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Merge branch 'sam/agent-combat-state' into 'master'
Split action state into two sets of state, one each for combat and behavior. See merge request veloren/veloren!4183
This commit is contained in:
commit
a4ff592547
@ -589,7 +589,8 @@ pub struct Agent {
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pub behavior: Behavior,
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pub psyche: Psyche,
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pub inbox: VecDeque<AgentEvent>,
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pub action_state: ActionState,
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pub combat_state: ActionState,
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pub behavior_state: ActionState,
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pub timer: Timer,
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pub bearing: Vec2<f32>,
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pub sounds_heard: Vec<Sound>,
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@ -699,7 +700,8 @@ impl Agent {
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behavior: Behavior::default(),
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psyche: Psyche::from(body),
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inbox: VecDeque::new(),
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action_state: ActionState::default(),
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combat_state: ActionState::default(),
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behavior_state: ActionState::default(),
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timer: Timer::default(),
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bearing: Vec2::zero(),
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sounds_heard: Vec::new(),
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@ -229,15 +229,15 @@ impl<'a> AgentData<'a> {
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true
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};
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if attempt_heal && self.heal_self(agent, controller, true) {
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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agent.behavior_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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return;
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}
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} else {
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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agent.behavior_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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return;
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}
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.0;
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agent.behavior_state.timers[ActionTimers::TimerIdle as usize] = 0.0;
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'activity: {
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match agent.rtsim_controller.activity {
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@ -791,7 +791,7 @@ impl<'a> AgentData<'a> {
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enum ActionStateTimers {
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TimerChooseTarget = 0,
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}
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agent.action_state.timers[ActionStateTimers::TimerChooseTarget as usize] = 0.0;
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agent.behavior_state.timers[ActionStateTimers::TimerChooseTarget as usize] = 0.0;
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let mut aggro_on = false;
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// Search the area.
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File diff suppressed because it is too large
Load Diff
@ -248,15 +248,15 @@ pub fn handle_attack_aggression(
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position_flee_index: usize,
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) -> bool {
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if let Some(health) = agent_data.health {
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agent.action_state.int_counters[icounter_action_mode_index] = if health.fraction() < 0.1 {
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agent.action_state.positions[position_guarded_cover_index] = None;
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agent.combat_state.int_counters[icounter_action_mode_index] = if health.fraction() < 0.1 {
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agent.combat_state.positions[position_guarded_cover_index] = None;
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ActionMode::Fleeing as u8
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} else if health.fraction() < 0.9 {
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agent.action_state.positions[position_flee_index] = None;
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agent.combat_state.positions[position_flee_index] = None;
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ActionMode::Guarded as u8
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} else {
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agent.action_state.positions[position_guarded_cover_index] = None;
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agent.action_state.positions[position_flee_index] = None;
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agent.combat_state.positions[position_guarded_cover_index] = None;
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agent.combat_state.positions[position_flee_index] = None;
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ActionMode::Reckless as u8
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};
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}
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@ -264,48 +264,48 @@ pub fn handle_attack_aggression(
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// If agent has not moved, assume agent was unable to move and reset attempted
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// path positions if occurs for too long
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if agent_data.vel.0.magnitude_squared() < 1_f32.powi(2) {
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agent.action_state.timers[timer_pos_timeout_index] += read_data.dt.0;
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agent.combat_state.timers[timer_pos_timeout_index] += read_data.dt.0;
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} else {
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agent.action_state.timers[timer_pos_timeout_index] = 0.0;
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agent.combat_state.timers[timer_pos_timeout_index] = 0.0;
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}
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if agent.action_state.timers[timer_pos_timeout_index] > 2.0 {
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agent.action_state.positions[position_guarded_cover_index] = None;
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agent.action_state.positions[position_flee_index] = None;
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agent.action_state.timers[timer_pos_timeout_index] = 0.0;
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if agent.combat_state.timers[timer_pos_timeout_index] > 2.0 {
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agent.combat_state.positions[position_guarded_cover_index] = None;
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agent.combat_state.positions[position_flee_index] = None;
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agent.combat_state.timers[timer_pos_timeout_index] = 0.0;
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}
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match ActionMode::from_u8(agent.action_state.int_counters[icounter_action_mode_index]) {
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match ActionMode::from_u8(agent.combat_state.int_counters[icounter_action_mode_index]) {
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ActionMode::Reckless => true,
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ActionMode::Guarded => {
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agent.action_state.timers[timer_guarded_cycle_index] += read_data.dt.0;
