PoC: Refactor agent's behavior tree

This commit is contained in:
Vincent Foulon 2022-07-28 23:31:44 +02:00
parent 1066553f21
commit 6fae4efd45
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2 changed files with 742 additions and 125 deletions

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@ -1,4 +1,5 @@
pub mod attack;
pub mod behavior;
pub mod consts;
pub mod data;
pub mod util;
@ -6,6 +7,7 @@ pub mod util;
use crate::{
rtsim::{entity::PersonalityTrait, RtSim},
sys::agent::{
behavior::BehaviorTree,
consts::{
AVG_FOLLOW_DIST, DAMAGE_MEMORY_DURATION, DEFAULT_ATTACK_RANGE, FLEE_DURATION,
HEALING_ITEM_THRESHOLD, IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST,
@ -259,137 +261,120 @@ impl<'a> System<'a> for Sys {
// Falling damage starts from 30.0 as of time of writing
// But keep in mind our 25 m/s gravity
let is_falling_dangerous = data.vel.0.z < -20.0;
let is_on_fire = read_data
.buffs
.get(entity)
.map_or(false, |b| b.kinds.contains_key(&BuffKind::Burning));
BehaviorTree::root().run(
agent,
data,
&read_data,
&mut event_emitter,
controller,
);
// If falling velocity is critical, throw everything
// and save yourself!
// let is_falling_dangerous = data.vel.0.z < -20.0;
// let is_on_fire = read_data
// .buffs
// .get(entity)
// .map_or(false, |b| b.kinds.contains_key(&BuffKind::Burning));
// // If falling velocity is critical, throw everything
// // and save yourself!
// //
// // If can fly - fly.
// // If have glider - glide.
// // Else, rest in peace.
// if is_falling_dangerous && data.traversal_config.can_fly {
// data.fly_upward(controller)
// } else if is_falling_dangerous && data.glider_equipped {
// data.glider_fall(controller);
// // If on fire and able, stop, drop, and roll
// } else if is_on_fire
// && data.body.map_or(false, |b| b.is_humanoid())
// && data.physics_state.on_ground.is_some()
// && rng.gen_bool((2.0 * read_data.dt.0).clamp(0.0, 1.0) as f64)
// {
// controller.inputs.move_dir = ori
// .look_vec()
// .xy()
// .try_normalized()
// .unwrap_or_else(Vec2::zero);
// controller.push_basic_input(InputKind::Roll);
// } else {
// // Target an entity that's attacking us if the attack was recent and we
// have // a health component
// match health {
// Some(health)
// if read_data.time.0 - health.last_change.time.0
// < DAMAGE_MEMORY_DURATION =>
// {
// if let Some(by) = health.last_change.damage_by() {
// if let Some(attacker) =
//
// If can fly - fly.
// If have glider - glide.
// Else, rest in peace.
if is_falling_dangerous && data.traversal_config.can_fly {
data.fly_upward(controller)
} else if is_falling_dangerous && data.glider_equipped {
data.glider_fall(controller);
// If on fire and able, stop, drop, and roll
} else if is_on_fire
&& data.body.map_or(false, |b| b.is_humanoid())
&& data.physics_state.on_ground.is_some()
&& rng.gen_bool((2.0 * read_data.dt.0).clamp(0.0, 1.0) as f64)
{
controller.inputs.move_dir = ori
.look_vec()
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero);
controller.push_basic_input(InputKind::Roll);
} else {
// Target an entity that's attacking us if the attack was recent and we have
// a health component
match health {
Some(health)
if read_data.time.0 - health.last_change.time.0
< DAMAGE_MEMORY_DURATION =>
{
if let Some(by) = health.last_change.damage_by() {
if let Some(attacker) =
read_data.uid_allocator.retrieve_entity_internal(by.uid().0)
{
// If target is dead or invulnerable (for now, this only
// means safezone), untarget them and idle.
if is_dead_or_invulnerable(attacker, &read_data) {
agent.target = None;
} else {
if agent.target.is_none() {
controller.push_event(ControlEvent::Utterance(
UtteranceKind::Angry,
));
}
// read_data.uid_allocator.retrieve_entity_internal(by.uid().0)
// {
// // If target is dead or invulnerable (for now, this only
// // means safezone), untarget them and idle.
