Reimplement !3467 + fix event being pushed in front of agent inbox

This commit is contained in:
Vincent Foulon 2022-08-06 13:05:36 +02:00
parent 6994b026b1
commit 4f53d055de
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GPG Key ID: 33A11279982853E9
3 changed files with 651 additions and 528 deletions

View File

@ -94,7 +94,7 @@ pub fn handle_health_change(server: &Server, entity: EcsEntity, change: HealthCh
let damage = -change.amount;
if damage > 5.0 {
if let Some(agent) = ecs.write_storage::<Agent>().get_mut(entity) {
agent.inbox.push_front(AgentEvent::Hurt);
agent.inbox.push_back(AgentEvent::Hurt);
}
}
}

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@ -3,22 +3,21 @@ use common::{
agent::{
AgentEvent, Target, TimerAction, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME,
},
compass::{Direction, Distance},
dialogue::{MoodContext, MoodState, Subject},
invite::{InviteKind, InviteResponse},
Agent, Alignment, BehaviorState, Body, BuffKind, ControlAction, ControlEvent, Controller,
InputKind, InventoryEvent, UnresolvedChatMsg, UtteranceKind,
Agent, Alignment, Behavior, BehaviorCapability, BehaviorState, Body, BuffKind,
ControlAction, ControlEvent, Controller, InputKind, InventoryEvent, UtteranceKind,
},
event::{Emitter, ServerEvent},
path::TraversalConfig,
rtsim::{Memory, MemoryItem, RtSimEvent},
trade::{TradeAction, TradePhase, TradeResult},
};
use rand::{prelude::ThreadRng, thread_rng, Rng};
use specs::saveload::{Marker, MarkerAllocator};
use vek::Vec2;
use crate::rtsim::entity::PersonalityTrait;
use self::interaction::{
handle_inbox_cancel_interactions, handle_inbox_finished_trade, handle_inbox_talk,
handle_inbox_trade_accepted, handle_inbox_trade_invite, handle_inbox_update_pending_trade,
increment_timer_deltatime, process_inbox_interaction, process_inbox_sound_and_hurt,
};
use super::{
consts::{
@ -29,8 +28,10 @@ use super::{
util::{get_entity_by_id, is_dead, is_dead_or_invulnerable, is_invulnerable, stop_pursuing},
};
mod interaction;
/// Struct containing essential data for running a behavior tree
struct BehaviorData<'a, 'b, 'c> {
pub struct BehaviorData<'a, 'b, 'c> {
agent: &'a mut Agent,
agent_data: AgentData<'a>,
read_data: &'a ReadData<'a>,
@ -58,8 +59,8 @@ impl BehaviorTree {
react_on_dangerous_fall,
react_if_on_fire,
target_if_attacked,
do_target_tree_if_target,
do_idle_tree,
do_target_tree_if_target_else_do_idle_tree,
process_inbox_interaction,
],
}
}
@ -83,22 +84,33 @@ impl BehaviorTree {
}
}
pub fn interaction() -> Self {
Self {
tree: vec![
increment_timer_deltatime,
handle_inbox_talk,
handle_inbox_trade_invite,
handle_inbox_trade_accepted,
handle_inbox_finished_trade,
handle_inbox_update_pending_trade,
],
pub fn interaction(behavior: Behavior) -> Self {
if behavior.can(BehaviorCapability::SPEAK) {
Self {
tree: vec![
increment_timer_deltatime,
handle_inbox_talk,
handle_inbox_trade_invite,
handle_inbox_trade_accepted,
handle_inbox_finished_trade,
handle_inbox_update_pending_trade,
],
}
} else {
Self {
tree: vec![handle_inbox_cancel_interactions],
}
}
}
pub fn hostile() -> Self {
Self {
tree: vec![heal_self_if_hurt, hurt_utterance, do_combat],
tree: vec![
handle_inbox_cancel_interactions,
heal_self_if_hurt,
hurt_utterance,
do_combat,
],
}
}
@ -107,7 +119,6 @@ impl BehaviorTree {
tree: vec![
set_owner_if_no_target,
process_inbox_sound_and_hurt,
process_inbox_interaction,
handle_timer,
],
}
@ -254,10 +265,13 @@ fn target_if_attacked(bdata: &mut BehaviorData) -> bool {
false
}
fn do_target_tree_if_target(bdata: &mut BehaviorData) -> bool {
/// If the agent has a target, do the target tree, else do the idle tree
/// This function won't stop the behavior tree
fn do_target_tree_if_target_else_do_idle_tree(bdata: &mut BehaviorData) -> bool {
if bdata.agent.target.is_some() {
BehaviorTree::target().run_with_behavior_data(bdata);
return true;
} else {
BehaviorTree::idle().run_with_behavior_data(bdata);
}
false
}
@ -415,45 +429,6 @@ fn set_owner_if_no_target(bdata: &mut BehaviorData) -> bool {
false
}
/// Interact if incoming messages
fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
if !bdata.agent.inbox.is_empty() {
if matches!(
bdata.agent.inbox.front(),
Some(AgentEvent::ServerSound(_)) | Some(AgentEvent::Hurt)
) {
let sound = bdata.agent.inbox.pop_front();
match sound {
Some(AgentEvent::ServerSound(sound)) => {
bdata.agent.sounds_heard.push(sound);
},
Some(AgentEvent::Hurt) => {
// Hurt utterances at random upon receiving damage
if bdata.rng.gen::<f32>() < 0.4 {
bdata.controller.push_utterance(UtteranceKind::Hurt);
}
},
//Note: this should be unreachable
Some(_) | None => {},
}
} else {
bdata.agent.action_state.timer = 0.1;
}
}
false
}
/// If we receive a new interaction, start the interaction timer
fn process_inbox_interaction(bdata: &mut BehaviorData) -> bool {
if bdata.agent.allowed_to_speak() && BehaviorTree::interaction().run_with_behavior_data(bdata) {
bdata
.agent
.timer
.start(bdata.read_data.time.0, TimerAction::Interact);
}
false
}
fn handle_timer(bdata: &mut BehaviorData) -> bool {
let timeout = if bdata.agent.behavior.is(BehaviorState::TRADING) {
TRADE_INTERACTION_TIME
@ -623,466 +598,3 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
}
false
}
fn increment_timer_deltatime(bdata: &mut BehaviorData) -> bool {
bdata.agent.action_state.timer += bdata.read_data.dt.0;
false
}
/// Handles Talk event if the front of the agent's inbox contains one
fn handle_inbox_talk(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::Talk(_, _))) {
return false;
}
if let Some(AgentEvent::Talk(by, subject)) = agent.inbox.pop_front() {
if agent.allowed_to_speak() {
if let Some(target) = get_entity_by_id(by.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
if agent_data.look_toward(controller, read_data, target) {
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
controller.push_utterance(UtteranceKind::Greeting);
match subject {
Subject::Regular => {
if let (Some((_travel_to, destination_name)), Some(rtsim_entity)) =
(&agent.rtsim_controller.travel_to, &agent_data.rtsim_entity)
{
let personality = &rtsim_entity.brain.personality;
let standard_response_msg = || -> String {
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"I'm heading to {}! Want to come along?",
destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Hrm.".to_string()
} else {
"Hello!".to_string()
}
};
let msg = if let Some(tgt_stats) = read_data.stats.get(target) {
agent.rtsim_controller.events.push(RtSimEvent::AddMemory(
Memory {
item: MemoryItem::CharacterInteraction {
name: tgt_stats.name.clone(),
},
time_to_forget: read_data.time.0 + 600.0,
},
));
if rtsim_entity.brain.remembers_character(&tgt_stats.name) {
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"Greetings fair {}! It has been far too long \
since last I saw you. I'm going to {} right now.",
&tgt_stats.name, destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Oh. It's you again.".to_string()
} else {
format!(
"Hi again {}! Unfortunately I'm in a hurry right \
now. See you!",
&tgt_stats.name
)
}
} else {
standard_response_msg()
}
} else {
standard_response_msg()
};
agent_data.chat_npc(msg, event_emitter);
} else if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(by, InviteKind::Trade);
agent_data.chat_npc(
"npc.speech.merchant_advertisement",
event_emitter,
);
} else {
let default_msg = "npc.speech.merchant_busy";
let msg = agent_data.rtsim_entity.map_or(default_msg, |e| {
if e.brain
.personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"npc.speech.merchant_busy_rude"
} else {
default_msg
}
});
agent_data.chat_npc(msg, event_emitter);
}
} else {
let mut rng = thread_rng();
if let Some(extreme_trait) = agent_data
.rtsim_entity
.and_then(|e| e.brain.personality.random_chat_trait(&mut rng))
{
let msg = match extreme_trait {
PersonalityTrait::Open => "npc.speech.villager_open",
PersonalityTrait::Adventurous => {
"npc.speech.villager_adventurous"
},
PersonalityTrait::Closed => "npc.speech.villager_closed",
PersonalityTrait::Conscientious => {
"npc.speech.villager_conscientious"
},
PersonalityTrait::Busybody => {
"npc.speech.villager_busybody"
},
