Fix villagers seeing cultists and familiar enemies through objects.

This commit is contained in:
holychowders 2022-05-01 15:06:43 +00:00 committed by Isse
parent a22f035638
commit 914b44c714
4 changed files with 112 additions and 123 deletions

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@ -36,6 +36,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Harvester boss arenas should be more accessible and easier to exit
- Fix agents not idling
- Fixed an error where '{amount} Exp' floater did not use existing localizations
- Fix villagers seeing cultists and familiar enemies through objects.
## [0.12.0] - 2022-02-19

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@ -597,7 +597,7 @@ impl Agent {
.push(RtSimEvent::ForgetEnemy(target_name.to_owned()));
}
pub fn add_enemy(&mut self, target_name: &str, time: f64) {
pub fn add_fight_to_memory(&mut self, target_name: &str, time: f64) {
self.rtsim_controller
.events
.push(RtSimEvent::AddMemory(Memory {

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@ -14,7 +14,7 @@ use crate::{
data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
util::{
aim_projectile, can_see_tgt, get_entity_by_id, is_dead, is_dead_or_invulnerable,
is_invulnerable, stop_pursuing, try_owner_alignment,
is_invulnerable, is_villager, stop_pursuing, try_owner_alignment,
},
},
};
@ -37,7 +37,7 @@ use common::{
},
projectile::ProjectileConstructor,
Agent, Alignment, BehaviorState, Body, CharacterState, ControlAction, ControlEvent,
Controller, Health, HealthChange, InputKind, Inventory, InventoryAction, Pos, Scale, Stats,
Controller, Health, HealthChange, InputKind, Inventory, InventoryAction, Pos, Scale,
UnresolvedChatMsg, UtteranceKind,
},
effect::{BuffEffect, Effect},
@ -327,7 +327,7 @@ impl<'a> System<'a> for Sys {
if let Some(attacker_stats) =
data.rtsim_entity.and(read_data.stats.get(attacker))
{
agent.add_enemy(
agent.add_fight_to_memory(
&attacker_stats.name,
read_data.time.0,
);
@ -537,7 +537,7 @@ impl<'a> AgentData<'a> {
}
if rng.gen::<f32>() < 0.1 {
self.choose_target(agent, controller, read_data, event_emitter);
self.choose_target(agent, controller, read_data);
} else {
self.handle_sounds_heard(agent, controller, read_data, rng);
}
@ -608,7 +608,7 @@ impl<'a> AgentData<'a> {
// FIXME: Using the action state timer to see if an agent is allowed to speak is
// a hack.
if agent.action_state.timer == 0.0 {
self.cry_out(agent, read_data.time.0, event_emitter);
self.cry_out(agent, event_emitter, read_data);
agent.action_state.timer = 0.01;
} else if within_flee_distance && has_opportunity_to_flee {
self.flee(agent, controller, &read_data.terrain, tgt_pos);
@ -639,7 +639,7 @@ impl<'a> AgentData<'a> {
read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS;
if !in_aggro_range && is_time_to_retarget {
self.choose_target(agent, controller, read_data, event_emitter);
self.choose_target(agent, controller, read_data);
}
if aggro_on {
@ -648,9 +648,13 @@ impl<'a> AgentData<'a> {
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));
self.attack(agent, controller, &target_data, read_data, rng);
} else {
self.menacing(agent, target, controller, read_data, event_emitter, rng);
self.menacing(agent, controller, target, read_data, event_emitter, rng);
}
}
}
@ -1395,9 +1399,9 @@ impl<'a> AgentData<'a> {
fn menacing(
&self,
agent: &Agent,
target: EcsEntity,
agent: &mut Agent,
controller: &mut Controller,
target: EcsEntity,
read_data: &ReadData,
event_emitter: &mut Emitter<ServerEvent>,