// if is_dead_or_invulnerable(attacker, &read_data) {
// agent.target = None;
// } else {
// if agent.target.is_none() {
// controller.push_event(ControlEvent::Utterance(
// UtteranceKind::Angry,
// ));
// }
// Determine whether the new target should be a priority
// over the old one (i.e: because it's either close or
// because they attacked us).
if agent.target.map_or(true, |target| {
data.is_more_dangerous_than_target(
attacker, target, &read_data,
)
}) {
agent.target = Some(Target {
target: attacker,
hostile: true,
selected_at: read_data.time.0,
aggro_on: true,
});
}
// // Determine whether the new target should be a
// priority // over the old one
// (i.e: because it's either close or
// // because they attacked us). if
// agent.target.map_or(true, |target| {
// data.is_more_dangerous_than_target(
// attacker, target, &read_data,
// ) }) {
// agent.target = Some(Target {
// target: attacker,
// hostile: true,
// selected_at: read_data.time.0,
// aggro_on: true,
// });
// }
// Remember this attack if we're an RtSim entity
if let Some(attacker_stats) =
data.rtsim_entity.and(read_data.stats.get(attacker))
{
agent.add_fight_to_memory(
&attacker_stats.name,
read_data.time.0,
);
}
}
}
}
},
_ => {},
}
// // Remember this attack if we're an RtSim entity
// if let Some(attacker_stats) =
//
// data.rtsim_entity.and(read_data.stats.get(attacker))
// {
// agent.add_fight_to_memory(
// &attacker_stats.name,
// read_data.time.0,
// );
// }
// }
// }
// }
// },
// _ => {},
// }
if let Some(target_info) = agent.target {
data.react_to_target(
agent,
controller,
&read_data,
&mut event_emitter,
target_info,
&mut rng,
);
} else {
data.idle_tree(agent, controller, &read_data, &mut rng);
}
if agent.allowed_to_speak()
&& data.recv_interaction(
agent,
controller,
&read_data,
&mut event_emitter,
)
{
agent.timer.start(read_data.time.0, TimerAction::Interact);
}
// Interact if incoming messages
if !agent.inbox.is_empty() {
if matches!(
agent.inbox.front(),
Some(AgentEvent::ServerSound(_)) | Some(AgentEvent::Hurt)
) {
let sound = agent.inbox.pop_front();
match sound {
Some(AgentEvent::ServerSound(sound)) => {
agent.sounds_heard.push(sound);
},
Some(AgentEvent::Hurt) => {
// Hurt utterances at random upon receiving damage
if rng.gen::<f32>() < 0.4 {
controller.push_utterance(UtteranceKind::Hurt);
}
},
//Note: this should be unreachable
Some(_) | None => return,
}
} else {
agent.action_state.timer = 0.1;
}
}
}
// if let Some(target_info) = agent.target {
// data.react_to_target(
// agent,
// controller,
// &read_data,
// &mut event_emitter,
// target_info,
// &mut rng,
// );
// } else {
// data.idle_tree(
// agent,
// controller,
// &read_data,
// &mut event_emitter,
// &mut rng,
// );
// }
// }
debug_assert!(controller.inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
debug_assert!(controller.inputs.look_dir.map(|e| !e.is_nan()).reduce_and());

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@ -0,0 +1,632 @@
