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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Cleaned up rtsim rules
This commit is contained in:
parent
3e0f5295c0
commit
5614eaa7a5
@ -296,6 +296,11 @@ pub enum ServerChatCommand {
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Respawn,
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RevokeBuild,
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RevokeBuildAll,
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RtsimChunk,
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RtsimInfo,
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RtsimNpc,
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RtsimPurge,
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RtsimTp,
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Safezone,
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Say,
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Scale,
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@ -310,11 +315,6 @@ pub enum ServerChatCommand {
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Tell,
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Time,
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Tp,
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RtsimChunk,
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RtsimInfo,
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RtsimNpc,
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RtsimPurge,
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RtsimTp,
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Unban,
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Version,
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Waypoint,
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@ -60,8 +60,9 @@ impl RtState {
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fn start_default_rules(&mut self) {
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info!("Starting default rtsim rules...");
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self.start_rule::<rule::setup::Setup>();
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self.start_rule::<rule::migrate::Migrate>();
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self.start_rule::<rule::replenish_resources::ReplenishResources>();
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self.start_rule::<rule::sync_npcs::SyncNpcs>();
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self.start_rule::<rule::simulate_npcs::SimulateNpcs>();
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self.start_rule::<rule::npc_ai::NpcAi>();
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}
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@ -1,7 +1,8 @@
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pub mod migrate;
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pub mod npc_ai;
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pub mod replenish_resources;
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pub mod setup;
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pub mod simulate_npcs;
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pub mod sync_npcs;
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use super::RtState;
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use std::fmt;
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@ -4,9 +4,9 @@ use tracing::warn;
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/// This rule runs at rtsim startup and broadly acts to perform some primitive
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/// migration/sanitisation in order to ensure that the state of rtsim is mostly
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/// sensible.
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pub struct Setup;
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pub struct Migrate;
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impl Rule for Setup {
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impl Rule for Migrate {
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fn start(rtstate: &mut RtState) -> Result<Self, RuleError> {
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rtstate.bind::<Self, OnSetup>(|ctx| {
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let data = &mut *ctx.state.data_mut();
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@ -20,7 +20,7 @@ use common::{
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vol::RectVolSize,
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};
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use fxhash::FxHasher64;
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use itertools::Itertools;
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use itertools::{Either, Itertools};
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use rand::prelude::*;
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use rand_chacha::ChaChaRng;
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use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
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@ -325,7 +325,7 @@ where
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}
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if let Some(path) = path_site(wpos, site_exit, site, ctx.index) {
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Some(itertools::Either::Left(
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Some(Either::Left(
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seq(path.into_iter().map(|wpos| goto_2d(wpos, 1.0, 8.0))).then(goto_2d(
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site_exit,
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speed_factor,
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@ -333,14 +333,10 @@ where
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)),
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))
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} else {
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Some(itertools::Either::Right(goto_2d(
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site_exit,
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speed_factor,
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8.0,
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)))
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Some(Either::Right(goto_2d(site_exit, speed_factor, 8.0)))
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}
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} else {
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Some(itertools::Either::Right(goto_2d(wpos, speed_factor, 8.0)))
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Some(Either::Right(goto_2d(wpos, speed_factor, 8.0)))
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}
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})
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}
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@ -410,9 +406,9 @@ fn travel_to_site(tgt_site: SiteId, speed_factor: f32) -> impl Action {
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// let track_len = ctx.world.civs().tracks.get(track_id).path().len();
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// // Tracks can be traversed backward (i.e: from end to beginning). Account for this.
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// seq(if reversed {
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// itertools::Either::Left((0..track_len).rev())
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// Either::Left((0..track_len).rev())
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// } else {
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// itertools::Either::Right(0..track_len)
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// Either::Right(0..track_len)
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// }
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// .enumerate()
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// .map(move |(i, node_idx)| now(move |ctx| {
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@ -456,7 +452,7 @@ fn timeout(time: f64) -> impl FnMut(&mut NpcCtx) -> bool + Clone + Send + Sync {
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fn socialize() -> impl Action {
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now(|ctx| {
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// TODO: Bit odd, should wait for a while after greeting
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if ctx.rng.gen_bool(0.0003) && let Some(other) = ctx
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if ctx.rng.gen_bool(0.004) && let Some(other) = ctx
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.state
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.data()
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.npcs
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@ -680,20 +676,18 @@ fn villager(visiting_site: SiteId) -> impl Action {
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})
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{
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// Walk to the plaza...
