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https://gitlab.com/veloren/veloren.git
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Have line-of-sight checks explicitly account for eye-height for entities.
This commit is contained in:
parent
dda85e4bc3
commit
995504be26
@ -1990,18 +1990,12 @@ impl<'a> AgentData<'a> {
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tgt_data,
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read_data,
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),
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Tactic::Turret => {
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self.handle_turret_attack(agent, controller, &attack_data, tgt_data, read_data)
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Tactic::Turret => self.handle_turret_attack(agent, controller, &attack_data, read_data),
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Tactic::FixedTurret => {
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self.handle_fixed_turret_attack(agent, controller, &attack_data, read_data)
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},
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Tactic::FixedTurret => self.handle_fixed_turret_attack(
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agent,
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controller,
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&attack_data,
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tgt_data,
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read_data,
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),
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Tactic::RotatingTurret => {
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self.handle_rotating_turret_attack(agent, controller, tgt_data, read_data)
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self.handle_rotating_turret_attack(agent, controller, read_data)
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},
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Tactic::Mindflayer => self.handle_mindflayer_attack(
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agent,
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@ -2048,13 +2042,7 @@ impl<'a> AgentData<'a> {
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tgt_data,
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read_data,
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),
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Tactic::RadialTurret => self.handle_radial_turret_attack(
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agent,
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controller,
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&attack_data,
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tgt_data,
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read_data,
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),
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Tactic::RadialTurret => self.handle_radial_turret_attack(controller),
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Tactic::Yeti => {
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self.handle_yeti_attack(agent, controller, &attack_data, tgt_data, read_data)
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},
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@ -1,5 +1,5 @@
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use crate::sys::agent::{
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consts::MAX_PATH_DIST, data::Path, util::positions_have_line_of_sight, AgentData, AttackData,
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consts::MAX_PATH_DIST, data::Path, util::entities_have_line_of_sight, AgentData, AttackData,
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ReadData, TargetData,
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};
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use common::{
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@ -130,11 +130,15 @@ impl<'a> AgentData<'a> {
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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let line_of_sight_with_target = agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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});
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let elevation = self.pos.0.z - tgt_data.pos.0.z;
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const PREF_DIST: f32 = 30_f32;
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if attack_data.angle_xy < 30.0
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&& (elevation > 10.0 || attack_data.dist_sqrd > PREF_DIST.powi(2))
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& line_of_sight_with_target
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{
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controller.push_basic_input(InputKind::Primary);
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} else if attack_data.dist_sqrd < (PREF_DIST / 2.).powi(2) {
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@ -181,7 +185,7 @@ impl<'a> AgentData<'a> {
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..self.traversal_config
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},
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) {
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data) {
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if line_of_sight_with_target {
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controller.push_basic_input(InputKind::Primary);
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}
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controller.inputs.move_dir =
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@ -209,12 +213,11 @@ impl<'a> AgentData<'a> {
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rng: &mut impl Rng,
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) {
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let has_leap = || self.skill_set.has_skill(Skill::Axe(AxeSkill::UnlockLeap));
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let has_energy = |need| self.energy.current() > need;
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let use_leap = |controller: &mut Controller| {
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controller.push_basic_input(InputKind::Ability(0));
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};
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if attack_data.in_min_range() && attack_data.angle < 45.0 {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timer > 5.0 {
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@ -243,7 +246,9 @@ impl<'a> AgentData<'a> {
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if attack_data.dist_sqrd < 32.0f32.powi(2)
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&& has_leap()
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&& has_energy(50.0)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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})
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{
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use_leap(controller);
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}
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@ -304,7 +309,9 @@ impl<'a> AgentData<'a> {
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if attack_data.dist_sqrd < 32.0f32.powi(2)
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&& has_leap()
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&& has_energy(50.0)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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})
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{
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use_leap(controller);
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}
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@ -350,8 +357,9 @@ impl<'a> AgentData<'a> {
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read_data,
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Path::Separate,
