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Make selfish bastards ambush people when they're alone.
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@ -16,6 +16,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Changed
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- Use fluent for translations
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- First tab on Login screen triggers username focus
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- Certain NPCs will now attack when alone with victim
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### Removed
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@ -706,6 +706,8 @@ impl PersonalityBase {
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* don't want everyone to be completely weird.
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*/
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pub fn to_personality(&self) -> Personality {
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let will_ambush = self.agreeableness < Personality::LOW_THRESHOLD
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&& self.conscientiousness < Personality::LOW_THRESHOLD;
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let mut chat_traits: EnumSet<PersonalityTrait> = EnumSet::new();
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if self.openness > Personality::HIGH_THRESHOLD {
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chat_traits.insert(PersonalityTrait::Open);
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@ -752,12 +754,14 @@ impl PersonalityBase {
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}
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Personality {
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personality_traits: chat_traits,
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will_ambush,
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}
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}
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}
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pub struct Personality {
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pub personality_traits: EnumSet<PersonalityTrait>,
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pub will_ambush: bool,
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}
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#[derive(EnumSetType)]
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@ -48,6 +48,7 @@ use common::{
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};
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use common_base::prof_span;
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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use itertools::Itertools;
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use rand::{thread_rng, Rng};
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use rayon::iter::ParallelIterator;
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use specs::{Entity as EcsEntity, Join, ParJoin, Read, WriteExpect, WriteStorage};
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@ -748,11 +749,44 @@ impl<'a> AgentData<'a> {
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agent.action_state.timer = 0.0;
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let mut aggro_on = false;
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// Search the area.
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// TODO: choose target by more than just distance
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let common::CachedSpatialGrid(grid) = self.cached_spatial_grid;
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let entities_nearby = grid
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.in_circle_aabr(self.pos.0.xy(), agent.psyche.search_dist())
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.collect_vec();
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let can_ambush = |entity: EcsEntity, read_data: &ReadData| {
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let self_different_from_entity = || {
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read_data
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.uids
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.get(entity)
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.map_or(false, |eu| eu != self.uid)
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};
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if self.will_ambush()
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&& self_different_from_entity()
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&& !self.passive_towards(entity, read_data)
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{
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let surrounding_humanoids = entities_nearby
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.iter()
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.filter(|e| read_data.bodies.get(**e).map_or(false, |b| b.is_humanoid()))
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.collect_vec();
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surrounding_humanoids.len() == 2
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&& surrounding_humanoids.iter().any(|e| **e == entity)
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} else {
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false
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}
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};
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let get_pos = |entity| read_data.positions.get(entity);
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let get_enemy = |(entity, attack_target): (EcsEntity, bool)| {
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if attack_target {
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if self.is_enemy(entity, read_data) {
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Some((entity, true))
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} else if can_ambush(entity, read_data) {
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aggro_on = true;
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Some((entity, true))
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} else if self.should_defend(entity, read_data) {
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if let Some(attacker) = get_attacker(entity, read_data) {
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if !self.passive_towards(attacker, read_data) {
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@ -822,13 +856,9 @@ impl<'a> AgentData<'a> {
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|| self.can_see_entity(agent, controller, entity, e_pos, read_data)
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};
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// Search the area.
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// TODO: choose target by more than just distance
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let common::CachedSpatialGrid(grid) = self.cached_spatial_grid;
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let target = grid
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.in_circle_aabr(self.pos.0.xy(), agent.psyche.search_dist())
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.filter_map(is_valid_target)
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let target = entities_nearby
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.iter()
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.filter_map(|e| is_valid_target(*e))
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.filter_map(get_enemy)
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.filter_map(|(entity, attack_target)| {
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get_pos(entity).map(|pos| (entity, pos, attack_target))
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@ -1632,6 +1662,14 @@ impl<'a> AgentData<'a> {
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|| (is_villager(self.alignment) && is_dressed_as_cultist(entity, read_data)))
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}
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fn will_ambush(&self) -> bool {
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self.health
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.map_or(false, |h| h.current() / h.maximum() > 0.7)
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&& self
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.rtsim_entity
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.map_or(false, |re| re.brain.personality.will_ambush)
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}
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fn should_defend(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
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let entity_alignment = read_data.alignments.get(entity);
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