2020-01-24 21:24:57 +00:00
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use crate::{
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2020-01-25 18:49:47 +00:00
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comp::{self, agent::Activity, Agent, Alignment, Controller, MountState, Pos, Stats},
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path::Chaser,
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2020-01-25 02:15:15 +00:00
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state::Time,
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2020-01-25 12:27:36 +00:00
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sync::UidAllocator,
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2020-02-01 20:39:39 +00:00
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terrain::TerrainGrid,
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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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Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage,
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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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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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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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2019-08-02 20:25:33 +00:00
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ReadStorage<'a, Stats>,
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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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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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2019-04-16 21:06:33 +00:00
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);
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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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2019-12-11 05:28:45 +00:00
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entities,
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positions,
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stats,
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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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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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): Self::SystemData,
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2019-08-04 08:21:29 +00:00
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) {
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2020-01-24 21:24:57 +00:00
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for (entity, pos, alignment, agent, controller, mount_state) 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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2020-01-24 21:24:57 +00:00
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alignments.maybe(),
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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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)
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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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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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.map(|ms| {
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if let MountState::Unmounted = ms {
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false
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} else {
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true
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}
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})
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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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2020-03-21 22:55:20 +00:00
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//TODO: Make npcs have valid `look_dir` during all activities
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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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2020-01-25 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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2020-01-27 15:51:07 +00:00
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const SEARCH_DIST: f32 = 30.0;
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const SIGHT_DIST: f32 = 64.0;
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2020-01-25 18:49:47 +00:00
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const MIN_ATTACK_DIST: f32 = 3.25;
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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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- *bearing * 0.01
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- if let Some(patrol_origin) = agent.patrol_origin {
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Vec2::<f32>::from(pos.0 - patrol_origin) * 0.0002
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} else {
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Vec2::zero()
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};
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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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+ Vec3::from(*bearing).normalized() * 1.5
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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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.map(|b| b.is_none())
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.unwrap_or(true)
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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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if bearing.magnitude_squared() > 0.25f32.powf(2.0) {
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2020-01-27 10:02:36 +00:00
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inputs.move_dir =
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bearing.try_normalized().unwrap_or(Vec2::zero()) * 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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2020-01-26 12:47:41 +00:00
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// Sometimes try searching for new targets
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if thread_rng().gen::<f32>() < 0.1 {
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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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2020-01-26 12:47:41 +00:00
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Activity::Follow(target, chaser) => {
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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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let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
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// Follow, or return to idle
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if dist_sqrd > AVG_FOLLOW_DIST.powf(2.0) {
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if let Some(bearing) =
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chaser.chase(&*terrain, pos.0, tgt_pos.0, AVG_FOLLOW_DIST)
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{
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inputs.move_dir = Vec2::from(bearing)
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.try_normalized()
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.unwrap_or(Vec2::zero());
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inputs.jump.set_state(bearing.z > 1.0);
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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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..
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} => {
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2020-02-26 02:48:09 +00:00
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if let (Some(tgt_pos), Some(tgt_stats), tgt_alignment) = (
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2020-01-26 12:47:41 +00:00
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positions.get(*target),
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stats.get(*target),
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2020-01-27 15:51:07 +00:00
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alignments
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.get(*target)
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.copied()
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.unwrap_or(Alignment::Owned(*target)),
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2020-01-26 12:47:41 +00:00
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) {
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2020-03-17 17:27:52 +00:00
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inputs.look_dir = tgt_pos.0 - pos.0;
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2020-01-27 15:51:07 +00:00
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// Don't attack entities we are passive towards
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// TODO: This is here, it's a bit of a hack
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if let Some(alignment) = alignment {
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2020-02-26 02:48:09 +00:00
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if (*alignment).passive_towards(tgt_alignment) || tgt_stats.is_dead
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{
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2020-01-26 12:47:41 +00:00
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do_idle = true;
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break 'activity;
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}
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2020-01-26 00:06:03 +00:00
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}
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2020-01-26 12:47:41 +00:00
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let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
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if dist_sqrd < MIN_ATTACK_DIST.powf(2.0) {
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// Close-range attack
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inputs.move_dir = Vec2::from(tgt_pos.0 - pos.0)
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.try_normalized()
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.unwrap_or(Vec2::unit_y())
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2020-03-26 13:46:08 +00:00
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* 0.7;
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2020-01-26 12:47:41 +00:00
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inputs.primary.set_state(true);
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2020-01-27 15:51:07 +00:00
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} else if dist_sqrd < MAX_CHASE_DIST.powf(2.0)
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|| (dist_sqrd < SIGHT_DIST.powf(2.0) && !*been_close)
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{
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if dist_sqrd < MAX_CHASE_DIST.powf(2.0) {
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*been_close = true;
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}
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2020-01-26 12:47:41 +00:00
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// Long-range chase
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if let Some(bearing) =
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chaser.chase(&*terrain, pos.0, tgt_pos.0, 1.25)
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{
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inputs.move_dir = Vec2::from(bearing)
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.try_normalized()
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.unwrap_or(Vec2::zero());
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inputs.jump.set_state(bearing.z > 1.0);
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}
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2020-01-27 16:18:36 +00:00
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if dist_sqrd < (MAX_CHASE_DIST * 0.65).powf(2.0)
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&& thread_rng().gen::<f32>() < 0.01
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{
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inputs.roll.set_state(true);
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}
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2020-01-26 12:47:41 +00:00
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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 04:01:51 +00:00
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},
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2020-01-25 18:49:47 +00:00
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}
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}
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if do_idle {
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2020-01-25 23:39:38 +00:00
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agent.activity = Activity::Idle(Vec2::zero());
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2020-01-25 18:49:47 +00:00
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}
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2020-02-01 20:39:39 +00:00
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// Choose a new target to attack: only go out of our way to attack targets we
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// are hostile toward!
