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Made NPCs prefer food when idle
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5c37786185
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@ -153,6 +153,19 @@ pub fn make_potion_bag(quantity: u32) -> Item {
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bag
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}
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#[must_use]
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pub fn make_food_bag(quantity: u32) -> Item {
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let mut bag = Item::new_from_asset_expect("common.items.armor.misc.bag.tiny_leather_pouch");
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if let Some(i) = bag.slots_mut().iter_mut().next() {
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let mut food = Item::new_from_asset_expect("common.items.food.apple_stick");
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if let Err(e) = food.set_amount(quantity) {
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warn!("Failed to set food quantity: {:?}", e);
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}
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*i = Some(food);
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}
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bag
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}
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#[must_use]
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// We have many species so this function is long
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// Also we are using default tools for un-specified species so
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@ -116,7 +116,7 @@ impl Link for Mounting {
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.map(|p| p.0.map(|e| e.floor()))
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.unwrap_or_else(|| terrain.find_space(old_pos).map(|e| e as f32))
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+ Vec3::new(0.5, 0.5, 0.0);
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force_update.insert(rider, comp::ForceUpdate);
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let _ = force_update.insert(rider, comp::ForceUpdate);
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});
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}
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}
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@ -1874,7 +1874,7 @@ fn resolve_e2e_collision(
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let diff = diff.normalized();
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*vel_delta += Vec3::from(diff) * force * step_delta * vel.0.xy().try_normalized().map_or(1.0, |dir| diff.dot(-dir).max(0.0));
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*vel_delta += Vec3::from(diff) * force * step_delta * vel.0.xy().try_normalized().map_or(1.0, |dir| diff.dot(-dir).max(0.025));
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}
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*collision_registered = true;
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@ -1,6 +1,6 @@
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use super::*;
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use common::{
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comp::inventory::{loadout_builder::make_potion_bag, slot::ArmorSlot},
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comp::inventory::{loadout_builder::{make_potion_bag, make_food_bag}, slot::ArmorSlot},
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resources::Time,
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rtsim::{Memory, MemoryItem},
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store::Id,
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@ -143,7 +143,9 @@ impl Entity {
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// give potions to traveler humanoids or return loadout as is otherwise
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match (body, kind) {
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(comp::Body::Humanoid(_), RtSimEntityKind::Random) => {
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|l, _| l.bag(ArmorSlot::Bag1, Some(make_potion_bag(100)))
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|l, _| l
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.bag(ArmorSlot::Bag1, Some(make_potion_bag(100)))
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.bag(ArmorSlot::Bag2, Some(make_food_bag(100)))
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},
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(_, RtSimEntityKind::Merchant) => {
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|l, trade| l.with_creator(world::site::settlement::merchant_loadout, trade)
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@ -176,6 +176,7 @@ const MAX_FLEE_DIST: f32 = 20.0;
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const AVG_FOLLOW_DIST: f32 = 6.0;
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const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
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const HEALING_ITEM_THRESHOLD: f32 = 0.5;
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const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999;
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const DEFAULT_ATTACK_RANGE: f32 = 2.0;
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const AWARENESS_INVESTIGATE_THRESHOLD: f32 = 1.0;
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const AWARENESS_DECREMENT_CONSTANT: f32 = 0.07;
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@ -671,7 +672,7 @@ impl<'a> AgentData<'a> {
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read_data: &ReadData,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller, false) {
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agent.action_state.timer = 0.01;
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return;
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}
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@ -809,7 +810,7 @@ impl<'a> AgentData<'a> {
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}
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};
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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if self.damage < IDLE_HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller, true) {
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agent.action_state.timer = 0.01;
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return;
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}
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@ -1427,30 +1428,32 @@ impl<'a> AgentData<'a> {
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/// Attempt to consume a healing item, and return whether any healing items
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/// were queued. Callers should use this to implement a delay so that
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/// the healing isn't interrupted.
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fn heal_self(&self, _agent: &mut Agent, controller: &mut Controller) -> bool {
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/// the healing isn't interrupted. If `relaxed` is `true`, we allow eating food and prioritise healing.
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fn heal_self(&self, _agent: &mut Agent, controller: &mut Controller, relaxed: bool) -> bool {
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let healing_value = |item: &Item| {
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let mut value = 0.0;
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if let ItemKind::Consumable {
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kind: ConsumableKind::Drink,
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kind,
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effects,
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..
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} = &item.kind
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{
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for effect in effects.iter() {
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use BuffKind::*;
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match effect {
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Effect::Health(HealthChange { amount, .. }) => {
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value += *amount;
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},
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Effect::Buff(BuffEffect { kind, data, .. })
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if matches!(kind, Regeneration | Saturation | Potion) =>
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{
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value +=
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data.strength * data.duration.map_or(0.0, |d| d.as_secs() as f32);
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},
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_ => {},
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if matches!(kind, ConsumableKind::Drink) || (relaxed && matches!(kind, ConsumableKind::Food)) {
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for effect in effects.iter() {
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use BuffKind::*;
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match effect {
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Effect::Health(HealthChange { amount, .. }) => {
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value += *amount;
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},
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Effect::Buff(BuffEffect { kind, data, .. })
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if matches!(kind, Regeneration | Saturation | Potion) =>
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{
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value +=
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data.strength * data.duration.map_or(0.0, |d| d.as_secs() as f32);
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},
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_ => {},
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}
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}
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}
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}
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@ -1466,7 +1469,11 @@ impl<'a> AgentData<'a> {
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})
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.collect();
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consumables.sort_by_key(|(_, item)| healing_value(item));
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consumables.sort_by_key(|(_, item)| if relaxed {
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-healing_value(item)
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} else {
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healing_value(item)
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});
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if let Some((id, _)) = consumables.last() {
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use comp::inventory::slot::Slot;
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