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travel_to_point(plaza_wpos, 0.5)
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.debug(|| "walk to plaza")
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// ...then wait for some time before moving on
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.then({
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let wait_time = ctx.rng.gen_range(30.0..90.0);
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socialize().repeat().stop_if(timeout(wait_time))
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.debug(|| "wait at plaza")
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})
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.map(|_| ())
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.boxed()
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Either::Left(travel_to_point(plaza_wpos, 0.5)
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.debug(|| "walk to plaza"))
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} else {
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// No plazas? :(
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finish().boxed()
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Either::Right(finish())
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}
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// ...then socialize for some time before moving on
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.then(socialize()
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.repeat()
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.stop_if(timeout(ctx.rng.gen_range(30.0..90.0)))
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.debug(|| "wait at plaza"))
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.map(|_| ())
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}))
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})
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.debug(move || format!("villager at site {:?}", visiting_site))
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@ -1,16 +1,16 @@
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use crate::{
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data::{npc::SimulationMode, Npc},
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event::{OnDeath, OnSetup, OnTick},
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event::{EventCtx, OnDeath, OnSetup, OnTick},
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RtState, Rule, RuleError,
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};
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use common::{
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comp::{self, Body},
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grid::Grid,
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rtsim::{Actor, NpcAction, NpcActivity, Personality},
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terrain::TerrainChunkSize,
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vol::RectVolSize,
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};
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use rand::{rngs::ThreadRng, seq::SliceRandom, Rng};
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use rand::prelude::*;
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use rand_chacha::ChaChaRng;
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use tracing::warn;
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use world::site::SiteKind;
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@ -18,10 +18,18 @@ pub struct SimulateNpcs;
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impl Rule for SimulateNpcs {
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fn start(rtstate: &mut RtState) -> Result<Self, RuleError> {
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rtstate.bind::<Self, OnSetup>(|ctx| {
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let data = &mut *ctx.state.data_mut();
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data.npcs.npc_grid = Grid::new(ctx.world.sim().get_size().as_(), Default::default());
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rtstate.bind::<Self, OnSetup>(on_setup);
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rtstate.bind::<Self, OnDeath>(on_death);
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rtstate.bind::<Self, OnTick>(on_tick);
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Ok(Self)
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}
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}
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fn on_setup(ctx: EventCtx<SimulateNpcs, OnSetup>) {
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let data = &mut *ctx.state.data_mut();
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// Add riders to vehicles
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for (npc_id, npc) in data.npcs.npcs.iter() {
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if let Some(ride) = &npc.riding {
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if let Some(vehicle) = data.npcs.vehicles.get_mut(ride.vehicle) {
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@ -32,23 +40,18 @@ impl Rule for SimulateNpcs {
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}
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}
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}
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if let Some(home) = npc.home.and_then(|home| data.sites.get_mut(home)) {
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home.population.insert(npc_id);
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}
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}
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});
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rtstate.bind::<Self, OnDeath>(|ctx| {
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fn on_death(ctx: EventCtx<SimulateNpcs, OnDeath>) {
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let data = &mut *ctx.state.data_mut();
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let npc_id = ctx.event.npc_id;
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let Some(npc) = data.npcs.get(npc_id) else {
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return;
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};
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if let Some(home) = npc.home.and_then(|home| data.sites.get_mut(home)) {
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home.population.remove(&npc_id);
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}
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let mut rng = rand::thread_rng();
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let mut rng = ChaChaRng::from_seed(thread_rng().gen::<[u8; 32]>());
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// Respawn dead NPCs
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match npc.body {
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Body::Humanoid(_) => {
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if let Some((site_id, site)) = data
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@ -63,13 +66,13 @@ impl Rule for SimulateNpcs {
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})
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.min_by_key(|(_, site)| site.population.len())
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{
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let rand_wpos = |rng: &mut ThreadRng| {
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let rand_wpos = |rng: &mut ChaChaRng| {
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let wpos2d = site.wpos.map(|e| e + rng.gen_range(-10..10));
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wpos2d
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.map(|e| e as f32 + 0.5)
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.with_z(ctx.world.sim().get_alt_approx(wpos2d).unwrap_or(0.0))
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};
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let random_humanoid = |rng: &mut ThreadRng| {
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let random_humanoid = |rng: &mut ChaChaRng| {
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let species = comp::humanoid::ALL_SPECIES.choose(&mut *rng).unwrap();
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Body::Humanoid(comp::humanoid::Body::random_with(rng, species))
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};
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@ -96,7 +99,7 @@ impl Rule for SimulateNpcs {
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})
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.min_by_key(|(_, site)| site.population.len())
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{
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let rand_wpos = |rng: &mut ThreadRng| {
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let rand_wpos = |rng: &mut ChaChaRng| {
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let wpos2d = site.wpos.map(|e| e + rng.gen_range(-10..10));
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wpos2d
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.map(|e| e as f32 + 0.5)
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@ -125,77 +128,29 @@ impl Rule for SimulateNpcs {
