2020-11-11 23:59:09 +00:00
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// We'd like to not have this file in `common`, but sadly there are
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2020-11-12 21:31:28 +00:00
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// things in `common` that require it (currently, `ServerEvent` and
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// `Agent`). When possible, this should be moved to the `rtsim`
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// module in `server`.
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2020-11-11 23:59:09 +00:00
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use specs::Component;
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2020-11-12 21:31:28 +00:00
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use vek::*;
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2020-11-11 23:59:09 +00:00
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2021-03-29 14:47:42 +00:00
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use crate::comp::dialogue::MoodState;
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2020-11-11 23:59:09 +00:00
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pub type RtSimId = usize;
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#[derive(Copy, Clone, Debug)]
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pub struct RtSimEntity(pub RtSimId);
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impl Component for RtSimEntity {
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2022-08-08 04:38:20 +00:00
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type Storage = specs::VecStorage<Self>;
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2020-11-11 23:59:09 +00:00
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}
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2020-11-12 21:31:28 +00:00
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2021-03-16 01:30:35 +00:00
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#[derive(Clone, Debug)]
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pub enum RtSimEvent {
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AddMemory(Memory),
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2021-03-29 14:47:42 +00:00
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SetMood(Memory),
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2021-07-14 15:26:29 +00:00
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ForgetEnemy(String),
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2021-03-16 01:30:35 +00:00
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PrintMemories,
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}
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#[derive(Clone, Debug)]
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pub struct Memory {
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pub item: MemoryItem,
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pub time_to_forget: f64,
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}
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#[derive(Clone, Debug)]
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pub enum MemoryItem {
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// These are structs to allow more data beyond name to be stored
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// such as clothing worn, weapon used, etc.
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CharacterInteraction { name: String },
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CharacterFight { name: String },
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2021-03-29 14:47:42 +00:00
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Mood { state: MoodState },
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2021-03-16 01:30:35 +00:00
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}
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2020-11-23 15:39:03 +00:00
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/// This type is the map route through which the rtsim (real-time simulation)
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/// aspect of the game communicates with the rest of the game. It is analagous
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/// to `comp::Controller` in that it provides a consistent interface for
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/// simulation NPCs to control their actions. Unlike `comp::Controller`, it is
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/// very abstract and is intended for consumption by both the agent code and the
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/// internal rtsim simulation code (depending on whether the entity is loaded
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/// into the game as a physical entity or not). Agent code should attempt to act
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/// upon its instructions where reasonable although deviations for various
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/// reasons (obstacle avoidance, counter-attacking, etc.) are expected.
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2020-11-12 21:31:28 +00:00
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#[derive(Clone, Debug)]
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pub struct RtSimController {
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/// When this field is `Some(..)`, the agent should attempt to make progress
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2020-11-23 15:39:03 +00:00
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/// toward the given location, accounting for obstacles and other
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/// high-priority situations like being attacked.
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2021-01-31 20:29:50 +00:00
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pub travel_to: Option<(Vec3<f32>, String)>,
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2020-11-12 21:31:28 +00:00
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/// Proportion of full speed to move
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pub speed_factor: f32,
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2021-03-16 01:30:35 +00:00
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/// Events
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pub events: Vec<RtSimEvent>,
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2020-11-12 21:31:28 +00:00
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}
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impl Default for RtSimController {
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fn default() -> Self {
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Self {
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travel_to: None,
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speed_factor: 1.0,
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2021-03-16 01:30:35 +00:00
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events: Vec::new(),
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2020-11-12 21:31:28 +00:00
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}
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}
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}
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impl RtSimController {
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2020-11-23 15:39:03 +00:00
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pub fn reset(&mut self) { *self = Self::default(); }
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2021-03-12 22:14:08 +00:00
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2021-03-12 18:53:06 +00:00
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pub fn with_destination(pos: Vec3<f32>) -> Self {
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2021-03-12 02:58:57 +00:00
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Self {
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2021-03-12 18:53:06 +00:00
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travel_to: Some((pos, format!("{:0.1?}", pos))),
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speed_factor: 0.25,
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2021-03-16 01:30:35 +00:00
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events: Vec::new(),
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2021-03-12 02:58:57 +00:00
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}
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}
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2020-11-12 21:31:28 +00:00
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}
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