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Merge branch 'holychowders/agent_awareness2' into 'master'
Rework internal representation of agent awareness See merge request veloren/veloren!3661
This commit is contained in:
commit
1173c8257f
@ -18,7 +18,6 @@ use super::{dialogue::Subject, Pos};
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pub const DEFAULT_INTERACTION_TIME: f32 = 3.0;
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pub const TRADE_INTERACTION_TIME: f32 = 300.0;
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const AWARENESS_DECREMENT_CONSTANT: f32 = 2.1;
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const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
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//intentionally very few concurrent action state variables are allowed. This is
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@ -529,12 +528,77 @@ pub struct Agent {
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pub timer: Timer,
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pub bearing: Vec2<f32>,
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pub sounds_heard: Vec<Sound>,
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pub awareness: f32,
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pub position_pid_controller: Option<PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>>,
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/// Position from which to flee. Intended to be the agent's position plus a
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/// random position offset, to be used when a random flee direction is
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/// required and reset each time the flee timer is reset.
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pub flee_from_pos: Option<Pos>,
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pub awareness: Awareness,
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}
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#[derive(Clone, Debug)]
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/// Always clamped between `0.0` and `1.0`.
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pub struct Awareness {
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level: f32,
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reached: bool,
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}
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impl fmt::Display for Awareness {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { write!(f, "{:.2}", self.level) }
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}
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impl Awareness {
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const ALERT: f32 = 1.0;
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const HIGH: f32 = 0.6;
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const LOW: f32 = 0.1;
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const MEDIUM: f32 = 0.3;
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const UNAWARE: f32 = 0.0;
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pub fn new(level: f32) -> Self {
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Self {
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level: level.clamp(Self::UNAWARE, Self::ALERT),
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reached: false,
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}
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}
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/// The level of awareness as a decimal.
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pub fn level(&self) -> f32 { self.level }
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/// The level of awareness in English. To see if awareness has been fully
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/// reached, use `self.reached()`.
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pub fn state(&self) -> AwarenessState {
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if self.level == Self::ALERT {
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AwarenessState::Alert
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} else if self.level.is_between(Self::HIGH, Self::ALERT) {
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AwarenessState::High
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} else if self.level.is_between(Self::MEDIUM, Self::HIGH) {
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AwarenessState::Medium
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} else if self.level.is_between(Self::LOW, Self::MEDIUM) {
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AwarenessState::Low
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} else {
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AwarenessState::Unaware
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}
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}
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/// Awareness was reached at some point and has not been reset.
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pub fn reached(&self) -> bool { self.reached }
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pub fn change_by(&mut self, amount: f32) {
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self.level = (self.level + amount).clamp(Self::UNAWARE, Self::ALERT);
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if self.state() == AwarenessState::Alert {
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self.reached = true;
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} else if self.state() == AwarenessState::Unaware {
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self.reached = false;
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}
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}
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}
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#[derive(Clone, Debug, PartialOrd, PartialEq, Eq)]
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pub enum AwarenessState {
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Unaware = 0,
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Low = 1,
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Medium = 2,
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High = 3,
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Alert = 4,
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}
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/// State persistence object for the behavior tree
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@ -565,9 +629,9 @@ impl Agent {
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timer: Timer::default(),
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bearing: Vec2::zero(),
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sounds_heard: Vec::new(),
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awareness: 0.0,
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position_pid_controller: None,
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flee_from_pos: None,
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awareness: Awareness::new(0.0),
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}
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}
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@ -618,34 +682,6 @@ impl Agent {
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self
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}
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pub fn decrement_awareness(&mut self, dt: f32) {
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let mut decrement = dt * AWARENESS_DECREMENT_CONSTANT;
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let awareness = self.awareness;
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let too_high = awareness >= 100.0;
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let high = awareness >= 50.0;
