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https://gitlab.com/veloren/veloren.git
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Fix villagers seeing cultists and familiar enemies through objects.
This commit is contained in:
parent
a22f035638
commit
914b44c714
@ -36,6 +36,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Harvester boss arenas should be more accessible and easier to exit
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- Fix agents not idling
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- Fixed an error where '{amount} Exp' floater did not use existing localizations
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- Fix villagers seeing cultists and familiar enemies through objects.
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## [0.12.0] - 2022-02-19
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@ -597,7 +597,7 @@ impl Agent {
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.push(RtSimEvent::ForgetEnemy(target_name.to_owned()));
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}
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pub fn add_enemy(&mut self, target_name: &str, time: f64) {
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pub fn add_fight_to_memory(&mut self, target_name: &str, time: f64) {
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self.rtsim_controller
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.events
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.push(RtSimEvent::AddMemory(Memory {
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@ -14,7 +14,7 @@ use crate::{
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data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
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util::{
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aim_projectile, can_see_tgt, get_entity_by_id, is_dead, is_dead_or_invulnerable,
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is_invulnerable, stop_pursuing, try_owner_alignment,
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is_invulnerable, is_villager, stop_pursuing, try_owner_alignment,
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},
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},
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};
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@ -37,7 +37,7 @@ use common::{
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},
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projectile::ProjectileConstructor,
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Agent, Alignment, BehaviorState, Body, CharacterState, ControlAction, ControlEvent,
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Controller, Health, HealthChange, InputKind, Inventory, InventoryAction, Pos, Scale, Stats,
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Controller, Health, HealthChange, InputKind, Inventory, InventoryAction, Pos, Scale,
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UnresolvedChatMsg, UtteranceKind,
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},
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effect::{BuffEffect, Effect},
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@ -327,7 +327,7 @@ impl<'a> System<'a> for Sys {
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if let Some(attacker_stats) =
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data.rtsim_entity.and(read_data.stats.get(attacker))
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{
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agent.add_enemy(
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agent.add_fight_to_memory(
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&attacker_stats.name,
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read_data.time.0,
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);
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@ -537,7 +537,7 @@ impl<'a> AgentData<'a> {
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}
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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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self.choose_target(agent, controller, read_data);
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} else {
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self.handle_sounds_heard(agent, controller, read_data, rng);
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}
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@ -608,7 +608,7 @@ impl<'a> AgentData<'a> {
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// FIXME: Using the action state timer to see if an agent is allowed to speak is
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// a hack.
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if agent.action_state.timer == 0.0 {
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self.cry_out(agent, read_data.time.0, event_emitter);
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self.cry_out(agent, event_emitter, read_data);
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agent.action_state.timer = 0.01;
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} else if within_flee_distance && has_opportunity_to_flee {
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self.flee(agent, controller, &read_data.terrain, tgt_pos);
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@ -639,7 +639,7 @@ impl<'a> AgentData<'a> {
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read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS;
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if !in_aggro_range && is_time_to_retarget {
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self.choose_target(agent, controller, read_data, event_emitter);
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self.choose_target(agent, controller, read_data);
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}
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if aggro_on {
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@ -648,9 +648,13 @@ impl<'a> AgentData<'a> {
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read_data.bodies.get(target),
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read_data.scales.get(target),
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);
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let tgt_name = read_data.stats.get(target).map(|stats| stats.name.clone());
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tgt_name
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.map(|tgt_name| agent.add_fight_to_memory(&tgt_name, read_data.time.0));
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self.attack(agent, controller, &target_data, read_data, rng);
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} else {
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self.menacing(agent, target, controller, read_data, event_emitter, rng);
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self.menacing(agent, controller, target, read_data, event_emitter, rng);
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}
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}
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}
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@ -1395,9 +1399,9 @@ impl<'a> AgentData<'a> {
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fn menacing(
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&self,
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agent: &Agent,
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target: EcsEntity,
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agent: &mut Agent,
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controller: &mut Controller,
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target: EcsEntity,
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read_data: &ReadData,
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event_emitter: &mut Emitter<ServerEvent>,
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rng: &mut impl Rng,
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@ -1406,6 +1410,18 @@ impl<'a> AgentData<'a> {
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let move_dir = controller.inputs.move_dir;
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let move_dir_mag = move_dir.magnitude();
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let small_chance = rng.gen::<f32>() < read_data.dt.0 * 0.25;
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let mut chat = |msg: &str| {
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self.chat_npc_if_allowed_to_speak(msg.to_string(), agent, event_emitter);
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};
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let mut chat_villager_remembers_fighting = || {
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let tgt_name = read_data.stats.get(target).map(|stats| stats.name.clone());
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if let Some(tgt_name) = tgt_name {
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chat(format!("{}! How dare you cross me again!", &tgt_name).as_str());
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} else {
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chat("You! How dare you cross me again!");
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}
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};
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self.look_toward(controller, read_data, target);
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controller.push_action(ControlAction::Wield);
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@ -1415,8 +1431,19 @@ impl<'a> AgentData<'a> {
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}
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if small_chance {
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self.chat_npc_if_allowed_to_speak("npc.speech.menacing", agent, event_emitter);
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controller.push_utterance(UtteranceKind::Angry);
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if is_villager(self.alignment) {
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if self.remembers_fight_with(target, read_data) {