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},
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_ => unimplemented!(),
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}
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});
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}
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rtstate.bind::<Self, OnTick>(|ctx| {
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fn on_tick(ctx: EventCtx<SimulateNpcs, OnTick>) {
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let data = &mut *ctx.state.data_mut();
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for (vehicle_id, vehicle) in data.npcs.vehicles.iter_mut() {
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let chunk_pos =
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vehicle.wpos.xy().as_::<i32>() / TerrainChunkSize::RECT_SIZE.as_::<i32>();
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if vehicle.chunk_pos != Some(chunk_pos) {
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if let Some(cell) = vehicle
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.chunk_pos
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.and_then(|chunk_pos| data.npcs.npc_grid.get_mut(chunk_pos))
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for npc in data
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.npcs
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.npcs
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.values_mut()
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.filter(|npc| matches!(npc.mode, SimulationMode::Simulated))
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{
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if let Some(index) = cell.vehicles.iter().position(|id| *id == vehicle_id) {
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cell.vehicles.swap_remove(index);
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}
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}
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vehicle.chunk_pos = Some(chunk_pos);
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if let Some(cell) = data.npcs.npc_grid.get_mut(chunk_pos) {
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cell.vehicles.push(vehicle_id);
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}
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}
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}
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for (npc_id, npc) in data.npcs.npcs.iter_mut() {
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// Update the NPC's current site, if any
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npc.current_site = ctx
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.world
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.sim()
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.get(npc.wpos.xy().as_::<i32>() / TerrainChunkSize::RECT_SIZE.as_())
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.and_then(|chunk| {
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chunk
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.sites
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.iter()
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.find_map(|site| data.sites.world_site_map.get(site).copied())
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});
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let chunk_pos =
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npc.wpos.xy().as_::<i32>() / TerrainChunkSize::RECT_SIZE.as_::<i32>();
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if npc.chunk_pos != Some(chunk_pos) {
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if let Some(cell) = npc
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.chunk_pos
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.and_then(|chunk_pos| data.npcs.npc_grid.get_mut(chunk_pos))
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{
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if let Some(index) = cell.npcs.iter().position(|id| *id == npc_id) {
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cell.npcs.swap_remove(index);
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}
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}
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npc.chunk_pos = Some(chunk_pos);
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if let Some(cell) = data.npcs.npc_grid.get_mut(chunk_pos) {
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cell.npcs.push(npc_id);
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}
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}
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// Simulate the NPC's movement and interactions
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if matches!(npc.mode, SimulationMode::Simulated) {
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// Simulate NPC movement when riding
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if let Some(riding) = &npc.riding {
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if let Some(vehicle) = data.npcs.vehicles.get_mut(riding.vehicle) {
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match npc.controller.activity {
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// If steering, the NPC controls the vehicle's motion
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Some(NpcActivity::Goto(target, speed_factor))
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if riding.steering =>
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{
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Some(NpcActivity::Goto(target, speed_factor)) if riding.steering => {
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let diff = target.xy() - vehicle.wpos.xy();
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let dist2 = diff.magnitude_squared();
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if dist2 > 0.5f32.powi(2) {
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let mut wpos = vehicle.wpos
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+ (diff
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* (vehicle.get_speed()
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* speed_factor
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* ctx.event.dt
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* (vehicle.get_speed() * speed_factor * ctx.event.dt
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/ dist2.sqrt())
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.min(1.0))
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.with_z(0.0);
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@ -205,8 +160,11 @@ impl Rule for SimulateNpcs {
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| common::comp::ship::Body::AirBalloon => true,
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common::comp::ship::Body::SailBoat
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| common::comp::ship::Body::Galleon => {
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let chunk_pos = wpos.xy().as_::<i32>()
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/ TerrainChunkSize::RECT_SIZE.as_::<i32>();
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let chunk_pos =
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wpos.xy().as_::<i32>().map2(
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TerrainChunkSize::RECT_SIZE.as_::<i32>(),
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|e, sz| e.div_euclid(sz),
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);
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ctx.world
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.sim()
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.get(chunk_pos)
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@ -269,19 +227,13 @@ impl Rule for SimulateNpcs {
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if dist2 > 0.5f32.powi(2) {
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npc.wpos += (diff
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* (npc.body.max_speed_approx()
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* speed_factor
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* ctx.event.dt
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* (npc.body.max_speed_approx() * speed_factor * ctx.event.dt
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/ dist2.sqrt())
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.min(1.0))
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.with_z(0.0);
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}
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},
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Some(
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NpcActivity::Gather(_)
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| NpcActivity::HuntAnimals
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| NpcActivity::Dance,
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) => {
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Some(NpcActivity::Gather(_) | NpcActivity::HuntAnimals | NpcActivity::Dance) => {
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// TODO: Maybe they should walk around randomly
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// when gathering resources?