use common::{
comp::{
agent::{
AgentEvent, Target, TimerAction, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME,
},
Agent, Alignment, BehaviorState, Body, BuffKind, ControlAction, ControlEvent, Controller,
InputKind, InventoryEvent, UtteranceKind,
},
event::{Emitter, ServerEvent},
path::TraversalConfig,
};
use common_base::prof_span;
use rand::{prelude::ThreadRng, thread_rng, Rng};
use specs::saveload::{Marker, MarkerAllocator};
use vek::Vec2;
use super::{
consts::{
DAMAGE_MEMORY_DURATION, FLEE_DURATION, HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST,
MAX_FOLLOW_DIST, NPC_PICKUP_RANGE, RETARGETING_THRESHOLD_SECONDS,
},
data::{AgentData, ReadData, TargetData},
util::{get_entity_by_id, is_dead, is_dead_or_invulnerable, is_invulnerable, stop_pursuing},
};
/// Struct containing essential data for running a behavior tree
struct BehaviorData<'a, 'b, 'c> {
agent: &'a mut Agent,
agent_data: AgentData<'a>,
read_data: &'a ReadData<'a>,
event_emitter: &'a mut Emitter<'c, ServerEvent>,
controller: &'a mut Controller,
rng: &'b mut ThreadRng,
}
/// Behavior function
/// Determines if the current situation can be handled and act accordingly
/// Returns true if an action has been taken, stopping the tree execution
type BehaviorFn = fn(&mut BehaviorData) -> bool;
/// ~~list~~ ""tree"" of behavior functions
/// This struct will allow you to run through multiple behavior function until
/// one finally handles an event
pub struct BehaviorTree {
tree: Vec<BehaviorFn>,
}
impl BehaviorTree {
pub fn root() -> Self {
Self {
tree: vec![
react_on_dangerous_fall,
react_if_on_fire,
target_if_attacked,
do_target_tree_if_target,
do_idle_tree,
],
}
}
pub fn target() -> Self {
Self {
tree: vec![
untarget_if_dead,
do_hostile_tree_if_hostile,
do_pet_tree_if_owned,
do_pickup_loot,
untarget,
do_idle_tree,
],
}
}
pub fn pet() -> Self {
Self {
tree: vec![follow_if_far_away, attack_if_owner_hurt, do_idle_tree],
}
}
pub fn hostile() -> Self {
Self {
tree: vec![heal_self_if_hurt, hurt_utterance, do_combat],
}
}
pub fn idle() -> Self {
Self {
tree: vec![
set_owner_if_no_target,
process_inbox_sound_and_hurt,
process_inbox_interaction,
handle_timer,
],
}
}
/// Run the behavior tree until an event has been handled
pub fn run<'a, 'b>(
&self,
agent: &'a mut Agent,
agent_data: AgentData<'a>,
read_data: &'a ReadData,
event_emitter: &'a mut Emitter<'b, ServerEvent>,
controller: &'a mut Controller,
) -> bool {
let mut behavior_data = BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
rng: &mut thread_rng(),
};
self.run_with_behavior_data(&mut behavior_data)
}
fn run_with_behavior_data(&self, bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "Behavior Tree");
for behavior_fn in self.tree.iter() {
if behavior_fn(bdata) {
return true;
}
}
false
}
}
/// If falling velocity is critical, throw everything
/// and save yourself!
///
/// If can fly - fly.
/// If have glider - glide.
/// Else, rest in peace.
