Move more expensive perception check below validity check in filter; Reduce number of component fetches.

This commit is contained in:
holychowders 2022-04-27 19:29:10 -05:00
parent 5d78294141
commit 17f7353083
2 changed files with 55 additions and 63 deletions

View File

@ -13,13 +13,14 @@ use crate::{
},
data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
util::{
aim_projectile, are_our_owners_hostile, can_see_other, get_attacker, get_entity_by_id,
is_dead, is_dead_or_invulnerable, is_dressed_as_cultist, is_invulnerable,
is_village_guard, is_villager, stop_pursuing,
aim_projectile, are_our_owners_hostile, entities_have_line_of_sight, get_attacker,
get_entity_by_id, is_dead, is_dead_or_invulnerable, is_dressed_as_cultist,
is_invulnerable, is_village_guard, is_villager, stop_pursuing,
},
},
};
use common::{
combat::compute_stealth_coefficient,
comp::{
self,
agent::{
@ -1581,15 +1582,14 @@ impl<'a> AgentData<'a> {
let target = grid
.in_circle_aabr(self.pos.0.xy(), agent.psyche.search_dist())
.filter(|entity| {
is_valid_target(*entity)
&& can_see_other(agent, *self.entity, *entity, controller, read_data)
})
.filter(|entity| is_valid_target(*entity))
.filter_map(get_enemy)
.min_by_key(|entity| {
// TODO: This seems expensive. Cache this to avoid recomputing each tick
get_pos(*entity).map(|e_pos| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32)
});
.filter_map(|entity| get_pos(entity).map(|pos| (entity, pos)))
.filter(|(entity, e_pos)| {
self.can_see_entity(*entity, e_pos, agent, controller, read_data)
})
.min_by_key(|(_, e_pos)| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32)
.map(|(entity, _)| entity);
if agent.target.is_none() && target.is_some() {
if aggro_on {
@ -2412,4 +2412,46 @@ impl<'a> AgentData<'a> {
false
}
}
fn can_see_entity(
&self,
other: EcsEntity,
other_pos: &Pos,
agent: &Agent,
controller: &Controller,
read_data: &ReadData,
) -> bool {
let other_stealth_coefficient = {
let is_other_stealthy = read_data
.char_states
.get(other)
.map_or(false, CharacterState::is_stealthy);
if is_other_stealthy {
// TODO: We shouldn't have to check CharacterState. This should be factored in
// by the function (such as the one we're calling below) that supposedly
// computes a coefficient given stealthy-ness.
compute_stealth_coefficient(read_data.inventories.get(other))
} else {
1.0
}
};
let dist_sqrd = other_pos.0.distance_squared(self.pos.0);
let within_sight_dist = {
let sight_dist = agent.psyche.sight_dist / other_stealth_coefficient;
dist_sqrd < sight_dist.powi(2)
};
let within_fov = (other_pos.0 - self.pos.0)
.try_normalized()
.map_or(false, |v| v.dot(*controller.inputs.look_dir) > 0.15);
let other_body = read_data.bodies.get(other);
within_sight_dist
&& within_fov
&& entities_have_line_of_sight(self.pos, self.body, other_pos, other_body, read_data)
}
}

View File

@ -1,9 +1,8 @@
use crate::sys::agent::{AgentData, ReadData};
use common::{
combat::compute_stealth_coefficient,
comp::{
agent::Psyche, buff::BuffKind, inventory::item::ItemTag, item::ItemDesc, Agent, Alignment,
Body, CharacterState, Controller, Pos,
agent::Psyche, buff::BuffKind, inventory::item::ItemTag, item::ItemDesc, Alignment, Body,
Pos,
},
consts::GRAVITY,
terrain::Block,
@ -195,55 +194,6 @@ pub fn is_dressed_as_cultist(entity: EcsEntity, read_data: &ReadData) -> bool {
})
}
pub fn can_see_other(
agent: &Agent,
entity: EcsEntity,
other: EcsEntity,
controller: &Controller,
read_data: &ReadData,
) -> bool {
let other_stealth_coefficient = {
let is_other_stealthy = read_data
.char_states
.get(other)
.map_or(false, CharacterState::is_stealthy);
if is_other_stealthy {
// TODO: We shouldn't have to check CharacterState. This should be factored in
// by the function (such as the one we're calling below) that supposedly
// computes a coefficient given stealthy-ness.
compute_stealth_coefficient(read_data.inventories.get(other))
} else {
1.0
}
};
if let (Some(pos), Some(other_pos)) = (
read_data.positions.get(entity),
read_data.positions.get(other),
) {
let dist_sqrd = other_pos.0.distance_squared(pos.0);
let within_sight_dist = {
let sight_dist = agent.psyche.sight_dist / other_stealth_coefficient;
dist_sqrd < sight_dist.powi(2)
};
let within_fov = (other_pos.0 - pos.0)
.try_normalized()
.map_or(false, |v| v.dot(*controller.inputs.look_dir) > 0.15);
let body = read_data.bodies.get(entity);
let other_body = read_data.bodies.get(other);
within_sight_dist
&& within_fov
&& entities_have_line_of_sight(pos, body, other_pos, other_body, read_data)
} else {
false
}
}
pub fn get_attacker(entity: EcsEntity, read_data: &ReadData) -> Option<EcsEntity> {
read_data
.healths