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Fix guards menacing instead of defending villagers
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@ -94,6 +94,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Items in hotbar no longer change when sorting inventory
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- Items in hotbar no longer change when sorting inventory
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- Lantern color changes when swapping lanterns
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- Lantern color changes when swapping lanterns
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- NPCs no longer wander off cliffs
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- NPCs no longer wander off cliffs
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- Guards will defend villagers instead of simply threatening the attacker
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## [0.11.0] - 2021-09-11
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## [0.11.0] - 2021-09-11
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@ -1425,6 +1425,7 @@ impl<'a> AgentData<'a> {
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event_emitter: &mut Emitter<'_, ServerEvent>,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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) {
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agent.action_state.timer = 0.0;
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agent.action_state.timer = 0.0;
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let mut aggro_on = false;
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let worth_choosing = |entity| {
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let worth_choosing = |entity| {
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read_data
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read_data
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@ -1508,11 +1509,10 @@ impl<'a> AgentData<'a> {
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.get(*self.entity)
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.get(*self.entity)
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.map_or(false, |stats| stats.name == "Guard");
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.map_or(false, |stats| stats.name == "Guard");
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let other_is_a_villager = matches!(e_alignment, Some(Alignment::Npc));
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let other_is_a_villager = matches!(e_alignment, Some(Alignment::Npc));
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let villager_has_taken_damage = e_health.last_change.time.0 < 5.0;
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let villager_has_taken_damage = read_data.time.0 - e_health.last_change.time.0 < 5.0;
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let attacker_of = |health: &Health| health.last_change.damage_by();
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let attacker_of = |health: &Health| health.last_change.damage_by();
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let i_should_defend = i_am_a_guard && other_is_a_villager && villager_has_taken_damage;
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let i_should_defend = i_am_a_guard && other_is_a_villager && villager_has_taken_damage;
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i_should_defend
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i_should_defend
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.then(|| {
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.then(|| {
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attacker_of(e_health)
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attacker_of(e_health)
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@ -1604,6 +1604,7 @@ impl<'a> AgentData<'a> {
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} else if is_owner_hostile(e_alignment) {
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} else if is_owner_hostile(e_alignment) {
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Some((entity, *e_pos))
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Some((entity, *e_pos))
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} else if let Some(villain_info) = guard_defending_villager(e_health, e_alignment) {
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} else if let Some(villain_info) = guard_defending_villager(e_health, e_alignment) {
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aggro_on = true;
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Some(villain_info)
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Some(villain_info)
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} else if rtsim_remember(e_stats, agent, event_emitter)
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} else if rtsim_remember(e_stats, agent, event_emitter)
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|| npc_sees_cultist(e_stats, e_inventory, agent, event_emitter)
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|| npc_sees_cultist(e_stats, e_inventory, agent, event_emitter)
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@ -1627,14 +1628,18 @@ impl<'a> AgentData<'a> {
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.map(|(e, _)| e);
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.map(|(e, _)| e);
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if agent.target.is_none() && target.is_some() {
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if agent.target.is_none() && target.is_some() {
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controller.push_utterance(UtteranceKind::Angry);
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if aggro_on {
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controller.push_utterance(UtteranceKind::Angry);
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} else {
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controller.push_utterance(UtteranceKind::Surprised);
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}
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}
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}
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agent.target = target.map(|target| Target {
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agent.target = target.map(|target| Target {
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target,
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target,
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hostile: true,
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hostile: true,
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selected_at: read_data.time.0,
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selected_at: read_data.time.0,
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aggro_on: false,
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aggro_on,
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});
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});
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}
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}
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