fn react_on_dangerous_fall(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT react_on_dangerous_fall");
// Falling damage starts from 30.0 as of time of writing
// But keep in mind our 25 m/s gravity
let is_falling_dangerous = bdata.agent_data.vel.0.z < -20.0;
if is_falling_dangerous && bdata.agent_data.traversal_config.can_fly {
bdata.agent_data.fly_upward(bdata.controller);
return true;
} else if is_falling_dangerous && bdata.agent_data.glider_equipped {
bdata.agent_data.glider_fall(bdata.controller);
return true;
}
false
}
/// If on fire and able, stop, drop, and roll
fn react_if_on_fire(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT react_if_on_fire");
let is_on_fire = bdata
.read_data
.buffs
.get(*bdata.agent_data.entity)
.map_or(false, |b| b.kinds.contains_key(&BuffKind::Burning));
if is_on_fire
&& bdata.agent_data.body.map_or(false, |b| b.is_humanoid())
&& bdata.agent_data.physics_state.on_ground.is_some()
&& bdata
.rng
.gen_bool((2.0 * bdata.read_data.dt.0).clamp(0.0, 1.0) as f64)
{
bdata.controller.inputs.move_dir = bdata
.agent_data
.ori
.look_vec()
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero);
bdata.controller.push_basic_input(InputKind::Roll);
return true;
}
false
}
/// Target an entity that's attacking us if the attack was recent and we have
/// a health component
fn target_if_attacked(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT target_if_attacked");
match bdata.agent_data.health {
Some(health)
if bdata.read_data.time.0 - health.last_change.time.0 < DAMAGE_MEMORY_DURATION =>
{
if let Some(by) = health.last_change.damage_by() {
if let Some(attacker) = bdata
.read_data
.uid_allocator
.retrieve_entity_internal(by.uid().0)
{
// If target is dead or invulnerable (for now, this only
// means safezone), untarget them and idle.
if is_dead_or_invulnerable(attacker, bdata.read_data) {
bdata.agent.target = None;
} else {
if bdata.agent.target.is_none() {
bdata
.controller
.push_event(ControlEvent::Utterance(UtteranceKind::Angry));
}
// Determine whether the new target should be a priority
// over the old one (i.e: because it's either close or
// because they attacked us).
if bdata.agent.target.map_or(true, |target| {
bdata.agent_data.is_more_dangerous_than_target(
attacker,
target,
bdata.read_data,
)
}) {
bdata.agent.target = Some(Target {
target: attacker,
hostile: true,
selected_at: bdata.read_data.time.0,
aggro_on: true,
});
}
// Remember this attack if we're an RtSim entity
if let Some(attacker_stats) = bdata
.agent_data
.rtsim_entity
.and(bdata.read_data.stats.get(attacker))
{
bdata
.agent
.add_fight_to_memory(&attacker_stats.name, bdata.read_data.time.0);
}
}
}
}
},
_ => {},
}
false
}
fn do_target_tree_if_target(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT do_target_tree_if_target");
if bdata.agent.target.is_some() {
BehaviorTree::target().run_with_behavior_data(bdata);
return true;
}
false
}
fn do_idle_tree(bdata: &mut BehaviorData) -> bool {
BehaviorTree::idle().run_with_behavior_data(bdata);
true
}
/// If target is dead, forget them
fn untarget_if_dead(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT untarget_if_dead");
if let Some(Target { target, .. }) = bdata.agent.target {
if let Some(tgt_health) = bdata.read_data.healths.get(target) {
// If target is dead, forget them
if tgt_health.is_dead {
if let Some(tgt_stats) = bdata
.agent_data
.rtsim_entity
.and(bdata.read_data.stats.get(target))
{
bdata.agent.forget_enemy(&tgt_stats.name);
}
bdata.agent.target = None;
return true;
}
}
}
false
}
/// If target is hostile, hostile tree
fn do_hostile_tree_if_hostile(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT do_hostile_tree_if_hostile");
if let Some(Target { hostile, .. }) = bdata.agent.target {
if hostile {
BehaviorTree::hostile().run_with_behavior_data(bdata);
return true;
}
}
false
}
/// if owned, act as pet to them
