)
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.join()
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2019-05-25 21:13:38 +00:00
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{
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2020-04-26 17:03:19 +00:00
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// Hack, replace with better system when groups are more sophisticated
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2020-08-03 21:54:33 +00:00
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// Override alignment if in a group unless entity is owned already
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let alignment = if !matches!(alignment, Some(Alignment::Owned(_))) {
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group
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.and_then(|g| group_manager.group_info(*g))
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.and_then(|info| uids.get(info.leader))
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.copied()
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.map(Alignment::Owned)
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.or(alignment.copied())
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} else {
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alignment.copied()
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};
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2020-04-26 17:03:19 +00:00
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2019-09-09 19:11:40 +00:00
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// Skip mounted entities
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if mount_state
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2020-06-08 18:37:41 +00:00
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.map(|ms| *ms != MountState::Unmounted)
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2019-09-09 19:11:40 +00:00
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.unwrap_or(false)
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{
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continue;
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}
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controller.reset();
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2019-12-01 23:40:05 +00:00
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let mut inputs = &mut controller.inputs;
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2019-10-15 04:06:14 +00:00
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2020-04-26 17:03:19 +00:00
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// Default to looking in orientation direction (can be overriden below)
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2020-03-28 01:31:22 +00:00
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inputs.look_dir = ori.0;
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2020-01-25 18:49:47 +00:00
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const AVG_FOLLOW_DIST: f32 = 6.0;
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const MAX_FOLLOW_DIST: f32 = 12.0;
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const MAX_CHASE_DIST: f32 = 24.0;
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2020-04-19 11:50:25 +00:00
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const LISTEN_DIST: f32 = 16.0;
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const SEARCH_DIST: f32 = 48.0;
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2020-04-16 23:07:29 +00:00
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const SIGHT_DIST: f32 = 128.0;
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2020-07-07 01:21:14 +00:00
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const MIN_ATTACK_DIST: f32 = 3.5;
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2020-07-29 23:14:06 +00:00
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const MAX_FLEE_DIST: f32 = 32.0;
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2020-01-25 18:49:47 +00:00
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2020-04-23 12:29:22 +00:00
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let scale = scales.get(entity).map(|s| s.0).unwrap_or(1.0);
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2020-04-23 14:01:37 +00:00
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2020-04-23 16:00:48 +00:00
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// This controls how picky NPCs are about their pathfinding. Giants are larger
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// and so can afford to be less precise when trying to move around
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// the world (especially since they would otherwise get stuck on
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// obstacles that smaller entities would not).
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2020-07-13 22:23:44 +00:00
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let node_tolerance = scale + vel.0.xy().magnitude() * 0.2;
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2020-07-10 14:00:20 +00:00
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let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
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2020-04-16 23:07:29 +00:00
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2020-01-25 18:49:47 +00:00
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let mut do_idle = false;
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2020-01-26 00:06:03 +00:00
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let mut choose_target = false;
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2020-01-25 18:49:47 +00:00
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2020-01-26 12:47:41 +00:00
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'activity: {
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match &mut agent.activity {
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Activity::Idle(bearing) => {
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*bearing += Vec2::new(
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thread_rng().gen::<f32>() - 0.5,
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thread_rng().gen::<f32>() - 0.5,
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) * 0.1
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2020-04-18 20:26:43 +00:00
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- *bearing * 0.003
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2020-04-26 17:03:19 +00:00
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- agent.patrol_origin.map_or(Vec2::zero(), |patrol_origin| {
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(pos.0 - patrol_origin).xy() * 0.0002
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});
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2020-04-07 20:23:04 +00:00
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2020-01-27 10:02:36 +00:00
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// Stop if we're too close to a wall
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*bearing *= 0.1
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+ if terrain
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.ray(
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pos.0 + Vec3::unit_z(),
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pos.0
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2020-02-26 22:44:30 +00:00
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+ Vec3::from(*bearing)
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.try_normalized()
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2020-04-07 20:23:04 +00:00
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.unwrap_or(Vec3::unit_y())