PersonalityTrait::Unconscientious => {
"npc.speech.villager_unconscientious"
},
PersonalityTrait::Extroverted => {
"npc.speech.villager_extroverted"
},
PersonalityTrait::Introverted => {
"npc.speech.villager_introverted"
},
PersonalityTrait::Agreeable => {
"npc.speech.villager_agreeable"
},
PersonalityTrait::Sociable => {
"npc.speech.villager_sociable"
},
PersonalityTrait::Disagreeable => {
"npc.speech.villager_disagreeable"
},
PersonalityTrait::Neurotic => {
"npc.speech.villager_neurotic"
},
PersonalityTrait::Seeker => "npc.speech.villager_seeker",
PersonalityTrait::SadLoner => {
"npc.speech.villager_sad_loner"
},
PersonalityTrait::Worried => "npc.speech.villager_worried",
PersonalityTrait::Stable => "npc.speech.villager_stable",
};
agent_data.chat_npc(msg, event_emitter);
} else {
agent_data.chat_npc("npc.speech.villager", event_emitter);
}
}
},
Subject::Trade => {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(by, InviteKind::Trade);
agent_data.chat_npc(
"npc.speech.merchant_advertisement",
event_emitter,
);
} else {
agent_data.chat_npc("npc.speech.merchant_busy", event_emitter);
}
} else {
// TODO: maybe make some travellers willing to trade with
// simpler goods like potions
agent_data
.chat_npc("npc.speech.villager_decline_trade", event_emitter);
}
},
Subject::Mood => {
if let Some(rtsim_entity) = agent_data.rtsim_entity {
if !rtsim_entity.brain.remembers_mood() {
// TODO: the following code will need a rework to
// implement more mood contexts
// This require that town NPCs becomes rtsim_entities to
// work fully.
match rand::random::<u32>() % 3 {
0 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Good(
MoodContext::GoodWeather,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
1 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Neutral(
MoodContext::EverydayLife,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
2 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Bad(MoodContext::GoodWeather),
},
time_to_forget: read_data.time.0 + 86400.0,
}),
),
_ => {}, // will never happen
}
}
if let Some(memory) = rtsim_entity.brain.get_mood() {
let msg = match &memory.item {
MemoryItem::Mood { state } => state.describe(),
_ => "".to_string(),
};
agent_data.chat_npc(msg, event_emitter);
}
}
},
Subject::Location(location) => {
if let Some(tgt_pos) = read_data.positions.get(target) {
let raw_dir = location.origin.as_::<f32>() - tgt_pos.0.xy();
let dist = Distance::from_dir(raw_dir).name();
let dir = Direction::from_dir(raw_dir).name();
let msg = format!(
"{} ? I think it's {} {} from here!",
location.name, dist, dir
);
agent_data.chat_npc(msg, event_emitter);
}
},
Subject::Person(person) => {
if let Some(src_pos) = read_data.positions.get(target) {
let msg = if let Some(person_pos) = person.origin {
let distance =
Distance::from_dir(person_pos.xy() - src_pos.0.xy());
match distance {
Distance::NextTo | Distance::Near => {
format!(
"{} ? I think he's {} {} from here!",
person.name(),
distance.name(),
Direction::from_dir(
person_pos.xy() - src_pos.0.xy(),
)
.name()
)
},
_ => {
format!(
"{} ? I think he's gone visiting another town. \
Come back later!",
person.name()
)
},
}
} else {
format!(
"{} ? Sorry, I don't know where you can find him.",
person.name()
)
};
agent_data.chat_npc(msg, event_emitter);
}
},
Subject::Work => {},
}
}
}
}
}
true
}
fn handle_inbox_trade_invite(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::TradeInvite(_))) {
return false;
}
if let Some(AgentEvent::TradeInvite(with)) = agent.inbox.pop_front() {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
// stand still and looking towards the trading player
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
}
controller.push_invite_response(InviteResponse::Accept);
agent.behavior.unset(BehaviorState::TRADING_ISSUER);
agent.behavior.set(BehaviorState::TRADING);
} else {
controller.push_invite_response(InviteResponse::Decline);
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.merchant_busy",
agent,
event_emitter,
);
}
} else {
// TODO: Provide a hint where to find the closest merchant?