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},
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@ -292,7 +244,8 @@ impl Rule for SimulateNpcs {
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// Consume NPC actions
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for action in std::mem::take(&mut npc.controller.actions) {
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match action {
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NpcAction::Greet(_) | NpcAction::Say(_) => {}, // Currently, just swallow interactions
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NpcAction::Greet(_) | NpcAction::Say(_) => {}, /* Currently, just swallow
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* interactions */
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}
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}
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@ -305,8 +258,3 @@ impl Rule for SimulateNpcs {
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+ npc.body.flying_height();
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}
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}
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});
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Ok(Self)
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}
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}
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|
112
rtsim/src/rule/sync_npcs.rs
Normal file
112
rtsim/src/rule/sync_npcs.rs
Normal file
@ -0,0 +1,112 @@
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use crate::{
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event::{EventCtx, OnDeath, OnSetup, OnTick},
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RtState, Rule, RuleError,
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};
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use common::{grid::Grid, terrain::TerrainChunkSize, vol::RectVolSize};
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pub struct SyncNpcs;
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impl Rule for SyncNpcs {
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fn start(rtstate: &mut RtState) -> Result<Self, RuleError> {
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rtstate.bind::<Self, OnSetup>(on_setup);
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rtstate.bind::<Self, OnDeath>(on_death);
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rtstate.bind::<Self, OnTick>(on_tick);
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Ok(Self)
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}
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}
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fn on_setup(ctx: EventCtx<SyncNpcs, OnSetup>) {
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let data = &mut *ctx.state.data_mut();
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// Create NPC grid
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data.npcs.npc_grid = Grid::new(ctx.world.sim().get_size().as_(), Default::default());
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// Add NPCs to home population (TODO: Do this on entity creation?)
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for (npc_id, npc) in data.npcs.npcs.iter() {
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if let Some(home) = npc.home.and_then(|home| data.sites.get_mut(home)) {
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home.population.insert(npc_id);
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}
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}
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}
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fn on_death(ctx: EventCtx<SyncNpcs, OnDeath>) {
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let data = &mut *ctx.state.data_mut();
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println!("NPC DIED!");
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// Remove NPC from home population
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if let Some(home) = data
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.npcs
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.get(ctx.event.npc_id)
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.and_then(|npc| npc.home)
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.and_then(|home| data.sites.get_mut(home))
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{
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home.population.remove(&ctx.event.npc_id);
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}
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}