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if agent.action_state.timers[timer_guarded_cycle_index]
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> agent.action_state.counters[fcounter_guarded_timer_index]
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agent.combat_state.timers[timer_guarded_cycle_index] += read_data.dt.0;
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if agent.combat_state.timers[timer_guarded_cycle_index]
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> agent.combat_state.counters[fcounter_guarded_timer_index]
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{
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agent.action_state.timers[timer_guarded_cycle_index] = 0.0;
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agent.action_state.conditions[condition_guarded_defend_index] ^= true;
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agent.action_state.counters[fcounter_guarded_timer_index] =
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if agent.action_state.conditions[condition_guarded_defend_index] {
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agent.combat_state.timers[timer_guarded_cycle_index] = 0.0;
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agent.combat_state.conditions[condition_guarded_defend_index] ^= true;
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agent.combat_state.counters[fcounter_guarded_timer_index] =
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if agent.combat_state.conditions[condition_guarded_defend_index] {
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rng.gen_range(3.0..6.0)
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} else {
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rng.gen_range(6.0..10.0)
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};
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}
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if let Some(pos) = agent.action_state.positions[position_guarded_cover_index] {
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if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index] {
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if pos.distance_squared(agent_data.pos.0) < 3_f32.powi(2) {
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agent.action_state.positions[position_guarded_cover_index] = None;
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agent.combat_state.positions[position_guarded_cover_index] = None;
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}
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}
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if !agent.action_state.conditions[condition_guarded_defend_index] {
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agent.action_state.positions[position_guarded_cover_index] = None;
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if !agent.combat_state.conditions[condition_guarded_defend_index] {
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agent.combat_state.positions[position_guarded_cover_index] = None;
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true
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} else {
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if attack_data.dist_sqrd > 10_f32.powi(2) {
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// Choose random point to either side when looking at target and move
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// towards it
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if let Some(pos) = agent.action_state.positions[position_guarded_cover_index] {
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if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index] {
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if pos.distance_squared(agent_data.pos.0) < 5_f32.powi(2) {
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agent.action_state.positions[position_guarded_cover_index] = None;
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agent.combat_state.positions[position_guarded_cover_index] = None;
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}
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agent_data.path_toward_target(
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agent,
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@ -316,7 +316,7 @@ pub fn handle_attack_aggression(
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None,
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);
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} else {
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agent.action_state.positions[position_guarded_cover_index] = {
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agent.combat_state.positions[position_guarded_cover_index] = {
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let rand_dir = {
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let dir = (tgt_data.pos.0 - agent_data.pos.0)
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.try_normalized()
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@ -344,7 +344,7 @@ pub fn handle_attack_aggression(
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Some(agent_data.pos.0 + rand_dir * actual_dist)
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};
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}
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} else if let Some(pos) = agent.action_state.positions[position_guarded_cover_index]
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} else if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index]
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{
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agent_data.path_toward_target(
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agent,
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@ -354,15 +354,15 @@ pub fn handle_attack_aggression(
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Path::Separate,
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None,
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);
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if agent.action_state.conditions[condition_rolling_breakthrough_index] {
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if agent.combat_state.conditions[condition_rolling_breakthrough_index] {
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controller.push_basic_input(InputKind::Roll);
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agent.action_state.conditions[condition_rolling_breakthrough_index] = false;
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agent.combat_state.conditions[condition_rolling_breakthrough_index] = false;
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}
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if tgt_data.char_state.map_or(false, |cs| cs.is_melee_attack()) {
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controller.push_basic_input(InputKind::Block);
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}
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} else {
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agent.action_state.positions[position_guarded_cover_index] = {
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agent.combat_state.positions[position_guarded_cover_index] = {
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let backwards = (agent_data.pos.0 - tgt_data.pos.0)
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.try_normalized()
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.unwrap_or(Vec3::unit_x())
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@ -380,7 +380,7 @@ pub fn handle_attack_aggression(
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{
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agent_data.pos.0 + backwards * 5.0
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} else {
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agent.action_state.conditions[condition_rolling_breakthrough_index] =
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agent.combat_state.conditions[condition_rolling_breakthrough_index] =
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true;
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agent_data.pos.0
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- backwards
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@ -403,16 +403,16 @@ pub fn handle_attack_aggression(
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}
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},