controller.push_invite_response(InviteResponse::Decline);
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.villager_decline_trade",
agent,
event_emitter,
);
}
}
true
}
fn handle_inbox_trade_accepted(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent, read_data, ..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::TradeAccepted(_))) {
return false;
}
if let Some(AgentEvent::TradeAccepted(with)) = agent.inbox.pop_front() {
if !agent.behavior.is(BehaviorState::TRADING) {
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
}
agent.behavior.set(BehaviorState::TRADING);
agent.behavior.set(BehaviorState::TRADING_ISSUER);
}
}
true
}
fn handle_inbox_finished_trade(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
event_emitter,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::FinishedTrade(_))) {
return false;
}
if let Some(AgentEvent::FinishedTrade(result)) = agent.inbox.pop_front() {
if agent.behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
agent_data.chat_npc("npc.speech.merchant_trade_successful", event_emitter);
},
_ => {
agent_data.chat_npc("npc.speech.merchant_trade_declined", event_emitter);
},
}
agent.behavior.unset(BehaviorState::TRADING);
}
}
true
}
fn handle_inbox_update_pending_trade(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::UpdatePendingTrade(_))) {
return false;
}
if let Some(AgentEvent::UpdatePendingTrade(boxval)) = agent.inbox.pop_front() {
let (tradeid, pending, prices, inventories) = *boxval;
if agent.behavior.is(BehaviorState::TRADING) {
let who: usize = if agent.behavior.is(BehaviorState::TRADING_ISSUER) {
0
} else {
1
};
let balance0: f32 = prices.balance(&pending.offers, &inventories, 1 - who, true);
let balance1: f32 = prices.balance(&pending.offers, &inventories, who, false);
if balance0 >= balance1 {
// If the trade is favourable to us, only send an accept message if we're
// not already accepting (since otherwise, spam-clicking the accept button
// results in lagging and moving to the review phase of an unfavorable trade
// (although since the phase is included in the message, this shouldn't
// result in fully accepting an unfavourable trade))
if !pending.accept_flags[who] && !pending.is_empty_trade() {
event_emitter.emit(ServerEvent::ProcessTradeAction(
*agent_data.entity,
tradeid,
TradeAction::Accept(pending.phase),
));
tracing::trace!(?tradeid, ?balance0, ?balance1, "Accept Pending Trade");
}
} else {
if balance1 > 0.0 {
let msg = format!(
"That only covers {:.0}% of my costs!",
(balance0 / balance1 * 100.0).floor()
);
if let Some(tgt_data) = &agent.target {
// If talking with someone in particular, "tell" it only to them
if let Some(with) = read_data.uids.get(tgt_data.target) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_tell(
*agent_data.uid,
*with,
msg,
)));
} else {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*agent_data.uid,
msg,
)));
}
} else {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*agent_data.uid,
msg,
)));
}
}
if pending.phase != TradePhase::Mutate {
// we got into the review phase but without balanced goods, decline
agent.behavior.unset(BehaviorState::TRADING);
event_emitter.emit(ServerEvent::ProcessTradeAction(
*agent_data.entity,
tradeid,
TradeAction::Decline,
));
}
}
}
}
true
}

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@ -0,0 +1,611 @@
use common::{
comp::{
agent::{AgentEvent, Target, TimerAction},
compass::{Direction, Distance},
dialogue::{MoodContext, MoodState, Subject},
invite::{InviteKind, InviteResponse},
BehaviorState, ControlAction, UnresolvedChatMsg, UtteranceKind,
},
event::ServerEvent,
rtsim::{Memory, MemoryItem, RtSimEvent},
trade::{TradeAction, TradePhase, TradeResult},
};
use rand::{thread_rng, Rng};
use specs::saveload::Marker;
use crate::{rtsim::entity::PersonalityTrait, sys::agent::util::get_entity_by_id};
use super::{BehaviorData, BehaviorTree};
/// Interact if incoming messages
pub fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
if !bdata.agent.inbox.is_empty() {
if matches!(
bdata.agent.inbox.front(),
Some(AgentEvent::ServerSound(_)) | Some(AgentEvent::Hurt)
) {
let sound = bdata.agent.inbox.pop_front();
match sound {
Some(AgentEvent::ServerSound(sound)) => {
bdata.agent.sounds_heard.push(sound);
},
Some(AgentEvent::Hurt) => {
// Hurt utterances at random upon receiving damage
if bdata.rng.gen::<f32>() < 0.4 {
bdata.controller.push_utterance(UtteranceKind::Hurt);
}
},
//Note: this should be unreachable
Some(_) | None => {},
}
} else {
bdata.agent.action_state.timer = 0.1;
}
}
false
}
/// If we receive a new interaction, start the interaction timer
pub fn process_inbox_interaction(bdata: &mut BehaviorData) -> bool {
