Made agents flee

This commit is contained in:
Joshua Barretto 2020-07-29 20:58:14 +01:00
parent c8ae5163b3
commit 0bad704719
3 changed files with 77 additions and 6 deletions

View File

@ -1,4 +1,5 @@
use crate::{path::Chaser, sync::Uid};
use crate::{path::Chaser, sync::Uid, comp::Body};
use serde::{Deserialize, Serialize};
use specs::{Component, Entity as EcsEntity};
use specs_idvs::IdvStorage;
use vek::*;
@ -54,6 +55,33 @@ impl Component for Alignment {
type Storage = IdvStorage<Self>;
}
#[derive(Clone, Debug, Default)]
pub struct Psyche {
pub aggro: f32, // 0.0 = always flees, 1.0 = always attacks
}
impl<'a> From<&'a Body> for Psyche {
fn from(body: &'a Body) -> Self {
Self {
aggro: match body {
Body::Humanoid(_) => 0.8,
Body::QuadrupedSmall(_) => 0.35,
Body::QuadrupedMedium(_) => 0.5,
Body::QuadrupedLow(_) => 0.65,
Body::BirdMedium(_) => 1.0,
Body::BirdSmall(_) => 0.2,
Body::FishMedium(_) => 0.15,
Body::FishSmall(_) => 0.0,
Body::BipedLarge(_) => 1.0,
Body::Object(_) => 0.0,
Body::Golem(_) => 1.0,
Body::Critter(_) => 0.1,
Body::Dragon(_) => 1.0,
},
}
}
}
#[derive(Clone, Debug, Default)]
pub struct Agent {
pub patrol_origin: Option<Vec3<f32>>,
@ -61,6 +89,7 @@ pub struct Agent {
/// Does the agent talk when e.g. hit by the player
// TODO move speech patterns into a Behavior component
pub can_speak: bool,
pub psyche: Psyche,
}
impl Agent {
@ -69,11 +98,12 @@ impl Agent {
self
}
pub fn new(origin: Vec3<f32>, can_speak: bool) -> Self {
pub fn new(origin: Vec3<f32>, can_speak: bool, body: &Body) -> Self {
let patrol_origin = Some(origin);
Agent {
patrol_origin,
can_speak,
psyche: Psyche::from(body),
..Default::default()
}
}

View File

@ -402,7 +402,7 @@ fn walkable<V>(vol: &V, pos: Vec3<i32>) -> bool
where
V: BaseVol<Vox = Block> + ReadVol,
{
vol.get(pos - Vec3::new(0, 0, 1))
(vol.get(pos - Vec3::new(0, 0, 1))
.map(|b| b.is_solid() && b.get_height() == 1.0)
.unwrap_or(false)
&& vol
@ -412,7 +412,15 @@ where
&& vol
.get(pos + Vec3::new(0, 0, 1))
.map(|b| !b.is_solid())
.unwrap_or(true))
|| (vol
.get(pos + Vec3::new(0, 0, 0))
.map(|b| b.is_fluid())
.unwrap_or(true)
&& vol
.get(pos + Vec3::new(0, 0, 1))
.map(|b| b.is_fluid())
.unwrap_or(true))
}
#[allow(clippy::float_cmp)] // TODO: Pending review in #587
@ -449,7 +457,7 @@ where
let heuristic = |pos: &Vec3<i32>| (pos.distance_squared(end) as f32).sqrt();
let neighbors = |pos: &Vec3<i32>| {
let pos = *pos;
const DIRS: [Vec3<i32>; 17] = [
const DIRS: [Vec3<i32>; 18] = [
Vec3::new(0, 1, 0), // Forward
Vec3::new(0, 1, 1), // Forward upward
Vec3::new(0, 1, 2), // Forward Upwardx2
@ -466,7 +474,8 @@ where
Vec3::new(-1, 0, 1), // Left upward
Vec3::new(-1, 0, 2), // Left Upwardx2
Vec3::new(-1, 0, -1), // Left downward
Vec3::new(0, 0, -1), // Downwards
Vec3::new(0, 0, -1), // Downwards (water)
Vec3::new(0, 0, 1), // Upwards (water)
];
// let walkable = [

View File

@ -240,6 +240,7 @@ impl<'a> System<'a> for Sys {
bearing.xy().try_normalized().unwrap_or(Vec2::zero())
* speed.min(0.2 + (dist - AVG_FOLLOW_DIST) / 8.0);
inputs.jump.set_state(bearing.z > 1.5);
inputs.swim.set_state(bearing.z > 0.5);
}
} else {
do_idle = true;
@ -297,7 +298,37 @@ impl<'a> System<'a> for Sys {
}
let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
if dist_sqrd < (MIN_ATTACK_DIST * scale).powf(2.0) {
let damage = stats
.get(entity)
.map(|s| s.health.current() as f32 / s.health.maximum() as f32)
.unwrap_or(0.5);
// Flee
if 1.0 - agent.psyche.aggro > damage {
if let Some((bearing, speed)) = chaser.chase(
&*terrain,
pos.0,
vel.0,
// Away from the target (ironically)
tgt_pos.0 + (pos.0 - tgt_pos.0)
.try_normalized()
.unwrap_or_else(Vec3::unit_y) * 32.0,
TraversalConfig {
node_tolerance,
slow_factor,
on_ground: physics_state.on_ground,
min_tgt_dist: 1.25,
},
) {
inputs.move_dir = Vec2::from(bearing)
.try_normalized()
.unwrap_or(Vec2::zero())
* speed;
inputs.jump.set_state(bearing.z > 1.5);
inputs.swim.set_state(bearing.z > 0.5);
}
} else if dist_sqrd < (MIN_ATTACK_DIST * scale).powf(2.0) {
// Close-range attack
inputs.move_dir = Vec2::from(tgt_pos.0 - pos.0)
.try_normalized()
@ -360,6 +391,7 @@ impl<'a> System<'a> for Sys {
.unwrap_or(Vec2::zero())
* speed;
inputs.jump.set_state(bearing.z > 1.5);
inputs.swim.set_state(bearing.z > 0.5);
}
if dist_sqrd < 16.0f32.powf(2.0)