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chat_villager_remembers_fighting();
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} else if self.entity_looks_like_cultist(target, read_data) {
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chat("npc.speech.villager_cultist_alarm");
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} else {
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chat("npc.speech.menacing");
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}
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} else {
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chat("npc.speech.menacing");
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}
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}
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}
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@ -1512,13 +1539,7 @@ impl<'a> AgentData<'a> {
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}
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}
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fn choose_target(
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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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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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fn choose_target(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
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agent.action_state.timer = 0.0;
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let mut aggro_on = false;
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@ -1528,7 +1549,6 @@ impl<'a> AgentData<'a> {
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entity,
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pos,
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read_data.healths.get(entity)?,
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read_data.stats.get(entity)?,
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read_data.inventories.get(entity)?,
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read_data.alignments.get(entity),
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read_data.char_states.get(entity),
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@ -1589,7 +1609,6 @@ impl<'a> AgentData<'a> {
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.stats
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.get(*self.entity)
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.map_or(false, |stats| stats.name == "Guard");
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let other_is_a_villager = matches!(e_alignment, Some(Alignment::Npc));
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let we_are_friendly: bool = self.alignment.map_or(false, |ma| {
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e_alignment.map_or(false, |ea| !ea.hostile_towards(*ma))
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});
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@ -1605,7 +1624,7 @@ impl<'a> AgentData<'a> {
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let i_should_defend = other_has_taken_damage
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&& ((we_are_friendly && we_share_species)
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|| (i_am_a_guard && other_is_a_villager)
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|| (i_am_a_guard && is_villager(e_alignment))
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|| i_own_other);
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i_should_defend
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@ -1634,75 +1653,11 @@ impl<'a> AgentData<'a> {
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.flatten()
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};
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let rtsim_remember =
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|target_stats: &Stats,
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agent: &mut Agent,
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event_emitter: &mut Emitter<'_, ServerEvent>| {
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self.rtsim_entity.map_or(false, |rtsim_entity| {
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if rtsim_entity
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.brain
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.remembers_fight_with_character(&target_stats.name)
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{
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agent.add_enemy(&target_stats.name, read_data.time.0);
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self.chat_npc_if_allowed_to_speak(
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format!(
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"{}! How dare you cross me again!",
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target_stats.name.clone()
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),
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agent,
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event_emitter,
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);
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true
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} else {
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false
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}
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})
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};
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let npc_sees_cultist =
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|target_stats: &Stats,
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target_inventory: &Inventory,
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agent: &mut Agent,
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event_emitter: &mut Emitter<'_, ServerEvent>| {
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self.alignment.map_or(false, |alignment| {
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if matches!(alignment, Alignment::Npc)
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&& target_inventory
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.equipped_items()
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.filter(|item| item.tags().contains(&ItemTag::Cultist))
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.count()
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> 2
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{
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if self.rtsim_entity.is_some() {
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agent.add_enemy(&target_stats.name, read_data.time.0);
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}
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self.chat_npc_if_allowed_to_speak(
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"npc.speech.villager_cultist_alarm",
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agent,
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event_emitter,
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);
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true
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} else {
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false
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}
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})
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};
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let possible_target = |(
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entity,
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e_pos,
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e_health,
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e_stats,
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e_inventory,
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e_alignment,
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e_char_state,
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e_body,
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): (
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let possible_target =
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|(entity, e_pos, e_health, e_inventory, e_alignment, e_char_state, e_body): (
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EcsEntity,
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&Pos,
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&Health,
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&Stats,
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&Inventory,
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Option<&Alignment>,
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Option<&CharacterState>,
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@ -1720,8 +1675,9 @@ impl<'a> AgentData<'a> {
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} else if let Some(villain_info) = guard_other(e_health, e_body, e_alignment) {
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aggro_on = true;
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Some(villain_info)
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} else if rtsim_remember(e_stats, agent, event_emitter)
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|| npc_sees_cultist(e_stats, e_inventory, agent, event_emitter)
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} else if self.remembers_fight_with(entity, read_data)
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|| is_villager(self.alignment)
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&& self.entity_looks_like_cultist(entity, read_data)
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{
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Some((entity, *e_pos))
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} else {
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@ -2300,6 +2256,8 @@ impl<'a> AgentData<'a> {
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if let Some(tgt_pos) = read_data.positions.get(attacker) {
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if is_dead_or_invulnerable(attacker, read_data) {
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// FIXME?: Shouldn't target be set to `None`?