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ActionMode::Fleeing => {
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if agent.action_state.conditions[condition_rolling_breakthrough_index] {
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if agent.combat_state.conditions[condition_rolling_breakthrough_index] {
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controller.push_basic_input(InputKind::Roll);
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agent.action_state.conditions[condition_rolling_breakthrough_index] = false;
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agent.combat_state.conditions[condition_rolling_breakthrough_index] = false;
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}
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if let Some(pos) = agent.action_state.positions[position_flee_index] {
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if let Some(pos) = agent.combat_state.positions[position_flee_index] {
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if let Some(dir) = Dir::from_unnormalized(pos - agent_data.pos.0) {
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controller.inputs.look_dir = dir;
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}
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if pos.distance_squared(agent_data.pos.0) < 5_f32.powi(2) {
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agent.action_state.positions[position_flee_index] = None;
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agent.combat_state.positions[position_flee_index] = None;
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}
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agent_data.path_toward_target(
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agent,
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@ -423,7 +423,7 @@ pub fn handle_attack_aggression(
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None,
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);
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} else {
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agent.action_state.positions[position_flee_index] = {
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agent.combat_state.positions[position_flee_index] = {
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let rand_dir = {
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let dir = (agent_data.pos.0 - tgt_data.pos.0)
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.try_normalized()
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@ -453,7 +453,7 @@ pub fn handle_attack_aggression(
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.cast()
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.0
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- 1.0;
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agent.action_state.conditions[condition_rolling_breakthrough_index] = true;
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agent.combat_state.conditions[condition_rolling_breakthrough_index] = true;
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Some(agent_data.pos.0 - rand_dir * dist)
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} else {
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Some(agent_data.pos.0 + rand_dir * actual_dist)
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@ -642,7 +642,7 @@ fn heal_self_if_hurt(bdata: &mut BehaviorData) -> bool {
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.agent_data
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.heal_self(bdata.agent, bdata.controller, false)
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{
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bdata.agent.action_state.timers
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bdata.agent.behavior_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
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return true;
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}
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@ -767,18 +767,18 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
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let aggro_on = *aggro_on;
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if agent_data.below_flee_health(agent) {
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let flee_timer_done = agent.action_state.timers
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let flee_timer_done = agent.behavior_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize]
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> FLEE_DURATION;
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let within_normal_flee_dir_dist = dist_sqrd < NORMAL_FLEE_DIR_DIST.powi(2);
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// FIXME: Using action state timer to see if allowed to speak is a hack.
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if agent.action_state.timers
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if agent.behavior_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize]
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== 0.0
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{
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agent_data.cry_out(agent, event_emitter, read_data);
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agent.action_state.timers
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agent.behavior_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.01;
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agent.flee_from_pos = {
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let random = || thread_rng().gen_range(-1.0..1.0);
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@ -795,11 +795,11 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
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agent_data.flee(agent, controller, read_data, tgt_pos);
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}
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agent.action_state.timers
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agent.behavior_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] +=
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read_data.dt.0;
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} else {
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agent.action_state.timers
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agent.behavior_state.timers
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[ActionStateBehaviorTreeTimers::TimerBehaviorTree as usize] = 0.0;
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agent.target = None;
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agent.flee_from_pos = None;
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@ -45,7 +45,7 @@ pub fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
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Some(_) | None => {},
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}
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} else {
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bdata.agent.action_state.timers
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bdata.agent.behavior_state.timers
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[ActionStateInteractionTimers::TimerInteraction as usize] = 0.1;
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}
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}
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@ -63,9 +63,9 @@ pub fn process_inbox_interaction(bdata: &mut BehaviorData) -> bool {
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false
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}
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/// Increment agent's action_state timer
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/// Increment agent's behavior_state timer
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pub fn increment_timer_deltatime(bdata: &mut BehaviorData) -> bool {
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bdata.agent.action_state.timers[ActionStateInteractionTimers::TimerInteraction as usize] +=
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bdata.agent.behavior_state.timers[ActionStateInteractionTimers::TimerInteraction as usize] +=
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bdata.read_data.dt.0;
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false
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}
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