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2020-04-19 11:50:25 +00:00
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* 5.0
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2020-01-27 10:02:36 +00:00
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+ Vec3::unit_z(),
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)
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.until(|block| block.is_solid())
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.cast()
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.1
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2020-04-26 17:03:19 +00:00
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.map_or(true, |b| b.is_none())
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2020-01-27 10:02:36 +00:00
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{
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0.9
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} else {
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0.0
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};
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2020-01-26 12:47:41 +00:00
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2020-04-07 20:23:04 +00:00
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if bearing.magnitude_squared() > 0.5f32.powf(2.0) {
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inputs.move_dir = *bearing * 0.65;
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2020-01-26 12:47:41 +00:00
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}
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2020-01-25 23:39:38 +00:00
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2020-04-19 11:50:25 +00:00
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// Put away weapon
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2020-04-18 18:28:19 +00:00
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if thread_rng().gen::<f32>() < 0.005 {
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2020-04-19 11:50:25 +00:00
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controller.actions.push(ControlAction::Unwield);
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}
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// Sit
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2020-04-18 18:28:19 +00:00
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if thread_rng().gen::<f32>() < 0.0035 {
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2020-04-19 11:50:25 +00:00
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controller.actions.push(ControlAction::Sit);
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}
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2020-01-26 12:47:41 +00:00
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// Sometimes try searching for new targets
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2020-04-18 18:28:19 +00:00
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if thread_rng().gen::<f32>() < 0.1 {
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2020-01-26 12:47:41 +00:00
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choose_target = true;
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}
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2020-02-26 03:59:08 +00:00
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},
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2020-07-04 19:22:55 +00:00
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Activity::Follow { target, chaser } => {
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2020-01-26 12:47:41 +00:00
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if let (Some(tgt_pos), _tgt_stats) =
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(positions.get(*target), stats.get(*target))
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{
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2020-07-06 19:51:23 +00:00
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let dist = pos.0.distance(tgt_pos.0);
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2020-01-26 12:47:41 +00:00
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// Follow, or return to idle
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2020-07-06 19:51:23 +00:00
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if dist > AVG_FOLLOW_DIST {
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2020-07-04 19:22:55 +00:00
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if let Some((bearing, speed)) = chaser.chase(
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2020-04-18 18:28:19 +00:00
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&*terrain,
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pos.0,
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2020-07-04 19:22:55 +00:00
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vel.0,
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2020-04-18 18:28:19 +00:00
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tgt_pos.0,
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2020-07-13 22:23:44 +00:00
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TraversalConfig {
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node_tolerance,
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slow_factor,
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on_ground: physics_state.on_ground,
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min_tgt_dist: AVG_FOLLOW_DIST,
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},
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2020-04-18 18:28:19 +00:00
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) {
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2020-07-04 19:22:55 +00:00
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inputs.move_dir =
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bearing.xy().try_normalized().unwrap_or(Vec2::zero())
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2020-07-06 19:51:23 +00:00
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* speed.min(0.2 + (dist - AVG_FOLLOW_DIST) / 8.0);
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2020-07-04 00:17:51 +00:00
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inputs.jump.set_state(bearing.z > 1.5);
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2020-07-29 19:58:14 +00:00
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inputs.swim.set_state(bearing.z > 0.5);
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2020-01-26 12:47:41 +00:00
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}
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} else {
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do_idle = true;
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2020-01-25 18:49:47 +00:00
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}
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} else {
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do_idle = true;
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}
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2020-02-26 03:59:08 +00:00
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},
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2020-01-27 15:51:07 +00:00
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Activity::Attack {
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target,
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chaser,
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been_close,
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2020-04-18 20:26:43 +00:00
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powerup,
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2020-01-27 15:51:07 +00:00
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..
