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