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2020-01-26 00:06:03 +00:00
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if choose_target {
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2020-01-26 12:47:41 +00:00
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// Search for new targets (this looks expensive, but it's only run occasionally)
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// TODO: Replace this with a better system that doesn't consider *all* entities
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2020-01-27 15:51:07 +00:00
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let closest_entity = (&entities, &positions, &stats, alignments.maybe())
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2020-01-26 00:06:03 +00:00
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.join()
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.filter(|(e, e_pos, e_stats, e_alignment)| {
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2020-01-27 15:51:07 +00:00
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e_pos.0.distance_squared(pos.0) < SEARCH_DIST.powf(2.0)
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2020-01-26 00:06:03 +00:00
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&& *e != entity
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&& !e_stats.is_dead
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&& alignment
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.and_then(|a| e_alignment.map(|b| a.hostile_towards(*b)))
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.unwrap_or(false)
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})
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2020-01-27 15:51:07 +00:00
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.min_by_key(|(_, e_pos, _, _)| (e_pos.0.distance_squared(pos.0) * 100.0) as i32)
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.map(|(e, _, _, _)| e);
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2020-01-26 00:06:03 +00:00
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2020-01-27 15:51:07 +00:00
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if let Some(target) = closest_entity {
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agent.activity = Activity::Attack {
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target,
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chaser: Chaser::default(),
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time: time.0,
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been_close: false,
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};
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2020-01-26 00:06:03 +00:00
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}
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}
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2020-02-01 20:39:39 +00:00
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// --- Activity overrides (in reverse order of priority: most important goes
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// last!) ---
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2020-01-25 18:49:47 +00:00
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// Attack a target that's attacking us
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if let Some(stats) = stats.get(entity) {
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// Only if the attack was recent
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if stats.health.last_change.0 < 5.0 {
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2020-03-20 13:26:18 +00:00
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if let comp::HealthSource::Attack { by }
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| comp::HealthSource::Projectile { owner: Some(by) } =
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stats.health.last_change.1.cause
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{
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2020-01-25 18:49:47 +00:00
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if !agent.activity.is_attack() {
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if let Some(attacker) = uid_allocator.retrieve_entity_internal(by.id())
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{
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2020-01-27 15:51:07 +00:00
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agent.activity = Activity::Attack {
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target: attacker,
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chaser: Chaser::default(),
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time: time.0,
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been_close: false,
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};
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2020-01-25 18:49:47 +00:00
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}
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}
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}
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}
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}
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// Follow owner if we're too far, or if they're under attack
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2020-01-27 15:51:07 +00:00
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if let Some(Alignment::Owned(owner)) = alignment.copied() {
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2020-01-25 18:49:47 +00:00
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if let Some(owner_pos) = positions.get(owner) {
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2020-01-26 12:47:41 +00:00
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let dist_sqrd = pos.0.distance_squared(owner_pos.0);
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if dist_sqrd > MAX_FOLLOW_DIST.powf(2.0) && !agent.activity.is_follow() {
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2020-01-25 18:49:47 +00:00
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agent.activity = Activity::Follow(owner, Chaser::default());
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}
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// Attack owner's attacker
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if let Some(owner_stats) = stats.get(owner) {
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if owner_stats.health.last_change.0 < 5.0 {
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if let comp::HealthSource::Attack { by } =
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owner_stats.health.last_change.1.cause
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{
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if !agent.activity.is_attack() {
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if let Some(attacker) =
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uid_allocator.retrieve_entity_internal(by.id())
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{
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2020-01-27 15:51:07 +00:00
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agent.activity = Activity::Attack {
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target: attacker,
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chaser: Chaser::default(),
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time: time.0,
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been_close: false,
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};
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2020-01-25 18:49:47 +00:00
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}
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}
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}
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}
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}
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}
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}
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2019-12-01 23:40:05 +00:00
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debug_assert!(inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
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debug_assert!(inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
|
2019-04-16 21:06:33 +00:00
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|
|
}
|
|
|
|
}
|
|
|
|
}
|