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Behavior tree minus interacting
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8bdadc47b5
commit
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@ -177,12 +177,19 @@ pub enum AgentEvent {
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// Add others here
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}
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#[derive(Clone, Debug)]
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pub struct Target {
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pub target: EcsEntity,
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pub hostile: bool,
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pub been_close: bool,
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}
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#[derive(Clone, Debug, Default)]
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pub struct Agent {
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pub rtsim_controller: RtSimController,
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pub patrol_origin: Option<Vec3<f32>>,
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pub activity: Activity,
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pub target: Option<(EcsEntity, bool)>,
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pub target: Option<Target>,
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/// Does the agent talk when e.g. hit by the player
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// TODO move speech patterns into a Behavior component
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pub can_speak: bool,
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@ -190,6 +197,7 @@ pub struct Agent {
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pub inbox: VecDeque<AgentEvent>,
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pub interaction_timer: f32,
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pub action_timer: f32,
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pub bearing: Vec2<f32>,
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}
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impl Agent {
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@ -224,9 +232,11 @@ impl Component for Agent {
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#[derive(Clone, Debug)]
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pub struct Activity {
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pub idle: bool,
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pub idle_tree: bool,
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pub interact: bool,
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pub flee: bool,
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pub follow: bool,
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pub hostile_tree: bool,
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pub attack: bool,
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pub choose_target: bool,
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}
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@ -234,10 +244,12 @@ pub struct Activity {
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impl Default for Activity {
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fn default() -> Self {
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Self {
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idle: true,
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idle: false,
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idle_tree: true,
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interact: false,
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flee: false,
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follow: false,
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hostile_tree: false,
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attack: false,
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choose_target: false,
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}
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@ -247,63 +259,99 @@ impl Default for Activity {
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impl Activity {
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pub fn reset(&mut self) {
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self.idle = false;
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self.idle_tree = false;
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self.interact = false;
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self.flee = false;
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self.follow = false;
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self.hostile_tree = false;
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self.attack = false;
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self.choose_target = false;
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}
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pub fn idle(&mut self) {
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self.idle = true;
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self.idle_tree = false;
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self.interact = false;
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self.flee = false;
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self.follow = false;
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self.hostile_tree = false;
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self.attack = false;
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self.choose_target = false;
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}
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pub fn idle_tree(&mut self) {
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self.idle = false;
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self.idle_tree = true;
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self.interact = false;
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self.flee = false;
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self.follow = false;
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self.hostile_tree = false;
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self.attack = false;
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self.choose_target = false;
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}
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pub fn interact(&mut self) {
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self.idle = false;
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self.idle_tree = false;
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self.interact = true;
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self.flee = false;
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self.follow = false;
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self.hostile_tree = false;
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self.attack = false;
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self.choose_target = false;
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}
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pub fn flee(&mut self) {
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self.idle = false;
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self.idle_tree = false;
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self.interact = false;
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self.flee = true;
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self.follow = false;
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self.hostile_tree = false;
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self.attack = false;
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self.choose_target = false;
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}
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pub fn follow(&mut self) {
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self.idle = false;
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self.idle_tree = false;
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self.interact = false;
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self.flee = false;
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self.follow = true;
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self.hostile_tree = false;
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self.attack = false;
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self.choose_target = false;
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}
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pub fn hostile_tree(&mut self) {
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self.idle = false;
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self.idle_tree = false;
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self.interact = false;
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self.flee = false;
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self.follow = false;
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self.hostile_tree = true;
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self.attack = false;
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self.choose_target = false;
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}
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pub fn attack(&mut self) {
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self.idle = false;
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self.idle_tree = false;
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self.interact = false;
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self.flee = false;
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self.follow = false;
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self.hostile_tree = false;
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self.attack = true;
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self.choose_target = false;
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}
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pub fn choose_target(&mut self) {
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self.idle = false;
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self.idle_tree = false;
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self.interact = false;
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self.flee = false;
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self.follow = false;
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self.hostile_tree = false;
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self.attack = false;
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self.choose_target = true;
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}
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