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Flee if attacked even if attacker is not close.
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@ -68,6 +68,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Fixed npcs using `/say` instead of `/tell`
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- Fixed npcs using `/say` instead of `/tell`
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- Camera jittering in third person has been significantly reduced
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- Camera jittering in third person has been significantly reduced
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- Many water shader issues have been fixed
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- Many water shader issues have been fixed
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- Flee if attacked even if attacker is not close.
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## [0.13.0] - 2022-07-23
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## [0.13.0] - 2022-07-23
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@ -14,7 +14,7 @@ use std::{collections::VecDeque, fmt};
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use strum::{EnumIter, IntoEnumIterator};
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use strum::{EnumIter, IntoEnumIterator};
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use vek::*;
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use vek::*;
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use super::dialogue::Subject;
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use super::{dialogue::Subject, Pos};
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pub const DEFAULT_INTERACTION_TIME: f32 = 3.0;
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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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pub const TRADE_INTERACTION_TIME: f32 = 300.0;
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@ -531,6 +531,10 @@ pub struct Agent {
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pub sounds_heard: Vec<Sound>,
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pub sounds_heard: Vec<Sound>,
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pub awareness: f32,
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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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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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}
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}
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/// State persistence object for the behavior tree
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/// State persistence object for the behavior tree
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@ -563,6 +567,7 @@ impl Agent {
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sounds_heard: Vec::new(),
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sounds_heard: Vec::new(),
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awareness: 0.0,
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awareness: 0.0,
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position_pid_controller: None,
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position_pid_controller: None,
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flee_from_pos: None,
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}
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}
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}
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}
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@ -6,7 +6,9 @@ pub const MAX_PATH_DIST: f32 = 170.0;
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pub const PARTIAL_PATH_DIST: f32 = 50.0;
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pub const PARTIAL_PATH_DIST: f32 = 50.0;
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pub const SEPARATION_DIST: f32 = 10.0;
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pub const SEPARATION_DIST: f32 = 10.0;
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pub const SEPARATION_BIAS: f32 = 0.8;
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pub const SEPARATION_BIAS: f32 = 0.8;
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pub const MAX_FLEE_DIST: f32 = 20.0;
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/// The distance within which agents will flee directly away if attacked from
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/// distance or if attacker detected.
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pub const NORMAL_FLEE_DIR_DIST: f32 = 20.0;
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pub const AVG_FOLLOW_DIST: f32 = 6.0;
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pub const AVG_FOLLOW_DIST: f32 = 6.0;
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pub const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
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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 HEALING_ITEM_THRESHOLD: f32 = 0.5;
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@ -5,17 +5,18 @@ use common::{
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AgentEvent, Target, TimerAction, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME,
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AgentEvent, Target, TimerAction, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME,
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},
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},
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Agent, Alignment, BehaviorCapability, BehaviorState, Body, BuffKind, ControlAction,
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Agent, Alignment, BehaviorCapability, BehaviorState, Body, BuffKind, ControlAction,
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ControlEvent, Controller, InputKind, InventoryEvent, UtteranceKind,
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ControlEvent, Controller, InputKind, InventoryEvent, Pos, UtteranceKind,
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},
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},
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event::{Emitter, ServerEvent},
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event::{Emitter, ServerEvent},
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path::TraversalConfig,
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path::TraversalConfig,
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};
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};
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use rand::{prelude::ThreadRng, Rng};
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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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use specs::{
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saveload::{Marker, MarkerAllocator},
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saveload::{Marker, MarkerAllocator},
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Entity as EcsEntity,
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Entity as EcsEntity,
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};
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};
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use vek::Vec2;
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use vek::{Vec2, Vec3};
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use self::interaction::{
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use self::interaction::{
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handle_inbox_cancel_interactions, handle_inbox_finished_trade, handle_inbox_talk,
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handle_inbox_cancel_interactions, handle_inbox_finished_trade, handle_inbox_talk,
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@ -25,8 +26,8 @@ use self::interaction::{
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use super::{
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use super::{
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consts::{
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consts::{
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DAMAGE_MEMORY_DURATION, FLEE_DURATION, HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST,
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DAMAGE_MEMORY_DURATION, FLEE_DURATION, HEALING_ITEM_THRESHOLD, MAX_FOLLOW_DIST,
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MAX_FOLLOW_DIST, NPC_PICKUP_RANGE, RETARGETING_THRESHOLD_SECONDS,
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NPC_PICKUP_RANGE, RETARGETING_THRESHOLD_SECONDS,
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},
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},
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data::{AgentData, ReadData, TargetData},
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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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util::{get_entity_by_id, is_dead, is_dead_or_invulnerable, is_invulnerable, stop_pursuing},
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@ -560,10 +561,10 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
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let aggro_on = *aggro_on;
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let aggro_on = *aggro_on;
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if agent_data.below_flee_health(agent) {
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if agent_data.below_flee_health(agent) {
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let has_opportunity_to_flee = agent.action_state.timers
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let flee_timer_done = agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize]
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize]
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< FLEE_DURATION;
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> FLEE_DURATION;
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let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
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let within_normal_flee_dir_dist = dist_sqrd < NORMAL_FLEE_DIR_DIST.powi(2);
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// FIXME: Using action state timer to see if allowed to speak is a hack.
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// FIXME: Using action state timer to see if allowed to speak is a hack.
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if agent.action_state.timers
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if agent.action_state.timers
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@ -573,8 +574,21 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
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agent_data.cry_out(agent, event_emitter, read_data);
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agent_data.cry_out(agent, event_emitter, read_data);
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agent.action_state.timers
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agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
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} else if within_flee_distance && has_opportunity_to_flee {
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agent.flee_from_pos = {
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agent_data.flee(agent, controller, tgt_pos, &read_data.terrain);
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let random = || thread_rng().gen_range(-1.0..1.0);
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Some(Pos(
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agent_data.pos.0 + Vec3::new(random(), random(), random())
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))
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};
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} else if !flee_timer_done {
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if within_normal_flee_dir_dist {
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agent_data.flee(agent, controller, tgt_pos, &read_data.terrain);
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} else if let Some(random_pos) = agent.flee_from_pos {
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agent_data.flee(agent, controller, &random_pos, &read_data.terrain);
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} else {
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agent_data.flee(agent, controller, tgt_pos, &read_data.terrain);
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}
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agent.action_state.timers
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agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] +=
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] +=
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read_data.dt.0;
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read_data.dt.0;
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@ -582,6 +596,7 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
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agent.action_state.timers
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agent.action_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.0;
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.0;
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agent.target = None;
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agent.target = None;
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agent.flee_from_pos = None;
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agent_data.idle(agent, controller, read_data, rng);
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agent_data.idle(agent, controller, read_data, rng);
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}
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}
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} else if is_dead(target, read_data) {
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} else if is_dead(target, read_data) {
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