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None,
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) && positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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{
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) && agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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}) {
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if agent.action_state.timer > 4.0 && attack_data.angle < 45.0 {
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timer = 0.0;
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@ -389,6 +397,11 @@ impl<'a> AgentData<'a> {
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const MIN_CHARGE_FRAC: f32 = 0.5;
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const OPTIMAL_TARGET_VELOCITY: f32 = 5.0;
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const DESIRED_ENERGY_LEVEL: f32 = 50.0;
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let line_of_sight_with_target = agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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});
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// Logic to use abilities
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if let CharacterState::ChargedRanged(c) = self.char_state {
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if !matches!(c.stage_section, StageSection::Recover) {
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@ -413,7 +426,7 @@ impl<'a> AgentData<'a> {
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// If in repeater ranged, have enough energy, and aren't in recovery, try to
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// keep firing
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if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& line_of_sight_with_target
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{
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// Only keep firing if not in melee range or if can see target
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controller.push_basic_input(InputKind::Secondary);
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@ -447,9 +460,7 @@ impl<'a> AgentData<'a> {
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controller.push_basic_input(InputKind::Primary);
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}
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}
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} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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{
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} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2) && line_of_sight_with_target {
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// If not really far, and can see target, attempt to shoot bow
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if self.energy.current() < DESIRED_ENERGY_LEVEL {
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// If low on energy, use primary to attempt to regen energy
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@ -488,9 +499,7 @@ impl<'a> AgentData<'a> {
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..self.traversal_config
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},
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) {
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& attack_data.angle < 45.0
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{
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if line_of_sight_with_target && attack_data.angle < 45.0 {
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controller.inputs.move_dir = bearing
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.xy()
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.rotated_z(rng.gen_range(0.5..1.57))
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@ -622,8 +631,9 @@ impl<'a> AgentData<'a> {
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..self.traversal_config
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},
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) {
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& attack_data.angle < 45.0
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if agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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}) && attack_data.angle < 45.0
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{
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controller.inputs.move_dir = bearing
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.xy()
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@ -671,9 +681,13 @@ impl<'a> AgentData<'a> {
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) {
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const DESIRED_ENERGY_LEVEL: f32 = 50.0;
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const DESIRED_COMBO_LEVEL: u32 = 8;
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let line_of_sight_with_target = agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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});
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// Logic to use abilities
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if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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if attack_data.dist_sqrd > attack_data.min_attack_dist.powi(2) && line_of_sight_with_target
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{
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// If far enough away, and can see target, check which skill is appropriate to
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// use
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@ -751,9 +765,7 @@ impl<'a> AgentData<'a> {
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..self.traversal_config
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},
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) {
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& attack_data.angle < 45.0
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{
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if line_of_sight_with_target && attack_data.angle < 45.0 {
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controller.inputs.move_dir = bearing
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.xy()
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.rotated_z(rng.gen_range(0.5..1.57))
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@ -812,8 +824,9 @@ impl<'a> AgentData<'a> {
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read_data,
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Path::Separate,
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None,
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) && positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& attack_data.angle < 90.0
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) && agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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}) && attack_data.angle < 90.0
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{
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if agent.action_state.timer > 5.0 {
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controller.push_basic_input(InputKind::Secondary);
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@ -951,7 +964,9 @@ impl<'a> AgentData<'a> {
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},
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) {
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if attack_data.angle < 15.0
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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})
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{
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if agent.action_state.timer > 5.0 {
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agent.action_state.timer = 0.0;
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@ -1144,7 +1159,9 @@ impl<'a> AgentData<'a> {