fn do_pet_tree_if_owned(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT do_pet_tree_if_owned");
if let (Some(Target { target, .. }), Some(Alignment::Owned(uid))) =
(bdata.agent.target, bdata.agent_data.alignment)
{
if bdata.read_data.uids.get(target) == Some(uid) {
BehaviorTree::pet().run_with_behavior_data(bdata);
} else {
bdata.agent.target = None;
BehaviorTree::idle().run_with_behavior_data(bdata);
}
return true;
}
false
}
fn do_pickup_loot(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT do_pickup_loot");
if let Some(Target { target, .. }) = bdata.agent.target {
if matches!(bdata.read_data.bodies.get(target), Some(Body::ItemDrop(_))) {
if let Some(tgt_pos) = bdata.read_data.positions.get(target) {
let dist_sqrd = bdata.agent_data.pos.0.distance_squared(tgt_pos.0);
if dist_sqrd < NPC_PICKUP_RANGE.powi(2) {
if let Some(uid) = bdata.read_data.uids.get(target) {
bdata
.controller
.push_event(ControlEvent::InventoryEvent(InventoryEvent::Pickup(*uid)));
}
} else if let Some((bearing, speed)) = bdata.agent.chaser.chase(
&*bdata.read_data.terrain,
bdata.agent_data.pos.0,
bdata.agent_data.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: NPC_PICKUP_RANGE - 1.0,
..bdata.agent_data.traversal_config
},
) {
bdata.controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
* speed.min(0.2 + (dist_sqrd - (NPC_PICKUP_RANGE - 1.5).powi(2)) / 8.0);
bdata.agent_data.jump_if(bearing.z > 1.5, bdata.controller);
bdata.controller.inputs.move_z = bearing.z;
}
}
return true;
}
}
false
}
fn untarget(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT untarget");
bdata.agent.target = None;
false
}
// If too far away, then follow
fn follow_if_far_away(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT follow_if_far_away");
if let Some(Target { target, .. }) = bdata.agent.target {
if let Some(tgt_pos) = bdata.read_data.positions.get(target) {
let dist_sqrd = bdata.agent_data.pos.0.distance_squared(tgt_pos.0);
if dist_sqrd > (MAX_FOLLOW_DIST).powi(2) {
bdata.agent_data.follow(
bdata.agent,
bdata.controller,
&bdata.read_data.terrain,
tgt_pos,
);
return true;
}
}
}
false
}
/// Attack target's attacker (if there is one)
/// Target is the owner in this case
fn attack_if_owner_hurt(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT attack_if_owner_hurt");
if let Some(Target { target, .. }) = bdata.agent.target {
if bdata.read_data.positions.get(target).is_some() {
let owner_recently_attacked =
if let Some(target_health) = bdata.read_data.healths.get(target) {
bdata.read_data.time.0 - target_health.last_change.time.0 < 5.0
&& target_health.last_change.amount < 0.0
} else {
false
};
if owner_recently_attacked {
bdata.agent_data.attack_target_attacker(
bdata.agent,
bdata.read_data,
bdata.controller,
bdata.rng,
);
return true;
}
}
}
false
}
/// Set owner if no target
fn set_owner_if_no_target(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT set_owner_if_no_target");
let small_chance = bdata.rng.gen_bool(0.1);
if bdata.agent.target.is_none() && small_chance {
if let Some(Alignment::Owned(owner)) = bdata.agent_data.alignment {
if let Some(owner) = get_entity_by_id(owner.id(), bdata.read_data) {
bdata.agent.target = Some(Target::new(owner, false, bdata.read_data.time.0, false));
}
}
}
false
}
/// Interact if incoming messages
fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT process_inbox_sound_and_hurt");
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 {
prof_span!(guard, "BT process_inbox_interaction");
if bdata.agent.allowed_to_speak()
&& bdata.agent_data.recv_interaction(
bdata.agent,
bdata.controller,
bdata.read_data,
bdata.event_emitter,
)
{
bdata
.agent
.timer
.start(bdata.read_data.time.0, TimerAction::Interact);
}
false
}
fn handle_timer(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT handle_timer");
let timeout = if bdata.agent.behavior.is(BehaviorState::TRADING) {
TRADE_INTERACTION_TIME
} else {
DEFAULT_INTERACTION_TIME
};
match bdata.agent.timer.timeout_elapsed(