if BehaviorTree::interaction(bdata.agent.behavior).run_with_behavior_data(bdata) {
bdata
.agent
.timer
.start(bdata.read_data.time.0, TimerAction::Interact);
}
false
}
pub fn increment_timer_deltatime(bdata: &mut BehaviorData) -> bool {
bdata.agent.action_state.timer += bdata.read_data.dt.0;
false
}
/// Handles Talk event if the front of the agent's inbox contains one
pub fn handle_inbox_talk(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::Talk(_, _))) {
return false;
}
if let Some(AgentEvent::Talk(by, subject)) = agent.inbox.pop_front() {
if agent.allowed_to_speak() {
if let Some(target) = get_entity_by_id(by.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
if agent_data.look_toward(controller, read_data, target) {
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
controller.push_utterance(UtteranceKind::Greeting);
match subject {
Subject::Regular => {
if let (Some((_travel_to, destination_name)), Some(rtsim_entity)) =
(&agent.rtsim_controller.travel_to, &agent_data.rtsim_entity)
{
let personality = &rtsim_entity.brain.personality;
let standard_response_msg = || -> String {
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"I'm heading to {}! Want to come along?",
destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Hrm.".to_string()
} else {
"Hello!".to_string()
}
};
let msg = if let Some(tgt_stats) = read_data.stats.get(target) {
agent.rtsim_controller.events.push(RtSimEvent::AddMemory(
Memory {
item: MemoryItem::CharacterInteraction {
name: tgt_stats.name.clone(),
},
time_to_forget: read_data.time.0 + 600.0,
},
));
if rtsim_entity.brain.remembers_character(&tgt_stats.name) {
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"Greetings fair {}! It has been far too long \
since last I saw you. I'm going to {} right now.",
&tgt_stats.name, destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Oh. It's you again.".to_string()
} else {
format!(
"Hi again {}! Unfortunately I'm in a hurry right \
now. See you!",
&tgt_stats.name
)
}
} else {
standard_response_msg()
}
} else {
standard_response_msg()
};
agent_data.chat_npc(msg, event_emitter);
} else if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(by, InviteKind::Trade);
agent_data.chat_npc(
"npc.speech.merchant_advertisement",
event_emitter,
);
} else {
let default_msg = "npc.speech.merchant_busy";
let msg = agent_data.rtsim_entity.map_or(default_msg, |e| {
if e.brain
.personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"npc.speech.merchant_busy_rude"
} else {
default_msg
}
});
agent_data.chat_npc(msg, event_emitter);
}
} else {
let mut rng = thread_rng();
if let Some(extreme_trait) = agent_data
.rtsim_entity
.and_then(|e| e.brain.personality.random_chat_trait(&mut rng))
{
let msg = match extreme_trait {
PersonalityTrait::Open => "npc.speech.villager_open",
PersonalityTrait::Adventurous => {
"npc.speech.villager_adventurous"
},
PersonalityTrait::Closed => "npc.speech.villager_closed",
PersonalityTrait::Conscientious => {
"npc.speech.villager_conscientious"
},
PersonalityTrait::Busybody => {
"npc.speech.villager_busybody"
},
PersonalityTrait::Unconscientious => {
"npc.speech.villager_unconscientious"
},
PersonalityTrait::Extroverted => {
"npc.speech.villager_extroverted"
},
PersonalityTrait::Introverted => {
"npc.speech.villager_introverted"
},
PersonalityTrait::Agreeable => {
"npc.speech.villager_agreeable"
},
PersonalityTrait::Sociable => {
"npc.speech.villager_sociable"
},
PersonalityTrait::Disagreeable => {
"npc.speech.villager_disagreeable"
},
PersonalityTrait::Neurotic => {
"npc.speech.villager_neurotic"
},
PersonalityTrait::Seeker => "npc.speech.villager_seeker",
PersonalityTrait::SadLoner => {
"npc.speech.villager_sad_loner"
},
PersonalityTrait::Worried => "npc.speech.villager_worried",
PersonalityTrait::Stable => "npc.speech.villager_stable",
};
agent_data.chat_npc(msg, event_emitter);
} else {
agent_data.chat_npc("npc.speech.villager", event_emitter);
}
}
},
Subject::Trade => {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(by, InviteKind::Trade);
agent_data.chat_npc(
"npc.speech.merchant_advertisement",
event_emitter,
);
} else {
agent_data.chat_npc("npc.speech.merchant_busy", event_emitter);
}
} else {
// TODO: maybe make some travellers willing to trade with
// simpler goods like potions
agent_data
.chat_npc("npc.speech.villager_decline_trade", event_emitter);
}
},
Subject::Mood => {
if let Some(rtsim_entity) = agent_data.rtsim_entity {
if !rtsim_entity.brain.remembers_mood() {
// TODO: the following code will need a rework to
// implement more mood contexts
// This require that town NPCs becomes rtsim_entities to
// work fully.