rng: &mut impl Rng,
@ -1406,6 +1410,18 @@ impl<'a> AgentData<'a> {
let move_dir = controller.inputs.move_dir;
let move_dir_mag = move_dir.magnitude();
let small_chance = rng.gen::<f32>() < read_data.dt.0 * 0.25;
let mut chat = |msg: &str| {
self.chat_npc_if_allowed_to_speak(msg.to_string(), agent, event_emitter);
};
let mut chat_villager_remembers_fighting = || {
let tgt_name = read_data.stats.get(target).map(|stats| stats.name.clone());
if let Some(tgt_name) = tgt_name {
chat(format!("{}! How dare you cross me again!", &tgt_name).as_str());
} else {
chat("You! How dare you cross me again!");
}
};
self.look_toward(controller, read_data, target);
controller.push_action(ControlAction::Wield);
@ -1415,8 +1431,19 @@ impl<'a> AgentData<'a> {
}
if small_chance {
self.chat_npc_if_allowed_to_speak("npc.speech.menacing", agent, event_emitter);
controller.push_utterance(UtteranceKind::Angry);
if is_villager(self.alignment) {
if self.remembers_fight_with(target, read_data) {
chat_villager_remembers_fighting();
} else if self.entity_looks_like_cultist(target, read_data) {
chat("npc.speech.villager_cultist_alarm");
} else {
chat("npc.speech.menacing");
}
} else {
chat("npc.speech.menacing");
}
}
}
@ -1512,13 +1539,7 @@ impl<'a> AgentData<'a> {
}
}
fn choose_target(
&self,
agent: &mut Agent,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
fn choose_target(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
agent.action_state.timer = 0.0;
let mut aggro_on = false;
@ -1528,7 +1549,6 @@ impl<'a> AgentData<'a> {
entity,
pos,
read_data.healths.get(entity)?,
read_data.stats.get(entity)?,
read_data.inventories.get(entity)?,
read_data.alignments.get(entity),
read_data.char_states.get(entity),
@ -1589,7 +1609,6 @@ impl<'a> AgentData<'a> {
.stats
.get(*self.entity)
.map_or(false, |stats| stats.name == "Guard");
let other_is_a_villager = matches!(e_alignment, Some(Alignment::Npc));
let we_are_friendly: bool = self.alignment.map_or(false, |ma| {
e_alignment.map_or(false, |ea| !ea.hostile_towards(*ma))
});
@ -1605,7 +1624,7 @@ impl<'a> AgentData<'a> {
let i_should_defend = other_has_taken_damage
&& ((we_are_friendly && we_share_species)
|| (i_am_a_guard && other_is_a_villager)
|| (i_am_a_guard && is_villager(e_alignment))
|| i_own_other);
i_should_defend
@ -1634,75 +1653,11 @@ impl<'a> AgentData<'a> {
.flatten()
};
let rtsim_remember =
|target_stats: &Stats,
agent: &mut Agent,
event_emitter: &mut Emitter<'_, ServerEvent>| {
self.rtsim_entity.map_or(false, |rtsim_entity| {
if rtsim_entity
.brain
.remembers_fight_with_character(&target_stats.name)
{
agent.add_enemy(&target_stats.name, read_data.time.0);
self.chat_npc_if_allowed_to_speak(
format!(
"{}! How dare you cross me again!",
target_stats.name.clone()
),
agent,
event_emitter,
);
true
} else {
false
}
})
};
let npc_sees_cultist =
|target_stats: &Stats,
target_inventory: &Inventory,
agent: &mut Agent,
event_emitter: &mut Emitter<'_, ServerEvent>| {
self.alignment.map_or(false, |alignment| {
if matches!(alignment, Alignment::Npc)
&& target_inventory
.equipped_items()
.filter(|item| item.tags().contains(&ItemTag::Cultist))
.count()
> 2
{
if self.rtsim_entity.is_some() {
agent.add_enemy(&target_stats.name, read_data.time.0);
}
self.chat_npc_if_allowed_to_speak(
"npc.speech.villager_cultist_alarm",
agent,
event_emitter,
);
true
} else {
false
}
})
};
let possible_target = |(
entity,
e_pos,
e_health,
e_stats,
e_inventory,
e_alignment,
e_char_state,
e_body,