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// If is dead, then probably. If invulnerable, maybe not.
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agent.target =
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Some(Target::new(target, false, read_data.time.0, false));
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@ -2310,7 +2268,11 @@ impl<'a> AgentData<'a> {
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read_data.bodies.get(target),
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read_data.scales.get(target),
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);
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if let Some(tgt_name) =
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read_data.stats.get(target).map(|stats| stats.name.clone())
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{
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agent.add_fight_to_memory(&tgt_name, read_data.time.0)
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}
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self.attack(agent, controller, &target_data, read_data, rng);
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}
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}
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@ -2439,10 +2401,13 @@ impl<'a> AgentData<'a> {
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}
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}
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fn cry_out(&self, agent: &Agent, time: f64, event_emitter: &mut Emitter<'_, ServerEvent>) {
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fn cry_out(
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&self,
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agent: &Agent,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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read_data: &ReadData,
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) {
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let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
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// FIXME: This is not necessarily a "villager"
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let is_villager = matches!(self.alignment, Some(Alignment::Npc));
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if is_enemy {
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self.chat_npc_if_allowed_to_speak(
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@ -2450,13 +2415,13 @@ impl<'a> AgentData<'a> {
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agent,
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event_emitter,
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);
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} else if is_villager {
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} else if is_villager(self.alignment) {
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self.chat_npc_if_allowed_to_speak(
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"npc.speech.villager_under_attack",
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agent,
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event_emitter,
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);
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self.emit_scream(time, event_emitter);
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self.emit_scream(read_data.time.0, event_emitter);
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}
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}
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@ -2465,9 +2430,7 @@ impl<'a> AgentData<'a> {
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agent: &Agent,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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let is_villager = matches!(self.alignment, Some(Alignment::Npc));
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if is_villager {
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if is_villager(self.alignment) {
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self.chat_npc_if_allowed_to_speak(
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"npc.speech.villager_enemy_killed",
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agent,
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@ -2511,4 +2474,24 @@ impl<'a> AgentData<'a> {
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})
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})
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}
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fn entity_looks_like_cultist(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
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let number_of_cultist_items_equipped = read_data.inventories.get(entity).map_or(0, |inv| {
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inv.equipped_items()
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.filter(|item| item.tags().contains(&ItemTag::Cultist))
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.count()
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});
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number_of_cultist_items_equipped > 2
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}
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fn remembers_fight_with(&self, other: EcsEntity, read_data: &ReadData) -> bool {
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let name = || read_data.stats.get(other).map(|stats| stats.name.clone());
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self.rtsim_entity.map_or(false, |rtsim_entity| {
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name().map_or(false, |name| {
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rtsim_entity.brain.remembers_fight_with_character(&name)
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})
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})
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}
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}
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@ -121,3 +121,8 @@ fn should_let_target_escape(
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) -> f32 {
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(dist_to_home_sqrd / own_health_fraction) * dur_since_last_attacked as f32 * 0.005
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}
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// FIXME: `Alignment::Npc` doesn't necessarily mean villager.
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pub fn is_villager(alignment: Option<&Alignment>) -> bool {
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alignment.map_or(false, |alignment| matches!(alignment, Alignment::Npc))
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}
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|
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