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fn on_tick(ctx: EventCtx<SyncNpcs, OnTick>) {
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let data = &mut *ctx.state.data_mut();
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// Update vehicle grid cells
|
||||
for (vehicle_id, vehicle) in data.npcs.vehicles.iter_mut() {
|
||||
let chunk_pos = vehicle.wpos.xy().as_::<i32>() / TerrainChunkSize::RECT_SIZE.as_::<i32>();
|
||||
if vehicle.chunk_pos != Some(chunk_pos) {
|
||||
if let Some(cell) = vehicle
|
||||
.chunk_pos
|
||||
.and_then(|chunk_pos| data.npcs.npc_grid.get_mut(chunk_pos))
|
||||
{
|
||||
if let Some(index) = cell.vehicles.iter().position(|id| *id == vehicle_id) {
|
||||
cell.vehicles.swap_remove(index);
|
||||
}
|
||||
}
|
||||
vehicle.chunk_pos = Some(chunk_pos);
|
||||
if let Some(cell) = data.npcs.npc_grid.get_mut(chunk_pos) {
|
||||
cell.vehicles.push(vehicle_id);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (npc_id, npc) in data.npcs.npcs.iter_mut() {
|
||||
// Update the NPC's current site, if any
|
||||
npc.current_site = ctx
|
||||
.world
|
||||
.sim()
|
||||
.get(
|
||||
npc.wpos
|
||||
.xy()
|
||||
.as_::<i32>()
|
||||
.map2(TerrainChunkSize::RECT_SIZE.as_::<i32>(), |e, sz| {
|
||||
e.div_euclid(sz)
|
||||
}),
|
||||
)
|
||||
.and_then(|chunk| {
|
||||
chunk
|
||||
.sites
|
||||
.iter()
|
||||
.find_map(|site| data.sites.world_site_map.get(site).copied())
|
||||
});
|
||||
|
||||
// Update the NPC's grid cell
|
||||
let chunk_pos = npc
|
||||
.wpos
|
||||
.xy()
|
||||
.as_::<i32>()
|
||||
.map2(TerrainChunkSize::RECT_SIZE.as_::<i32>(), |e, sz| {
|
||||
e.div_euclid(sz)
|
||||
});
|
||||
if npc.chunk_pos != Some(chunk_pos) {
|
||||
if let Some(cell) = npc
|
||||
.chunk_pos
|
||||
.and_then(|chunk_pos| data.npcs.npc_grid.get_mut(chunk_pos))
|
||||
{
|
||||
if let Some(index) = cell.npcs.iter().position(|id| *id == npc_id) {
|
||||
cell.npcs.swap_remove(index);
|
||||
}
|
||||
}
|
||||
npc.chunk_pos = Some(chunk_pos);
|
||||
if let Some(cell) = data.npcs.npc_grid.get_mut(chunk_pos) {
|
||||
cell.npcs.push(npc_id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -224,20 +224,12 @@ impl<'a> System<'a> for Sys {
|
||||
data.time_of_day = *time_of_day;
|
||||
|
||||
// Update character map (i.e: so that rtsim knows where players are)
|
||||
// TODO: Other entities too? Or do we now care about that?
|
||||
// TODO: Other entities too like animals? Or do we now care about that?
|
||||
data.npcs.character_map.clear();
|
||||
for (character, wpos) in
|
||||
(&presences, &positions)
|
||||
.join()
|
||||
.filter_map(|(presence, pos)| {
|
||||
for (presence, wpos) in (&presences, &positions).join() {
|
||||
if let PresenceKind::Character(character) = &presence.kind {
|
||||
Some((character, pos.0))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
{
|
||||
let chunk_pos = wpos
|
||||
.0
|
||||
.xy()
|
||||
.as_::<i32>()
|
||||
.map2(TerrainChunkSize::RECT_SIZE.as_::<i32>(), |e, sz| {
|
||||
@ -247,7 +239,8 @@ impl<'a> System<'a> for Sys {
|
||||
.character_map
|
||||
.entry(chunk_pos)
|
||||
.or_default()
|
||||
.push((*character, wpos));
|
||||
.push((*character, wpos.0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -477,18 +477,18 @@ fn handle_rtsim_actions(bdata: &mut BehaviorData) -> bool {
|
||||
NpcAction::Greet(actor) => {
|
||||
if bdata.agent.allowed_to_speak()
|
||||
&& let Some(target) = bdata.read_data.lookup_actor(actor)
|
||||
&& let Some(target_pos) = bdata.read_data.positions.get(target)
|
||||
{
|
||||
bdata.agent.target = Some(Target::new(
|
||||
target,
|
||||
false,
|
||||
bdata.read_data.time.0,
|
||||
false,
|
||||
Some(target_pos.0),
|
||||
bdata.read_data.positions.get(target).map(|p| p.0),
|
||||
));
|
||||
// We're always aware of someone we're talking to
|
||||
bdata.agent.awareness.set_maximally_aware();
|
||||
|
||||
bdata.controller.push_action(ControlAction::Stand);
|
||||
bdata.controller.push_action(ControlAction::Talk);
|
||||
bdata.controller.push_utterance(UtteranceKind::Greeting);
|
||||
bdata
|
||||
@ -499,20 +499,15 @@ fn handle_rtsim_actions(bdata: &mut BehaviorData) -> bool {
|
||||
.agent
|
||||
.timer
|
||||
.start(bdata.read_data.time.0, TimerAction::Interact);
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
},
|
||||
NpcAction::Say(msg) => {
|
||||
bdata.controller.push_utterance(UtteranceKind::Greeting);
|
||||
bdata.agent_data.chat_npc(msg, bdata.event_emitter);
|
||||
false
|
||||
},
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
/// Handle timed events, like looking at the player we are talking to
|
||||
|
Loading…
Reference in New Issue
Block a user