match rand::random::<u32>() % 3 {
0 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Good(
MoodContext::GoodWeather,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
1 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Neutral(
MoodContext::EverydayLife,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
2 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Bad(MoodContext::GoodWeather),
},
time_to_forget: read_data.time.0 + 86400.0,
}),
),
_ => {}, // will never happen
}
}
if let Some(memory) = rtsim_entity.brain.get_mood() {
let msg = match &memory.item {
MemoryItem::Mood { state } => state.describe(),
_ => "".to_string(),
};
agent_data.chat_npc(msg, event_emitter);
}
}
},
Subject::Location(location) => {
if let Some(tgt_pos) = read_data.positions.get(target) {
let raw_dir = location.origin.as_::<f32>() - tgt_pos.0.xy();
let dist = Distance::from_dir(raw_dir).name();
let dir = Direction::from_dir(raw_dir).name();
let msg = format!(
"{} ? I think it's {} {} from here!",
location.name, dist, dir
);
agent_data.chat_npc(msg, event_emitter);
}
},
Subject::Person(person) => {
if let Some(src_pos) = read_data.positions.get(target) {
let msg = if let Some(person_pos) = person.origin {
let distance =
Distance::from_dir(person_pos.xy() - src_pos.0.xy());
match distance {
Distance::NextTo | Distance::Near => {
format!(
"{} ? I think he's {} {} from here!",
person.name(),
distance.name(),
Direction::from_dir(
person_pos.xy() - src_pos.0.xy(),
)
.name()
)
},
_ => {
format!(
"{} ? I think he's gone visiting another town. \
Come back later!",
person.name()
)
},
}
} else {
format!(
"{} ? Sorry, I don't know where you can find him.",
person.name()
)
};
agent_data.chat_npc(msg, event_emitter);
}
},
Subject::Work => {},
}
}
}
}
}
true
}
pub fn handle_inbox_trade_invite(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::TradeInvite(_))) {
return false;
}
if let Some(AgentEvent::TradeInvite(with)) = agent.inbox.pop_front() {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
// stand still and looking towards the trading player
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
}
controller.push_invite_response(InviteResponse::Accept);
agent.behavior.unset(BehaviorState::TRADING_ISSUER);
agent.behavior.set(BehaviorState::TRADING);
} else {
controller.push_invite_response(InviteResponse::Decline);
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.merchant_busy",
agent,
event_emitter,
);
}
} else {
// TODO: Provide a hint where to find the closest merchant?