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let medium = awareness >= 30.0;
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let low = awareness > 15.0;
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let positive = awareness >= 0.0;
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let negative = awareness < 0.0;
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if too_high {
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decrement *= 3.0;
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} else if high {
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decrement *= 1.0;
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} else if medium {
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decrement *= 2.5;
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} else if low {
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decrement *= 0.70;
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} else if positive {
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decrement *= 0.5;
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} else if negative {
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return;
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}
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self.awareness -= decrement;
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}
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pub fn forget_old_sounds(&mut self, time: f64) {
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if !self.sounds_heard.is_empty() {
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// Keep (retain) only newer sounds
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@ -1,7 +1,7 @@
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use crate::{
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consts::{
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AVG_FOLLOW_DIST, DEFAULT_ATTACK_RANGE, IDLE_HEALING_ITEM_THRESHOLD, PARTIAL_PATH_DIST,
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SEPARATION_BIAS, SEPARATION_DIST,
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SEPARATION_BIAS, SEPARATION_DIST, STD_AWARENESS_DECAY_RATE,
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},
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data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
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util::{
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@ -166,6 +166,11 @@ impl<'a> AgentData<'a> {
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enum ActionTimers {
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TimerIdle = 0,
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}
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agent
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.awareness
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.change_by(STD_AWARENESS_DECAY_RATE * read_data.dt.0);
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// Light lanterns at night
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// TODO Add a method to turn on NPC lanterns underground
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let lantern_equipped = self
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@ -696,13 +701,8 @@ impl<'a> AgentData<'a> {
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},
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};
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let can_sense_directly_near =
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{ |e_pos: &Pos| e_pos.0.distance_squared(self.pos.0) < 5_f32.powi(2) };
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let is_detected = |entity: EcsEntity, e_pos: &Pos| {
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let chance = thread_rng().gen_bool(0.3);
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(can_sense_directly_near(e_pos) && chance)
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self.can_sense_directly_near(e_pos)
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|| self.can_see_entity(agent, controller, entity, e_pos, read_data)
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};
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@ -1306,9 +1306,6 @@ impl<'a> AgentData<'a> {
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.map_or(false, |stats| stats.name == *"Guard".to_string());
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let follows_threatening_sounds = has_enemy_alignment || is_village_guard;
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// TODO: Awareness currently doesn't influence anything.
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//agent.awareness += 0.5 * sound.vol;
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if sound_was_threatening && is_close {
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if !self.below_flee_health(agent) && follows_threatening_sounds {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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@ -1517,7 +1514,7 @@ impl<'a> AgentData<'a> {
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}
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}
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fn can_see_entity(
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pub fn can_see_entity(
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&self,
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agent: &Agent,
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controller: &Controller,
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@ -1550,6 +1547,11 @@ impl<'a> AgentData<'a> {
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&& entities_have_line_of_sight(self.pos, self.body, other_pos, other_body, read_data)
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}
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pub fn can_sense_directly_near(&self, e_pos: &Pos) -> bool {
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let chance = thread_rng().gen_bool(0.3);
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e_pos.0.distance_squared(self.pos.0) < 5_f32.powi(2) && chance
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}
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pub fn menacing(
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&self,
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agent: &mut Agent,
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@ -14,4 +14,4 @@ pub const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
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pub const HEALING_ITEM_THRESHOLD: f32 = 0.5;
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pub const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999;
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pub const DEFAULT_ATTACK_RANGE: f32 = 2.0;
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pub const AWARENESS_INVESTIGATE_THRESHOLD: f32 = 1.0;
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pub const STD_AWARENESS_DECAY_RATE: f32 = -0.05;
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@ -203,6 +203,7 @@ impl<'a> System<'a> for Sys {
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msm: &read_data.msm,
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poise: read_data.poises.get(entity),
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};
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///////////////////////////////////////////////////////////
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// Behavior tree
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///////////////////////////////////////////////////////////
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@ -2,7 +2,8 @@ use crate::rtsim::Entity as RtSimEntity;
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use common::{
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comp::{
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agent::{