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Path::Separate,
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None,
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) && attack_data.angle < 15.0
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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})
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{
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controller.push_basic_input(InputKind::Primary);
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}
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@ -1296,11 +1313,11 @@ impl<'a> AgentData<'a> {
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& attack_data.angle < 15.0
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if agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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}) && attack_data.angle < 15.0
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{
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controller.push_basic_input(InputKind::Primary);
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} else {
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@ -1313,12 +1330,12 @@ impl<'a> AgentData<'a> {
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agent: &mut Agent,
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controller: &mut Controller,
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attack_data: &AttackData,
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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controller.inputs.look_dir = self.ori.look_dir();
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& attack_data.angle < 15.0
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if agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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}) && attack_data.angle < 15.0
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{
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controller.push_basic_input(InputKind::Primary);
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} else {
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@ -1330,7 +1347,6 @@ impl<'a> AgentData<'a> {
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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tgt_data: &TargetData,
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read_data: &ReadData,
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) {
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controller.inputs.look_dir = Dir::new(
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@ -1340,21 +1356,16 @@ impl<'a> AgentData<'a> {
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.try_normalized()
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.unwrap_or_default(),
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);
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data) {
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if agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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}) {
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controller.push_basic_input(InputKind::Primary);
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} else {
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agent.target = None;
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}
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}
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pub fn handle_radial_turret_attack(
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&self,
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_agent: &mut Agent,
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controller: &mut Controller,
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_attack_data: &AttackData,
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_tgt_data: &TargetData,
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_read_data: &ReadData,
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) {
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pub fn handle_radial_turret_attack(&self, controller: &mut Controller) {
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controller.push_basic_input(InputKind::Primary);
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}
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@ -1386,7 +1397,9 @@ impl<'a> AgentData<'a> {
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agent.action_state.counter -= MINION_SUMMON_THRESHOLD;
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}
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} else if attack_data.dist_sqrd < MINDFLAYER_ATTACK_DIST.powi(2) {
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if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data) {
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if agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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}) {
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// If close to target, use either primary or secondary ability
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(10) && !matches!(c.stage_section, StageSection::Recover))
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{
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@ -1476,7 +1489,9 @@ impl<'a> AgentData<'a> {
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let small_chance = rng.gen_bool(0.05);
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if small_chance
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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})
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&& attack_data.angle < 15.0
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{
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// Fireball
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@ -1597,7 +1612,9 @@ impl<'a> AgentData<'a> {
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controller.push_cancel_input(InputKind::Fly);
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if attack_data.dist_sqrd > 30.0_f32.powi(2) {
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if rng.gen_bool(0.05)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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})
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&& attack_data.angle < 15.0
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{
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controller.push_basic_input(InputKind::Primary);
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@ -1809,7 +1826,9 @@ impl<'a> AgentData<'a> {
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},
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) {
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if attack_data.angle < 15.0
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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})
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{
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if agent.action_state.timer > 5.0 {
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agent.action_state.timer = 0.0;
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@ -2019,6 +2038,10 @@ impl<'a> AgentData<'a> {
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.map(|t| t.target)
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.and_then(|e| read_data.velocities.get(e))
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.map_or(0.0, |v| v.0.cross(self.ori.look_vec()).magnitude_squared());
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let line_of_sight_with_target = agent.target.map_or(false, |target| {
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entities_have_line_of_sight(*self.entity, target.target, read_data)
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});
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if attack_data.dist_sqrd < golem_melee_range.powi(2) {
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if agent.action_state.counter < 7.5 {
