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Agent perception: Make handling of sounds and awareness more intuitive.
When a sound was received in `idle_tree()`, awareness would be incremented, causing a call to `handle_elevated_awareness()`, which handled sounds heard. Instead, just `handle_sounds()` when they are heard and increment awareness as part of hearing them. The code more straightforwardly shows the agent first hearing a sound and then becoming more aware based on that.
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@ -7,10 +7,9 @@ use crate::{
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rtsim::RtSim,
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sys::agent::{
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consts::{
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AVG_FOLLOW_DIST, AWARENESS_INVESTIGATE_THRESHOLD, DAMAGE_MEMORY_DURATION,
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DEFAULT_ATTACK_RANGE, FLEE_DURATION, HEALING_ITEM_THRESHOLD,
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IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST, PARTIAL_PATH_DIST,
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RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS, SEPARATION_DIST,
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AVG_FOLLOW_DIST, DAMAGE_MEMORY_DURATION, DEFAULT_ATTACK_RANGE, FLEE_DURATION,
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HEALING_ITEM_THRESHOLD, IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST,
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PARTIAL_PATH_DIST, RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS, SEPARATION_DIST,
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},
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data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
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util::{
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@ -503,7 +502,6 @@ impl<'a> AgentData<'a> {
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rng: &mut impl Rng,
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) {
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agent.decrement_awareness(read_data.dt.0);
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agent.forget_old_sounds(read_data.time.0);
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let small_chance = rng.gen_bool(0.1);
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// Set owner if no target
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@ -524,7 +522,6 @@ impl<'a> AgentData<'a> {
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match sound {
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Some(AgentEvent::ServerSound(sound)) => {
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agent.sounds_heard.push(sound);
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agent.awareness += sound.vol / 2.0;
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},
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Some(AgentEvent::Hurt) => {
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// Hurt utterances at random upon receiving damage
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@ -572,10 +569,8 @@ impl<'a> AgentData<'a> {
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if rng.gen::<f32>() < 0.1 {
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self.choose_target(agent, controller, read_data, event_emitter);
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} else if agent.awareness > AWARENESS_INVESTIGATE_THRESHOLD {
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self.handle_elevated_awareness(agent, controller, read_data, rng);
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} else {
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self.idle(agent, controller, read_data, rng);
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self.handle_sounds_heard(agent, controller, read_data, rng);
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}
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},
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}
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@ -2149,43 +2144,48 @@ impl<'a> AgentData<'a> {
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}
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}
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fn handle_elevated_awareness(
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fn handle_sounds_heard(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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read_data: &ReadData,
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rng: &mut impl Rng,
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) {
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if is_invulnerable(*self.entity, read_data) {
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self.idle(agent, controller, read_data, rng);
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return;
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}
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agent.forget_old_sounds(read_data.time.0);
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if let Some(sound) = agent.sounds_heard.last() {
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if let Some(agent_stats) = read_data.stats.get(*self.entity) {
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let sound_pos = Pos(sound.pos);
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let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
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let close_enough_to_react = dist_sqrd < 35.0_f32.powi(2);
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let too_far_to_investigate = dist_sqrd > 10.0_f32.powi(2);
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let sound_pos = Pos(sound.pos);
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let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
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let close_enough_to_react = dist_sqrd < 35.0_f32.powi(2);
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let too_far_to_investigate = dist_sqrd > 10.0_f32.powi(2);
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// FIXME: We need to be able to change the name of a guard without breaking this
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// logic. The `Mark` enum from common::agent could be used to
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// match with `agent::Mark::Guard`
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let is_village_guard = agent_stats.name == *"Guard".to_string();
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let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
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let sound_was_loud = sound.vol >= 10.0;
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let sound_was_threatening = sound_was_loud
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|| matches!(sound.kind, SoundKind::Utterance(UtteranceKind::Scream, _));
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let sound_was_loud = sound.vol >= 10.0;
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let sound_was_threatening = sound_was_loud
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|| matches!(sound.kind, SoundKind::Utterance(UtteranceKind::Scream, _));
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let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
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// FIXME: We need to be able to change the name of a guard without breaking this
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// logic. The `Mark` enum from common::agent could be used to match with
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// `agent::Mark::Guard`
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let is_village_guard = read_data
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.stats
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.get(*self.entity)
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.map_or(false, |stats| stats.name == *"Guard".to_string());
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if (is_enemy || is_village_guard) && too_far_to_investigate {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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} else if sound_was_threatening && close_enough_to_react {
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self.flee(agent, controller, &read_data.terrain, &sound_pos);
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} else {
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// TODO: Change this to a search action instead of idle
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self.idle(agent, controller, read_data, rng);
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}
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// TODO: Awareness currently doesn't influence anything.
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agent.awareness += 0.5 * sound.vol;
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if is_invulnerable(*self.entity, read_data) {
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self.idle(agent, controller, read_data, rng);
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return;
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}
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if (is_enemy || is_village_guard) && too_far_to_investigate {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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} else if sound_was_threatening && close_enough_to_react {
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self.flee(agent, controller, &read_data.terrain, &sound_pos);
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} else {
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self.idle(agent, controller, read_data, rng);
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}
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}
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}
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@ -11,4 +11,3 @@ pub const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
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pub const HEALING_ITEM_THRESHOLD: f32 = 0.5;
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pub const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999;
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pub const DEFAULT_ATTACK_RANGE: f32 = 2.0;
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pub const AWARENESS_INVESTIGATE_THRESHOLD: f32 = 1.0;
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