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AgentEvent, Target, TimerAction, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME,
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AgentEvent, AwarenessState, Target, TimerAction, DEFAULT_INTERACTION_TIME,
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TRADE_INTERACTION_TIME,
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},
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Agent, Alignment, BehaviorCapability, BehaviorState, Body, BuffKind, ControlAction,
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ControlEvent, Controller, InputKind, InventoryEvent, Pos, UtteranceKind,
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@ -11,7 +12,6 @@ use common::{
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path::TraversalConfig,
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};
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use rand::{prelude::ThreadRng, thread_rng, Rng};
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use server_agent::consts::NORMAL_FLEE_DIR_DIST;
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use specs::{
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saveload::{Marker, MarkerAllocator},
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Entity as EcsEntity,
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@ -27,7 +27,8 @@ use self::interaction::{
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use super::{
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consts::{
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DAMAGE_MEMORY_DURATION, FLEE_DURATION, HEALING_ITEM_THRESHOLD, MAX_FOLLOW_DIST,
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NPC_PICKUP_RANGE, RETARGETING_THRESHOLD_SECONDS,
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NORMAL_FLEE_DIR_DIST, NPC_PICKUP_RANGE, RETARGETING_THRESHOLD_SECONDS,
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STD_AWARENESS_DECAY_RATE,
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},
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data::{AgentData, ReadData, TargetData},
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util::{get_entity_by_id, is_dead, is_dead_or_invulnerable, is_invulnerable, stop_pursuing},
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@ -100,7 +101,8 @@ impl BehaviorTree {
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Self {
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tree: vec![
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untarget_if_dead,
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do_hostile_tree_if_hostile,
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update_target_awareness,
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do_hostile_tree_if_hostile_and_aware,
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do_pet_tree_if_owned,
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do_pickup_loot,
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do_idle_tree,
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@ -247,6 +249,8 @@ fn target_if_attacked(bdata: &mut BehaviorData) -> bool {
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.push_event(ControlEvent::Utterance(UtteranceKind::Angry));
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}
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bdata.agent.awareness.change_by(1.0);
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// Determine whether the new target should be a priority
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// over the old one (i.e: because it's either close or
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// because they attacked us).
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@ -316,10 +320,13 @@ fn untarget_if_dead(bdata: &mut BehaviorData) -> bool {
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false
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}
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/// If target is hostile, do the hostile tree and stop the current BehaviorTree
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fn do_hostile_tree_if_hostile(bdata: &mut BehaviorData) -> bool {
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/// If target is hostile and agent is aware of target, do the hostile tree and
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/// stop the current BehaviorTree
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fn do_hostile_tree_if_hostile_and_aware(bdata: &mut BehaviorData) -> bool {
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let alert = bdata.agent.awareness.reached();
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if let Some(Target { hostile, .. }) = bdata.agent.target {
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if hostile {
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if alert && hostile {
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BehaviorTree::hostile().run(bdata);
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return true;
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}
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@ -514,6 +521,41 @@ fn hurt_utterance(bdata: &mut BehaviorData) -> bool {
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false
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}
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fn update_target_awareness(bdata: &mut BehaviorData) -> bool {
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let BehaviorData {
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agent,
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agent_data,
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read_data,
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controller,
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..
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} = bdata;
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let target = agent.target.map(|t| t.target);
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let tgt_pos = target.and_then(|t| read_data.positions.get(t));
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if let (Some(target), Some(tgt_pos)) = (target, tgt_pos) {
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if agent_data.can_see_entity(agent, controller, target, tgt_pos, read_data) {
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agent.awareness.change_by(1.75 * read_data.dt.0);
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} else if agent_data.can_sense_directly_near(tgt_pos) {
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agent.awareness.change_by(0.25);
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} else {
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agent
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.awareness
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.change_by(STD_AWARENESS_DECAY_RATE * read_data.dt.0);
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}
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} else {
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agent
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.awareness
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.change_by(STD_AWARENESS_DECAY_RATE * read_data.dt.0);
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}
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if bdata.agent.awareness.state() == AwarenessState::Unaware {
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bdata.agent.target = None;
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}
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false
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}
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fn do_combat(bdata: &mut BehaviorData) -> bool {
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let BehaviorData {
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agent,
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