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} => {
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2020-04-18 20:26:43 +00:00
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enum Tactic {
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2020-04-19 11:50:25 +00:00
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Melee,
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2020-04-18 20:26:43 +00:00
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RangedPowerup,
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2020-04-19 11:50:25 +00:00
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Staff,
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2020-04-18 20:26:43 +00:00
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}
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2020-04-18 18:28:19 +00:00
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let tactic = match loadout.active_item.as_ref().and_then(|ic| {
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|
|
if let ItemKind::Tool(tool) = &ic.item.kind {
|
|
|
|
Some(&tool.kind)
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
|
|
|
}) {
|
2020-04-18 20:26:43 +00:00
|
|
|
Some(ToolKind::Bow(_)) => Tactic::RangedPowerup,
|
2020-04-19 11:50:25 +00:00
|
|
|
Some(ToolKind::Staff(_)) => Tactic::Staff,
|
2020-04-18 20:26:43 +00:00
|
|
|
_ => Tactic::Melee,
|
|
|
|
};
|
|
|
|
|
2020-02-26 02:48:09 +00:00
|
|
|
if let (Some(tgt_pos), Some(tgt_stats), tgt_alignment) = (
|
2020-01-26 12:47:41 +00:00
|
|
|
positions.get(*target),
|
|
|
|
stats.get(*target),
|
2020-07-07 00:11:37 +00:00
|
|
|
alignments.get(*target).copied().unwrap_or(
|
|
|
|
uids.get(*target)
|
2020-07-07 00:01:39 +00:00
|
|
|
.copied()
|
|
|
|
.map(Alignment::Owned)
|
2020-07-07 00:11:37 +00:00
|
|
|
.unwrap_or(Alignment::Wild),
|
|
|
|
),
|
2020-01-26 12:47:41 +00:00
|
|
|
) {
|
2020-03-28 01:31:22 +00:00
|
|
|
if let Some(dir) = Dir::from_unnormalized(tgt_pos.0 - pos.0) {
|
|
|
|
inputs.look_dir = dir;
|
|
|
|
}
|
2020-03-17 17:27:52 +00:00
|
|
|
|
2020-01-27 15:51:07 +00:00
|
|
|
// Don't attack entities we are passive towards
|
|
|
|
// TODO: This is here, it's a bit of a hack
|
|
|
|
if let Some(alignment) = alignment {
|
2020-04-26 17:03:19 +00:00
|
|
|
if alignment.passive_towards(tgt_alignment) || tgt_stats.is_dead {
|
2020-01-26 12:47:41 +00:00
|
|
|
do_idle = true;
|
|
|
|
break 'activity;
|
|
|
|
}
|
2020-01-26 00:06:03 +00:00
|
|
|
}
|
|
|
|
|
2020-01-26 12:47:41 +00:00
|
|
|
let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
|
2020-07-29 19:58:14 +00:00
|
|
|
|
|
|
|
let damage = stats
|
|
|
|
.get(entity)
|
|
|
|
.map(|s| s.health.current() as f32 / s.health.maximum() as f32)
|
|
|
|
.unwrap_or(0.5);
|
|
|
|
|
|
|
|
// Flee
|
|
|
|
if 1.0 - agent.psyche.aggro > damage {
|
2020-07-29 23:14:06 +00:00
|
|
|
if dist_sqrd < MAX_FLEE_DIST.powf(2.0) {
|
|
|
|
if let Some((bearing, speed)) = chaser.chase(
|
|
|
|
&*terrain,
|
|
|
|
pos.0,
|
|
|
|
vel.0,
|
|
|
|
// Away from the target (ironically)
|
|
|
|
pos.0 + (pos.0 - tgt_pos.0)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or_else(Vec3::unit_y) * 8.0,
|
|
|
|
TraversalConfig {
|
|
|
|
node_tolerance,
|
|
|
|
slow_factor,
|
|
|
|
on_ground: physics_state.on_ground,
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
},
|
|
|
|
) {
|
|
|
|
inputs.move_dir = Vec2::from(bearing)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or(Vec2::zero())
|
|
|
|
* speed;
|
|
|
|
inputs.jump.set_state(bearing.z > 1.5);
|
|
|
|
inputs.swim.set_state(bearing.z > 0.5);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