controller.push_invite_response(InviteResponse::Decline);
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.villager_decline_trade",
agent,
event_emitter,
);
}
}
true
}
pub fn handle_inbox_trade_accepted(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent, read_data, ..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::TradeAccepted(_))) {
return false;
}
if let Some(AgentEvent::TradeAccepted(with)) = agent.inbox.pop_front() {
if !agent.behavior.is(BehaviorState::TRADING) {
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
}
agent.behavior.set(BehaviorState::TRADING);
agent.behavior.set(BehaviorState::TRADING_ISSUER);
}
}
true
}
pub fn handle_inbox_finished_trade(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
event_emitter,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::FinishedTrade(_))) {
return false;
}
if let Some(AgentEvent::FinishedTrade(result)) = agent.inbox.pop_front() {
if agent.behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
agent_data.chat_npc("npc.speech.merchant_trade_successful", event_emitter);
},
_ => {
agent_data.chat_npc("npc.speech.merchant_trade_declined", event_emitter);
},
}
agent.behavior.unset(BehaviorState::TRADING);
}
}
true
}
pub fn handle_inbox_update_pending_trade(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::UpdatePendingTrade(_))) {
return false;
}
if let Some(AgentEvent::UpdatePendingTrade(boxval)) = agent.inbox.pop_front() {
let (tradeid, pending, prices, inventories) = *boxval;
if agent.behavior.is(BehaviorState::TRADING) {
let who: usize = if agent.behavior.is(BehaviorState::TRADING_ISSUER) {
0
} else {
1
};
let balance0: f32 = prices.balance(&pending.offers, &inventories, 1 - who, true);
let balance1: f32 = prices.balance(&pending.offers, &inventories, who, false);
if balance0 >= balance1 {
// If the trade is favourable to us, only send an accept message if we're
// not already accepting (since otherwise, spam-clicking the accept button
// results in lagging and moving to the review phase of an unfavorable trade
// (although since the phase is included in the message, this shouldn't
// result in fully accepting an unfavourable trade))
if !pending.accept_flags[who] && !pending.is_empty_trade() {
event_emitter.emit(ServerEvent::ProcessTradeAction(
*agent_data.entity,
tradeid,
TradeAction::Accept(pending.phase),
));
tracing::trace!(?tradeid, ?balance0, ?balance1, "Accept Pending Trade");
}
} else {
if balance1 > 0.0 {
let msg = format!(
"That only covers {:.0}% of my costs!",
(balance0 / balance1 * 100.0).floor()
);
if let Some(tgt_data) = &agent.target {
// If talking with someone in particular, "tell" it only to them
if let Some(with) = read_data.uids.get(tgt_data.target) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_tell(
*agent_data.uid,
*with,
msg,
)));
} else {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*agent_data.uid,
msg,
)));
}
} else {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*agent_data.uid,
msg,
)));
}
}
if pending.phase != TradePhase::Mutate {
// we got into the review phase but without balanced goods, decline
agent.behavior.unset(BehaviorState::TRADING);
event_emitter.emit(ServerEvent::ProcessTradeAction(
*agent_data.entity,
tradeid,
TradeAction::Decline,
));
}
}
}
}
true
}
pub fn handle_inbox_cancel_interactions(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
event_emitter,
controller,
..
} = bdata;
if let Some(msg) = agent.inbox.front() {
let used = match msg {
AgentEvent::Talk(by, _) | AgentEvent::TradeAccepted(by) => {
if let (Some(target), Some(speaker)) =
(agent.target, get_entity_by_id(by.id(), bdata.read_data))
{
// in combat, speak to players that aren't the current target
if !target.hostile || target.target != speaker {
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.villager_busy",
agent,
event_emitter,
);
}
}
true
},
AgentEvent::TradeInvite(by) => {
controller.push_invite_response(InviteResponse::Decline);
if let (Some(target), Some(speaker)) =
(agent.target, get_entity_by_id(by.id(), bdata.read_data))
{
// in combat, speak to players that aren't the current target
if !target.hostile || target.target != speaker {
if agent.behavior.can_trade() {
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.merchant_busy",
agent,
event_emitter,
);
} else {
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.villager_busy",
agent,
event_emitter,
);
}
}
}
true
},
AgentEvent::FinishedTrade(result) => {
// copy pasted from recv_interaction
// because the trade is not cancellable in this state
if agent.behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
agent_data
.chat_npc("npc.speech.merchant_trade_successful", event_emitter);
},
_ => {
agent_data
.chat_npc("npc.speech.merchant_trade_declined", event_emitter);
},
}
agent.behavior.unset(BehaviorState::TRADING);
}
true
},
AgentEvent::UpdatePendingTrade(boxval) => {
// immediately cancel the trade
let (tradeid, _pending, _prices, _inventories) = &**boxval;
agent.behavior.unset(BehaviorState::TRADING);
event_emitter.emit(ServerEvent::ProcessTradeAction(
*agent_data.entity,
*tradeid,
TradeAction::Decline,
));
agent_data.chat_npc("npc.speech.merchant_trade_cancelled_hostile", event_emitter);
true
},
AgentEvent::ServerSound(_) | AgentEvent::Hurt => false,
};
if used {
agent.inbox.pop_front();
}
return used;
}
false
}