Merge branch 'worldboss_aggro_fix' into 'master'

worldboss_aggro_fix

See merge request veloren/veloren!4490
This commit is contained in:
flo 2024-06-03 06:52:13 +00:00
commit 69003aaebe
4 changed files with 31 additions and 14 deletions

View File

@ -274,6 +274,10 @@ pub struct Psyche {
/// wandering behavior in the idle state, and scaling `aggro_dist` in
/// certain situations.
pub aggro_range_multiplier: f32,
/// Whether this entity should *intelligently* decide to loose aggro based
/// on distance from agent home and health, this is not suitable for world
/// bosses and roaming entities
pub should_stop_pursuing: bool,
}
impl<'a> From<&'a Body> for Psyche {
@ -425,6 +429,13 @@ impl<'a> From<&'a Body> for Psyche {
},
idle_wander_factor: 1.0,
aggro_range_multiplier: 1.0,
should_stop_pursuing: match body {
Body::BirdLarge(_) => false,
Body::BipedLarge(biped_large) => {
!matches!(biped_large.species, biped_large::Species::Gigasfrost)
},
_ => true,
},
}
}
}

View File

@ -994,7 +994,7 @@ impl<'a> AgentData<'a> {
controller.push_utterance(UtteranceKind::Surprised);
}
}
if agent.psyche.should_stop_pursuing || target.is_some() {
agent.target = target.map(|(entity, attack_target)| Target {
target: entity,
hostile: attack_target,
@ -1003,6 +1003,7 @@ impl<'a> AgentData<'a> {
last_known_pos: get_pos(entity).map(|pos| pos.0),
})
}
}
pub fn attack(
&self,

View File

@ -80,7 +80,8 @@ pub fn stop_pursuing(
dur_since_last_attacked: f64,
psyche: &Psyche,
) -> bool {
should_let_target_escape(
psyche.should_stop_pursuing
&& should_let_target_escape(
dist_to_home_sqrd,
dur_since_last_attacked,
own_health_fraction,

View File

@ -855,7 +855,7 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
let is_time_to_retarget =
read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS;
if !in_aggro_range && is_time_to_retarget {
if (!agent.psyche.should_stop_pursuing || !in_aggro_range) && is_time_to_retarget {
agent_data.choose_target(
agent,
controller,
@ -889,6 +889,10 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
}
}
}
// make sure world bosses and roaming entities stay aware, to continue pursuit
if !agent.psyche.should_stop_pursuing {
bdata.agent.awareness.set_maximally_aware();
}
}
false
}