Prevent safezoned villagers from spamming messages upon seeing an enemy

This commit is contained in:
holychowders 2021-04-25 21:24:06 +00:00 committed by Samuel Keiffer
parent ecb176158c
commit 5488f9f525
2 changed files with 14 additions and 7 deletions

View File

@ -102,6 +102,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Staff fire shockwave ability no longer has an unlimited vertical range
- Skillbar buttons correctly account for skill points when checking if player has enough stamina for the ability.
- Burning Debuff icon is now displayed correctly.
- Villagers in safezones no longer spam messages upon seeing an enemy
## [0.9.0] - 2021-03-20

View File

@ -619,23 +619,25 @@ impl<'a> AgentData<'a> {
self.idle(agent, controller, &read_data);
}
// If not fleeing, attack the hostile
// entity!
// If not fleeing, attack the hostile entity!
} else {
// If the hostile entity is dead or in a safezone, return to idle
// If the hostile entity is dead or has an invulnerability buff (eg, those
// applied in safezones), return to idle
if should_stop_attacking(
read_data.healths.get(target),
read_data.buffs.get(target),
) {
agent.target = None;
if agent.behavior.can(BehaviorCapability::SPEAK) {
let msg = "npc.speech.villager_enemy_killed".to_string();
event_emitter
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
}
agent.target = None;
// Choose a new target every 10 seconds, but only for
// enemies
// TODO: This should be more principled. Consider factoring
// TODO: This should be more
// principled. Consider factoring
// health, combat rating, wielded weapon, etc, into the
// decision to change target.
} else if read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS
@ -1411,6 +1413,7 @@ impl<'a> AgentData<'a> {
|| e_pos.0.distance_squared(self.pos.0) < listen_dist.powi(2)) // TODO implement proper sound system for agents
&& e != self.entity
&& !e_health.is_dead
&& !invulnerability_is_in_buffs(read_data.buffs.get(*e))
&& (try_owner_alignment(self.alignment, &read_data).and_then(|a| try_owner_alignment(*e_alignment, &read_data).map(|b| a.hostile_towards(*b))).unwrap_or(false) || (
if let Some(rtsim_entity) = &self.rtsim_entity {
if rtsim_entity.brain.remembers_fight_with_character(&e_stats.name) {
@ -2868,8 +2871,11 @@ fn can_see_tgt(terrain: &TerrainGrid, pos: &Pos, tgt_pos: &Pos, dist_sqrd: f32)
// If target is dead or has invulnerability buff, returns true
fn should_stop_attacking(health: Option<&Health>, buffs: Option<&Buffs>) -> bool {
health.map_or(true, |a| a.is_dead)
|| buffs.map_or(false, |b| b.kinds.contains_key(&BuffKind::Invulnerability))
health.map_or(true, |a| a.is_dead) || invulnerability_is_in_buffs(buffs)
}
fn invulnerability_is_in_buffs(buffs: Option<&Buffs>) -> bool {
buffs.map_or(false, |b| b.kinds.contains_key(&BuffKind::Invulnerability))
}
/// Attempts to get alignment of owner if entity has Owned alignment