do_idle = true;
|
2020-07-29 19:58:14 +00:00
|
|
|
}
|
|
|
|
} else if dist_sqrd < (MIN_ATTACK_DIST * scale).powf(2.0) {
|
2020-01-26 12:47:41 +00:00
|
|
|
// Close-range attack
|
2020-07-07 01:21:14 +00:00
|
|
|
inputs.move_dir = Vec2::from(tgt_pos.0 - pos.0)
|
|
|
|
.try_normalized()
|
|
|
|
.unwrap_or(Vec2::unit_y())
|
|
|
|
* 0.1;
|
2020-04-18 20:26:43 +00:00
|
|
|
|
2020-04-23 12:29:22 +00:00
|
|
|
match tactic {
|
|
|
|
Tactic::Melee | Tactic::Staff => inputs.primary.set_state(true),
|
|
|
|
Tactic::RangedPowerup => inputs.roll.set_state(true),
|
2020-04-18 20:26:43 +00:00
|
|
|
}
|
2020-01-27 15:51:07 +00:00
|
|
|
} else if dist_sqrd < MAX_CHASE_DIST.powf(2.0)
|
2020-04-18 18:28:19 +00:00
|
|
|
|| (dist_sqrd < SIGHT_DIST.powf(2.0)
|
|
|
|
&& (!*been_close || !matches!(tactic, Tactic::Melee)))
|
2020-01-27 15:51:07 +00:00
|
|
|
{
|
2020-04-19 11:50:25 +00:00
|
|
|
let can_see_tgt = terrain
|
|
|
|
.ray(pos.0 + Vec3::unit_z(), tgt_pos.0 + Vec3::unit_z())
|
|
|
|
.until(|block| !block.is_air())
|
|
|
|
.cast()
|
2020-04-18 18:28:19 +00:00
|
|
|
.0
|
|
|
|
.powf(2.0)
|
|
|
|
>= dist_sqrd;
|
2020-04-18 20:26:43 +00:00
|
|
|
|
2020-04-19 11:50:25 +00:00
|
|
|
if can_see_tgt {
|
|
|
|
if let Tactic::RangedPowerup = tactic {
|
|
|
|
if *powerup > 2.0 {
|
|
|
|
inputs.primary.set_state(false);
|
|
|
|
*powerup = 0.0;
|
|
|
|
} else {
|
|
|
|
inputs.primary.set_state(true);
|
|
|
|
*powerup += dt.0;
|
|
|
|
}
|
|
|
|
} else if let Tactic::Staff = tactic {
|
|
|
|
if !character_state.is_wield() {
|
|
|
|
inputs.primary.set_state(true);
|
|
|
|
}
|
2020-04-18 20:26:43 +00:00
|
|
|
|
2020-04-19 11:50:25 +00:00
|
|
|
inputs.secondary.set_state(true);
|
|
|
|
}
|
2020-04-19 15:34:23 +00:00
|
|
|
}
|
2020-04-19 11:50:25 +00:00
|
|
|
|
2020-04-19 15:34:23 +00:00
|
|
|
if dist_sqrd < MAX_CHASE_DIST.powf(2.0) {
|
|
|
|
*been_close = true;
|
2020-01-27 15:51:07 +00:00
|
|
|
}
|
|
|
|
|
2020-01-26 12:47:41 +00:00
|
|
|
// Long-range chase
|
2020-07-04 19:22:55 +00:00
|
|
|
if let Some((bearing, speed)) = chaser.chase(
|
2020-04-18 18:28:19 +00:00
|
|
|
&*terrain,
|
|
|
|
pos.0,
|
2020-07-04 19:22:55 +00:00
|
|
|
vel.0,
|
2020-04-18 18:28:19 +00:00
|
|
|
tgt_pos.0,
|
2020-07-13 22:23:44 +00:00
|
|
|
TraversalConfig {
|
|
|
|
node_tolerance,
|
|
|
|
slow_factor,
|
|
|
|
on_ground: physics_state.on_ground,
|
|
|
|
min_tgt_dist: 1.25,
|
|
|
|
},
|
2020-04-18 18:28:19 +00:00
|
|
|
) {
|
2020-01-26 12:47:41 +00:00
|
|
|
inputs.move_dir = Vec2::from(bearing)
|
|
|
|
.try_normalized()
|
2020-07-04 19:22:55 +00:00
|
|
|
.unwrap_or(Vec2::zero())
|
|
|
|
* speed;
|
2020-07-04 00:17:51 +00:00
|
|
|
inputs.jump.set_state(bearing.z > 1.5);
|
2020-07-29 19:58:14 +00:00
|
|
|
inputs.swim.set_state(bearing.z > 0.5);
|
2020-01-26 12:47:41 +00:00
|
|
|
}
|
2020-01-27 16:18:36 +00:00
|
|
|
|
2020-04-19 15:34:23 +00:00
|
|
|
if dist_sqrd < 16.0f32.powf(2.0)
|
|
|
|
&& matches!(tactic, Tactic::Melee)
|
|
|
|
&& thread_rng().gen::<f32>() < 0.02
|
2020-01-27 16:18:36 +00:00
|
|
|
{
|
|
|
|
inputs.roll.set_state(true);
|
|
|
|
}
|
2020-01-26 12:47:41 +00:00
|
|
|
} else {
|
|
|
|
do_idle = true;
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
do_idle = true;
|
|
|
|
}
|
2020-02-26 04:01:51 +00:00
|
|
|
},
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if do_idle {
|
2020-01-25 23:39:38 +00:00
|
|
|
agent.activity = Activity::Idle(Vec2::zero());
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
// Choose a new target to attack: only go out of our way to attack targets we
|
|
|
|
// are hostile toward!
