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Removed special-casing of merchants
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2d7d172f49
commit
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@ -11,5 +11,4 @@
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legs: Item("common.items.armor.merchant.pants"),
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feet: Item("common.items.armor.merchant.foot"),
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lantern: Item("common.items.lantern.black_0"),
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tabard: Item("common.items.debug.admin"),
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)
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)
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@ -475,9 +475,9 @@ fn handle_rtsim_actions(bdata: &mut BehaviorData) -> bool {
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match action {
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NpcAction::Greet(actor) => {
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if bdata.agent.allowed_to_speak() {
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if let Some(target) = bdata.read_data.lookup_actor(actor) {
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let target_pos = bdata.read_data.positions.get(target).map(|pos| pos.0);
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if let Some(target) = bdata.read_data.lookup_actor(actor)
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&& let Some(target_pos) = bdata.read_data.positions.get(target)
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{
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if bdata.agent_data.look_toward(
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&mut bdata.controller,
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&bdata.read_data,
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@ -488,7 +488,7 @@ fn handle_rtsim_actions(bdata: &mut BehaviorData) -> bool {
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false,
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bdata.read_data.time.0,
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false,
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target_pos,
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Some(target_pos.0),
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));
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bdata.controller.push_action(ControlAction::Talk);
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@ -212,8 +212,6 @@ const MENU_BG: Color = Color::Rgba(0.1, 0.12, 0.12, 1.0);
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/// Distance at which nametags are visible for group members
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const NAMETAG_GROUP_RANGE: f32 = 1000.0;
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/// Distance at which nametags are visible for merchants
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const NAMETAG_MERCHANT_RANGE: f32 = 50.0;
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/// Distance at which nametags are visible
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const NAMETAG_RANGE: f32 = 40.0;
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/// Time nametags stay visible after doing damage even if they are out of range
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@ -2268,11 +2266,6 @@ impl Hud {
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let pos = interpolated.map_or(pos.0, |i| i.pos);
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let in_group = client.group_members().contains_key(uid);
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let is_me = entity == me;
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// TODO: once the site2 rework lands and merchants have dedicated stalls or
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// buildings, they no longer need to be emphasized via the higher overhead
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// text radius relative to other NPCs
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let is_merchant =
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stats.name == "Merchant" && client.player_list().get(uid).is_none();
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let dist_sqr = pos.distance_squared(player_pos);
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// Determine whether to display nametag and healthbar based on whether the
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// entity has been damaged, is targeted/selected, or is in your group
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@ -2282,13 +2275,10 @@ impl Hud {
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&& (info.target_entity.map_or(false, |e| e == entity)
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|| info.selected_entity.map_or(false, |s| s.0 == entity)
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|| health.map_or(true, overhead::should_show_healthbar)
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|| in_group
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|| is_merchant)
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|| in_group)
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&& dist_sqr
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< (if in_group {
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NAMETAG_GROUP_RANGE
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} else if is_merchant {
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NAMETAG_MERCHANT_RANGE
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} else if hpfl
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.time_since_last_dmg_by_me
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.map_or(false, |t| t < NAMETAG_DMG_TIME)
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