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// If target is close, whack them
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@ -2035,7 +2058,7 @@ impl<'a> AgentData<'a> {
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} else if attack_data.dist_sqrd < GOLEM_LASER_RANGE.powi(2) {
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if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
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|| target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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&& line_of_sight_with_target
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&& attack_data.angle < 45.0
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{
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// If target in range threshold and haven't been lasering for more than 5
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@ -2047,9 +2070,7 @@ impl<'a> AgentData<'a> {
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controller.push_basic_input(InputKind::Ability(0));
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}
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} else if attack_data.dist_sqrd < GOLEM_LONG_RANGE.powi(2) {
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if target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2)
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&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
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{
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if target_speed_cross_sqd < GOLEM_TARGET_SPEED.powi(2) && line_of_sight_with_target {
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// If target is far-ish and moving slow-ish, rocket them
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controller.push_basic_input(InputKind::Ability(1));
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} else if health_fraction < 0.7 {
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@ -2081,6 +2102,10 @@ impl<'a> AgentData<'a> {
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const BUBBLE_RANGE: f32 = 20.0;
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const MINION_SUMMON_THRESHOLD: f32 = 0.20;
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let health_fraction = self.health.map_or(0.5, |h| h.fraction());
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let line_of_sight_with_target = agent.target.map_or(false, |target| {
|
||||
entities_have_line_of_sight(*self.entity, target.target, read_data)
|
||||
});
|
||||
|
||||
// Sets counter at start of combat, using `condition` to keep track of whether
|
||||
// it was already intitialized
|
||||
if !agent.action_state.condition {
|
||||
@ -2110,16 +2135,12 @@ impl<'a> AgentData<'a> {
|
||||
} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
|
||||
// Pincer them if they're in range and angle
|
||||
controller.push_basic_input(InputKind::Primary);
|
||||
} else if attack_data.angle < 30.0
|
||||
&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
|
||||
{
|
||||
} else if attack_data.angle < 30.0 && line_of_sight_with_target {
|
||||
// Start bubbling them if not close enough to do something else and in angle and
|
||||
// can see target
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
}
|
||||
} else if attack_data.angle < 90.0
|
||||
&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
|
||||
{
|
||||
} else if attack_data.angle < 90.0 && line_of_sight_with_target {
|
||||
// Start scuttling if not close enough to do something else and in angle and can
|
||||
// see target
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
@ -2202,6 +2223,9 @@ impl<'a> AgentData<'a> {
|
||||
const FIRE_BREATH_RANGE: f32 = 20.0;
|
||||
const MAX_PUMPKIN_RANGE: f32 = 50.0;
|
||||
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
|
||||
let line_of_sight_with_target = agent.target.map_or(false, |target| {
|
||||
entities_have_line_of_sight(*self.entity, target.target, read_data)
|
||||
});
|
||||
|
||||
if health_fraction < VINE_CREATION_THRESHOLD && !agent.action_state.condition {
|
||||
// Summon vines when reach threshold of health
|
||||
@ -2213,7 +2237,7 @@ impl<'a> AgentData<'a> {
|
||||
}
|
||||
} else if attack_data.dist_sqrd < FIRE_BREATH_RANGE.powi(2) {
|
||||
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(5))
|
||||
&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
|
||||
&& line_of_sight_with_target
|
||||
{
|
||||
// Keep breathing fire if close enough, can see target, and have not been
|
||||
// breathing for more than 5 seconds
|
||||
@ -2221,15 +2245,11 @@ impl<'a> AgentData<'a> {
|
||||
} else if attack_data.in_min_range() && attack_data.angle < 60.0 {
|
||||
// Scythe them if they're in range and angle
|
||||
controller.push_basic_input(InputKind::Primary);
|
||||
} else if attack_data.angle < 30.0
|
||||
&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
|
||||
{
|
||||
} else if attack_data.angle < 30.0 && line_of_sight_with_target {
|
||||
// Start breathing fire at them if close enough, in angle, and can see target
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
}
|
||||
} else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2)
|
||||
&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
|
||||
{
|
||||
} else if attack_data.dist_sqrd < MAX_PUMPKIN_RANGE.powi(2) && line_of_sight_with_target {
|
||||
// Throw a pumpkin at them if close enough and can see them
|
||||
controller.push_basic_input(InputKind::Ability(1));
|
||||
}
|
||||
@ -2323,7 +2343,9 @@ impl<'a> AgentData<'a> {
|
||||
if attack_data.in_min_range() {
|
||||
controller.push_basic_input(InputKind::Primary);
|
||||
} else if attack_data.dist_sqrd < MAX_PATH_DIST.powi(2)
|
||||
&& positions_have_line_of_sight(self.pos, tgt_data.pos, read_data)
|
||||
&& agent.target.map_or(false, |target| {
|
||||
entities_have_line_of_sight(*self.entity, target.target, read_data)
|
||||
})
|
||||
{
|
||||
// If in pathing range and can see target, move towards them
|
||||
self.path_toward_target(
|
||||
@ -2455,7 +2477,9 @@ impl<'a> AgentData<'a> {
|
||||
if attack_data.in_min_range() {
|
||||
// If in range, shockwave
|
||||
controller.push_basic_input(InputKind::Ability(0));
|
||||
} else if positions_have_line_of_sight(self.pos, tgt_data.pos, read_data) {
|
||||
} else if agent.target.map_or(false, |target| {
|
||||
entities_have_line_of_sight(*self.entity, target.target, read_data)
|
||||
}) {
|
||||
// Else if in sight, barrage
|
||||
controller.push_basic_input(InputKind::Secondary);
|
||||
}
|
||||
|
@ -151,12 +151,33 @@ pub fn are_our_owners_hostile(
|
||||
})
|
||||
}
|
||||
|
||||
pub fn entities_have_line_of_sight(
|
||||
entity: EcsEntity,
|
||||
other: EcsEntity,
|
||||
read_data: &ReadData,
|
||||
) -> bool {
|
||||
let eye_pos = |ent: EcsEntity| {
|
||||
let eye_offset = read_data.bodies.get(ent).map_or(0.0, |b| b.eye_height());
|
||||
|
||||
read_data
|
||||
.positions
|
||||
.get(entity)
|
||||
.map(|pos| Pos(Vec3::new(pos.0.x, pos.0.y, pos.0.z + eye_offset)))
|
||||
};
|
||||
|
||||
if let (Some(eye_pos), Some(other_eye_pos)) = (eye_pos(entity), eye_pos(other)) {
|
||||
positions_have_line_of_sight(&eye_pos, &other_eye_pos, read_data)
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
pub fn positions_have_line_of_sight(pos_a: &Pos, pos_b: &Pos, read_data: &ReadData) -> bool {
|
||||
let dist_sqrd = pos_b.0.distance_squared(pos_a.0);
|
||||
|
||||
read_data
|
||||
.terrain
|
||||
.ray(pos_a.0 + Vec3::unit_z(), pos_b.0 + Vec3::unit_z())
|
||||
.ray(pos_a.0, pos_b.0)
|
||||
.until(Block::is_opaque)
|
||||
.cast()
|
||||
.0
|
||||
@ -215,7 +236,7 @@ pub fn does_entity_see_other(
|
||||
.try_normalized()
|
||||
.map_or(false, |v| v.dot(*controller.inputs.look_dir) > 0.15);
|
||||
|
||||
within_sight_dist && positions_have_line_of_sight(pos, other_pos, read_data) && within_fov
|
||||
within_sight_dist && entities_have_line_of_sight(entity, other, read_data) && within_fov
|
||||
} else {
|
||||
false
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user