|
2020-01-26 00:06:03 +00:00
|
|
|
if choose_target {
|
2020-01-26 12:47:41 +00:00
|
|
|
// Search for new targets (this looks expensive, but it's only run occasionally)
|
|
|
|
// TODO: Replace this with a better system that doesn't consider *all* entities
|
2020-01-27 15:51:07 +00:00
|
|
|
let closest_entity = (&entities, &positions, &stats, alignments.maybe())
|
2020-01-26 00:06:03 +00:00
|
|
|
.join()
|
|
|
|
.filter(|(e, e_pos, e_stats, e_alignment)| {
|
2020-04-19 15:34:23 +00:00
|
|
|
((e_pos.0.distance_squared(pos.0) < SEARCH_DIST.powf(2.0) &&
|
|
|
|
// Within our view
|
|
|
|
(e_pos.0 - pos.0).try_normalized().map(|v| v.dot(*inputs.look_dir) > 0.15).unwrap_or(true))
|
|
|
|
// Within listen distance
|
|
|
|
|| e_pos.0.distance_squared(pos.0) < LISTEN_DIST.powf(2.0))
|
2020-01-26 00:06:03 +00:00
|
|
|
&& *e != entity
|
|
|
|
&& !e_stats.is_dead
|
|
|
|
&& alignment
|
|
|
|
.and_then(|a| e_alignment.map(|b| a.hostile_towards(*b)))
|
|
|
|
.unwrap_or(false)
|
|
|
|
})
|
2020-04-19 11:50:25 +00:00
|
|
|
// Can we even see them?
|
|
|
|
.filter(|(_, e_pos, _, _)| terrain
|
|
|
|
.ray(pos.0 + Vec3::unit_z(), e_pos.0 + Vec3::unit_z())
|
|
|
|
.until(|block| !block.is_air())
|
|
|
|
.cast()
|
|
|
|
.0 >= e_pos.0.distance(pos.0))
|
2020-01-27 15:51:07 +00:00
|
|
|
.min_by_key(|(_, e_pos, _, _)| (e_pos.0.distance_squared(pos.0) * 100.0) as i32)
|
|
|
|
.map(|(e, _, _, _)| e);
|
2020-01-26 00:06:03 +00:00
|
|
|
|
2020-01-27 15:51:07 +00:00
|
|
|
if let Some(target) = closest_entity {
|
|
|
|
agent.activity = Activity::Attack {
|
|
|
|
target,
|
|
|
|
chaser: Chaser::default(),
|
|
|
|
time: time.0,
|
|
|
|
been_close: false,
|
2020-04-18 20:26:43 +00:00
|
|
|
powerup: 0.0,
|
2020-01-27 15:51:07 +00:00
|
|
|
};
|
2020-01-26 00:06:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
// --- Activity overrides (in reverse order of priority: most important goes
|
|
|
|
// last!) ---
|
2020-01-25 18:49:47 +00:00
|
|
|
|
|
|
|
// Attack a target that's attacking us
|
2020-05-26 02:45:13 +00:00
|
|
|
if let Some(my_stats) = stats.get(entity) {
|
2020-01-25 18:49:47 +00:00
|
|
|
// Only if the attack was recent
|
2020-05-26 02:45:13 +00:00
|
|
|
if my_stats.health.last_change.0 < 5.0 {
|
2020-03-20 13:26:18 +00:00
|
|
|
if let comp::HealthSource::Attack { by }
|
|
|
|
| comp::HealthSource::Projectile { owner: Some(by) } =
|
2020-05-26 02:45:13 +00:00
|
|
|
my_stats.health.last_change.1.cause
|
2020-03-20 13:26:18 +00:00
|
|
|
{
|
2020-01-25 18:49:47 +00:00
|
|
|
if !agent.activity.is_attack() {
|
|
|
|
if let Some(attacker) = uid_allocator.retrieve_entity_internal(by.id())
|
|
|
|
{
|
2020-05-26 02:45:13 +00:00
|
|
|