bdata.read_data.time.0,
TimerAction::Interact,
timeout as f64,
) {
None => {
// Look toward the interacting entity for a while
if let Some(Target { target, .. }) = &bdata.agent.target {
bdata
.agent_data
.look_toward(bdata.controller, bdata.read_data, *target);
bdata.controller.push_action(ControlAction::Talk);
}
},
Some(just_ended) => {
if just_ended {
bdata.agent.target = None;
bdata.controller.push_action(ControlAction::Stand);
}
if bdata.rng.gen::<f32>() < 0.1 {
bdata
.agent_data
.choose_target(bdata.agent, bdata.controller, bdata.read_data);
} else {
bdata.agent_data.handle_sounds_heard(
bdata.agent,
bdata.controller,
bdata.read_data,
bdata.rng,
);
}
},
}
false
}
fn heal_self_if_hurt(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT heal_self_if_hurt");
if bdata.agent_data.damage < HEALING_ITEM_THRESHOLD
&& bdata
.agent_data
.heal_self(bdata.agent, bdata.controller, false)
{
bdata.agent.action_state.timer = 0.01;
return true;
}
false
}
fn hurt_utterance(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT hurt_utterance");
if let Some(AgentEvent::Hurt) = bdata.agent.inbox.pop_front() {
// Hurt utterances at random upon receiving damage
if bdata.rng.gen::<f32>() < 0.4 {
bdata.controller.push_utterance(UtteranceKind::Hurt);
}
}
false
}
fn do_combat(bdata: &mut BehaviorData) -> bool {
prof_span!(guard, "BT do_combat");
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
rng,
} = bdata;
if let Some(Target {
target,
selected_at,
aggro_on,
..
}) = &mut agent.target
{
let target = *target;
let selected_at = *selected_at;
if let Some(tgt_pos) = read_data.positions.get(target) {
let dist_sqrd = agent_data.pos.0.distance_squared(tgt_pos.0);
let origin_dist_sqrd = match agent.patrol_origin {
Some(pos) => pos.distance_squared(agent_data.pos.0),
None => 1.0,
};
let own_health_fraction = match agent_data.health {
Some(val) => val.fraction(),
None => 1.0,
};
let target_health_fraction = match read_data.healths.get(target) {
Some(val) => val.fraction(),
None => 1.0,
};
let in_aggro_range = agent
.psyche
.aggro_dist
.map_or(true, |ad| dist_sqrd < ad.powi(2));
if in_aggro_range {
*aggro_on = true;
}
let aggro_on = *aggro_on;
if agent_data.below_flee_health(agent) {
let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION;
let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
// FIXME: Using action state timer to see if allowed to speak is a hack.
if agent.action_state.timer == 0.0 {
agent_data.cry_out(agent, event_emitter, read_data);
agent.action_state.timer = 0.01;
} else if within_flee_distance && has_opportunity_to_flee {
agent_data.flee(agent, controller, tgt_pos, &read_data.terrain);
agent.action_state.timer += read_data.dt.0;
} else {
agent.action_state.timer = 0.0;
agent.target = None;
agent_data.idle(agent, controller, read_data, rng);
}
} else if is_dead(target, read_data) {
agent_data.exclaim_relief_about_enemy_dead(agent, event_emitter);
agent.target = None;
agent_data.idle(agent, controller, read_data, rng);
} else if is_invulnerable(target, read_data)
|| stop_pursuing(
dist_sqrd,
origin_dist_sqrd,
own_health_fraction,
target_health_fraction,
read_data.time.0 - selected_at,
&agent.psyche,
)
{
agent.target = None;
agent_data.idle(agent, controller, read_data, rng);
} else {
let is_time_to_retarget =
read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS;
if !in_aggro_range && is_time_to_retarget {
agent_data.choose_target(agent, controller, read_data);
}
if aggro_on {
let target_data = TargetData::new(
tgt_pos,
read_data.bodies.get(target),
read_data.scales.get(target),
);
let tgt_name = read_data.stats.get(target).map(|stats| stats.name.clone());
tgt_name.map(|tgt_name| agent.add_fight_to_memory(&tgt_name, read_data.time.0));
agent_data.attack(agent, controller, &target_data, read_data, rng);
} else {
agent_data.menacing(agent, controller, target, read_data, event_emitter, rng);
}
}
}
}
false
}