Wake birds up

* give large rtsim birds their default main tool which allows them to
use AI tactics
* force entities to fly on critical failing velocities to avoid suicide
This commit is contained in:
juliancoffee 2021-07-22 17:02:43 +03:00
parent cab565403c
commit a03992a236
2 changed files with 41 additions and 35 deletions

View File

@ -115,6 +115,13 @@ impl<'a> System<'a> for Sys {
));
let rtsim_entity = Some(RtSimEntity(id));
// TODO: this should be a bit more intelligent
let loadout = match body {
comp::Body::Humanoid(_) => entity.get_loadout(),
_ => LoadoutBuilder::new().with_default_maintool(&body).build(),
};
let event = match body {
comp::Body::Ship(ship) => ServerEvent::CreateShip {
pos,
@ -128,10 +135,7 @@ impl<'a> System<'a> for Sys {
stats: comp::Stats::new(entity.get_name()),
skill_set: comp::SkillSet::default(),
health: Some(comp::Health::new(body, 10)),
loadout: match body {
comp::Body::Humanoid(_) => entity.get_loadout(),
_ => LoadoutBuilder::new().build(),
},
loadout,
poise: comp::Poise::new(body),
body,
agent,

View File

@ -60,6 +60,7 @@ struct AgentData<'a> {
body: Option<&'a Body>,
inventory: &'a Inventory,
skill_set: &'a SkillSet,
#[allow(dead_code)] // may be useful for pathing
physics_state: &'a PhysicsState,
alignment: Option<&'a Alignment>,
traversal_config: TraversalConfig,
@ -492,10 +493,19 @@ impl<'a> System<'a> for Sys {
}
};
// If falling fast and can glide, save yourself!
if data.glider_equipped && data.physics_state.on_ground.is_none() {
// toggle glider when vertical velocity is above some
// threshold (here ~ glider fall vertical speed)
// Falling damage starts from 30.0 as of time of writing
// But keep in mind our 25 m/s gravity
let is_falling_dangerous = data.vel.0.z < -20.0;
// If falling velocity is critical, throw everything
// and save yourself!
//
// If can fly - fly.
// If have glider - glide.
// Else, rest in peace.
if is_falling_dangerous && data.traversal_config.can_fly {
data.fly_upward(controller)
} else if is_falling_dangerous && data.glider_equipped {
data.glider_fall(controller);
} else if let Some(target_info) = agent.target {
let Target {
@ -695,24 +705,28 @@ impl<'a> AgentData<'a> {
////////////////////////////////////////
fn glider_fall(&self, controller: &mut Controller) {
if self.vel.0.z < -15.0 {
controller.actions.push(ControlAction::GlideWield);
controller.actions.push(ControlAction::GlideWield);
let flight_direction =
Vec3::from(self.vel.0.xy().try_normalized().unwrap_or_else(Vec2::zero));
let flight_ori = Quaternion::from_scalar_and_vec3((1.0, flight_direction));
let flight_direction =
Vec3::from(self.vel.0.xy().try_normalized().unwrap_or_else(Vec2::zero));
let flight_ori = Quaternion::from_scalar_and_vec3((1.0, flight_direction));
let ori = self.ori.look_vec();
let look_dir = if ori.z > 0.0 {
flight_ori.rotated_x(-0.1)
} else {
flight_ori.rotated_x(0.1)
};
let ori = self.ori.look_vec();
let look_dir = if ori.z > 0.0 {
flight_ori.rotated_x(-0.1)
} else {
flight_ori.rotated_x(0.1)
};
let (_, look_dir) = look_dir.into_scalar_and_vec3();
controller.inputs.look_dir =
Dir::from_unnormalized(look_dir).unwrap_or_else(Dir::forward);
}
let (_, look_dir) = look_dir.into_scalar_and_vec3();
controller.inputs.look_dir = Dir::from_unnormalized(look_dir).unwrap_or_else(Dir::forward);
}
fn fly_upward(&self, controller: &mut Controller) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Fly));
controller.inputs.move_z = 1.0;
}
fn idle(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
@ -3298,9 +3312,6 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Fly));
controller
.actions
.push(ControlAction::basic_input(InputKind::Jump));
controller.inputs.move_z = 1.0;
} else {
// Jump
@ -3359,9 +3370,6 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Fly));
controller
.actions
.push(ControlAction::basic_input(InputKind::Jump));
controller.inputs.move_z = 1.0;
}
// If further than 2.5 blocks and random chance
@ -3428,9 +3436,6 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Fly));
controller
.actions
.push(ControlAction::basic_input(InputKind::Jump));
controller.inputs.move_z = 1.0;
} else {
self.jump_if(controller, bearing.z > 1.5);
@ -3477,9 +3482,6 @@ impl<'a> AgentData<'a> {
controller
.actions
.push(ControlAction::basic_input(InputKind::Fly));
controller
.actions
.push(ControlAction::basic_input(InputKind::Jump));
controller.inputs.move_z = 1.0;
} else if attack_data.dist_sqrd > (3.0 * attack_data.min_attack_dist).powi(2) {
self.path_toward_target(agent, controller, tgt_data, read_data, true, false, None);