if stats.get(attacker).map_or(false, |a| !a.is_dead) {
|
|
|
|
if agent.can_speak {
|
2020-06-04 07:11:35 +00:00
|
|
|
let msg = "npc.speech.villager_under_attack".to_string();
|
2020-07-12 20:18:57 +00:00
|
|
|
event_bus.emit_now(ServerEvent::Chat(
|
|
|
|
UnresolvedChatMsg::npc(*uid, msg),
|
|
|
|
));
|
2020-05-26 02:45:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
agent.activity = Activity::Attack {
|
|
|
|
target: attacker,
|
|
|
|
chaser: Chaser::default(),
|
|
|
|
time: time.0,
|
|
|
|
been_close: false,
|
|
|
|
powerup: 0.0,
|
|
|
|
};
|
|
|
|
}
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Follow owner if we're too far, or if they're under attack
|
2020-04-26 17:03:19 +00:00
|
|
|
if let Some(Alignment::Owned(owner)) = alignment {
|
2020-07-07 00:01:39 +00:00
|
|
|
(|| {
|
|
|
|
let owner = uid_allocator.retrieve_entity_internal(owner.id())?;
|
|
|
|
|
|
|
|
let owner_pos = positions.get(owner)?;
|
2020-01-26 12:47:41 +00:00
|
|
|
let dist_sqrd = pos.0.distance_squared(owner_pos.0);
|
|
|
|
if dist_sqrd > MAX_FOLLOW_DIST.powf(2.0) && !agent.activity.is_follow() {
|
2020-07-04 00:17:51 +00:00
|
|
|
agent.activity = Activity::Follow {
|
|
|
|
target: owner,
|
|
|
|
chaser: Chaser::default(),
|
|
|
|
};
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Attack owner's attacker
|
2020-07-07 00:01:39 +00:00
|
|
|
let 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() {
|
|
|
|
let attacker = uid_allocator.retrieve_entity_internal(by.id())?;
|
|
|
|
|
|
|
|
agent.activity = Activity::Attack {
|
|
|
|
target: attacker,
|
|
|
|
chaser: Chaser::default(),
|
|
|
|
time: time.0,
|
|
|
|
been_close: false,
|
|
|
|
powerup: 0.0,
|
|
|
|
};
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-07-07 00:01:39 +00:00
|
|
|
|
|
|
|
Some(())
|
|
|
|
})();
|
2020-01-25 18:49:47 +00:00
|
|
|
}
|
|
|
|
|
2019-12-01 23:40:05 +00:00
|
|
|
debug_assert!(inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
|
|
|
|
debug_assert!(inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
|
2019-04-16 21:06:33 +00:00
|
|
|
}
|
2020-08-07 01:59:28 +00:00
|
|
|
|
|
|
|
// Proccess group invites
|
|
|
|
for (_invite, alignment, agent, controller) in
|
|
|
|
(&invites, &alignments, &mut agents, &mut controllers).join()
|
|
|
|
{
|
|
|
|
let accept = matches!(alignment, Alignment::Npc);
|
|
|
|
if accept {
|
|
|
|
// Clear agent comp
|
|
|
|
*agent = Agent::default();
|
|
|
|
controller
|
|
|
|
.events
|
|
|
|
.push(ControlEvent::GroupManip(GroupManip::Accept));
|
|
|
|
} else {
|
|
|
|
controller
|
|
|
|
.events
|
|
|
|
.push(ControlEvent::GroupManip(GroupManip::Decline));
|
|
|
|
}
|
|
|
|
}
|
2019-04-16 21:06:33 +00:00
|
|
|
}
|
|
|
|
}
|