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Impl #1357: Agent chase abort
- Adds util funcs to calculate benefit of continue pursue vs letting target escape - Hooks util funcs into agent's hostile tree
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@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Waypoints saved between sessions and shared with group members.
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- New rocks
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- Weapon trails
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- Hostile agent will now abort pursuing their target based on multiple metrics
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### Changed
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@ -15,7 +15,7 @@ use crate::{
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data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
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util::{
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aim_projectile, can_see_tgt, get_entity_by_id, is_dead, is_dead_or_invulnerable,
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is_invulnerable, try_owner_alignment,
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is_invulnerable, stop_pursuing, try_owner_alignment,
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},
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},
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};
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@ -613,6 +613,20 @@ impl<'a> AgentData<'a> {
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if let Some(tgt_pos) = read_data.positions.get(target) {
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let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
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let origin_dist_sqrd = match agent.patrol_origin {
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Some(pos) => pos.distance_squared(self.pos.0),
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None => 1.0,
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};
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let own_health_fraction = match self.health {
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Some(val) => val.fraction(),
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None => 1.0,
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};
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let target_health_fraction = match read_data.healths.get(target) {
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Some(val) => val.fraction(),
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None => 1.0,
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};
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let in_aggro_range = agent
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.psyche
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.aggro_dist
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@ -645,7 +659,16 @@ impl<'a> AgentData<'a> {
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self.exclaim_relief_about_enemy_dead(agent, event_emitter);
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agent.target = None;
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self.idle(agent, controller, read_data, rng);
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} else if is_invulnerable(target, read_data) {
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} else if is_invulnerable(target, read_data)
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|| stop_pursuing(
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dist_sqrd,
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origin_dist_sqrd,
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own_health_fraction,
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target_health_fraction,
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read_data.time.0 - selected_at,
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&agent.psyche,
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)
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{
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agent.target = None;
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self.idle(agent, controller, read_data, rng);
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} else {
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@ -1,6 +1,6 @@
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use crate::sys::agent::{AgentData, ReadData};
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use common::{
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comp::{buff::BuffKind, Alignment, Pos},
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comp::{agent::Psyche, buff::BuffKind, Alignment, Pos},
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consts::GRAVITY,
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terrain::{Block, TerrainGrid},
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util::Dir,
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@ -79,3 +79,45 @@ impl<'a> AgentData<'a> {
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.map_or(false, |b| b.kinds.contains_key(&buff))
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}
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}
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/// Calculates whether the agent should continue chase or let the target escape.
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///
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/// Will return true when score of letting target escape is higher then the
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/// score of continuing the pursue, false otherwise.
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pub fn stop_pursuing(
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dist_to_target_sqrd: f32,
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dist_to_home_sqrd: f32,
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own_health_fraction: f32,
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target_health_fraction: f32,
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dur_since_last_attacked: f64,
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psyche: &Psyche,
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) -> bool {
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should_let_target_escape(
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dist_to_home_sqrd,
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dur_since_last_attacked,
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own_health_fraction,
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) > should_continue_to_pursue(dist_to_target_sqrd, psyche, target_health_fraction)
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}
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/// Scores the benefit of continuing the pursue in value from 0 to infinity.
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fn should_continue_to_pursue(
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dist_to_target_sqrd: f32,
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psyche: &Psyche,
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target_health_fraction: f32,
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) -> f32 {
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let aggression_score = (1.0 / psyche.flee_health.max(0.25))
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* psyche.aggro_dist.unwrap_or(psyche.sight_dist)
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* psyche.sight_dist;
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(100.0 * aggression_score) / (dist_to_target_sqrd * target_health_fraction)
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}
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/// Scores the benefit of letting the target escape in a value from 0 to
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/// infinity.
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fn should_let_target_escape(
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dist_to_home_sqrd: f32,
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dur_since_last_attacked: f64,
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own_health_fraction: f32,
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) -> f32 {
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(dist_to_home_sqrd / own_health_fraction) * dur_since_last_attacked as f32 * 0.005
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}
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