): (
let possible_target =
|(entity, e_pos, e_health, e_inventory, e_alignment, e_char_state, e_body): (
EcsEntity,
&Pos,
&Health,
&Stats,
&Inventory,
Option<&Alignment>,
Option<&CharacterState>,
@ -1720,8 +1675,9 @@ impl<'a> AgentData<'a> {
} else if let Some(villain_info) = guard_other(e_health, e_body, e_alignment) {
aggro_on = true;
Some(villain_info)
} else if rtsim_remember(e_stats, agent, event_emitter)
|| npc_sees_cultist(e_stats, e_inventory, agent, event_emitter)
} else if self.remembers_fight_with(entity, read_data)
|| is_villager(self.alignment)
&& self.entity_looks_like_cultist(entity, read_data)
{
Some((entity, *e_pos))
} else {
@ -2300,6 +2256,8 @@ impl<'a> AgentData<'a> {
if let Some(tgt_pos) = read_data.positions.get(attacker) {
if is_dead_or_invulnerable(attacker, read_data) {
// FIXME?: Shouldn't target be set to `None`?
// If is dead, then probably. If invulnerable, maybe not.
agent.target =
Some(Target::new(target, false, read_data.time.0, false));
@ -2310,7 +2268,11 @@ impl<'a> AgentData<'a> {
read_data.bodies.get(target),
read_data.scales.get(target),
);
if let Some(tgt_name) =
read_data.stats.get(target).map(|stats| stats.name.clone())
{
agent.add_fight_to_memory(&tgt_name, read_data.time.0)
}
self.attack(agent, controller, &target_data, read_data, rng);
}
}
@ -2439,10 +2401,13 @@ impl<'a> AgentData<'a> {
}
}
fn cry_out(&self, agent: &Agent, time: f64, event_emitter: &mut Emitter<'_, ServerEvent>) {
fn cry_out(
&self,
agent: &Agent,
event_emitter: &mut Emitter<'_, ServerEvent>,
read_data: &ReadData,
) {
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
// FIXME: This is not necessarily a "villager"
let is_villager = matches!(self.alignment, Some(Alignment::Npc));
if is_enemy {
self.chat_npc_if_allowed_to_speak(
@ -2450,13 +2415,13 @@ impl<'a> AgentData<'a> {
agent,
event_emitter,
);
} else if is_villager {
} else if is_villager(self.alignment) {
self.chat_npc_if_allowed_to_speak(
"npc.speech.villager_under_attack",
agent,
event_emitter,
);
self.emit_scream(time, event_emitter);
self.emit_scream(read_data.time.0, event_emitter);
}
}
@ -2465,9 +2430,7 @@ impl<'a> AgentData<'a> {
agent: &Agent,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
let is_villager = matches!(self.alignment, Some(Alignment::Npc));
if is_villager {
if is_villager(self.alignment) {
self.chat_npc_if_allowed_to_speak(
"npc.speech.villager_enemy_killed",
agent,
@ -2511,4 +2474,24 @@ impl<'a> AgentData<'a> {
})
})
}
fn entity_looks_like_cultist(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
let number_of_cultist_items_equipped = read_data.inventories.get(entity).map_or(0, |inv| {
inv.equipped_items()
.filter(|item| item.tags().contains(&ItemTag::Cultist))
.count()
});
number_of_cultist_items_equipped > 2
}
fn remembers_fight_with(&self, other: EcsEntity, read_data: &ReadData) -> bool {
let name = || read_data.stats.get(other).map(|stats| stats.name.clone());
self.rtsim_entity.map_or(false, |rtsim_entity| {
name().map_or(false, |name| {
rtsim_entity.brain.remembers_fight_with_character(&name)
})
})
}
}

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@ -121,3 +121,8 @@ fn should_let_target_escape(
) -> f32 {
(dist_to_home_sqrd / own_health_fraction) * dur_since_last_attacked as f32 * 0.005
}
// FIXME: `Alignment::Npc` doesn't necessarily mean villager.
pub fn is_villager(alignment: Option<&Alignment>) -> bool {
alignment.map_or(false, |alignment| matches!(alignment, Alignment::Npc))
}