Merge branch 'holychowders/prevent_undesired_movement_on_agent_interaction' into 'master'

Agent Perception: Improve Awareness System

See merge request veloren/veloren!3263
This commit is contained in:
Justin Shipsey 2022-03-26 00:28:18 +00:00
commit aee1aa7c1d
10 changed files with 55 additions and 56 deletions

1
.gitignore vendored
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@ -5,6 +5,7 @@ target
**/.nvimrc
**/*.vi
**/*.vim
**/*.swp
**/*tags

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@ -24,9 +24,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Removed
### Fixed
- Fixed bug that would sometimes cause taking a screenshot to panic because a buffer was mapped a the wrong time.
- Fixed bug that would sometimes cause taking a screenshot to panic because a buffer was mapped at the wrong time.
- Players can no longer push waypoints around
- Sites will now also be placed near the edge of the map
- Fix a bug causing NPCs to jitter on interaction and randomly run away.
## [0.12.0] - 2022-02-19

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@ -347,13 +347,13 @@ impl Sound {
#[derive(Copy, Clone, Debug)]
pub enum SoundKind {
Unknown,
Utterance(UtteranceKind, Body),
Movement,
Melee,
Projectile,
Explosion,
Beam,
Shockwave,
Utterance(UtteranceKind, Body),
}
#[derive(Clone, Copy, Debug)]

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@ -100,13 +100,12 @@ impl<'a> System<'a> for Sys {
let mut rng = thread_rng();
if rng.gen_bool(0.005) {
server_events.push(ServerEvent::Sound {
sound: Sound::new(SoundKind::Beam, pos.0, 7.0, time),
sound: Sound::new(SoundKind::Beam, pos.0, 13.0, time),
});
}
// If beam segment is out of time emit destroy event but still continue since it
// may have traveled and produced effects a bit before reaching its
// end point
// may have traveled and produced effects a bit before reaching its end point
if end_time < time {
server_events.push(ServerEvent::Delete(entity));
}

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@ -73,7 +73,7 @@ impl<'a> System<'a> for Sys {
continue;
}
server_emitter.emit(ServerEvent::Sound {
sound: Sound::new(SoundKind::Melee, pos.0, 3.0, read_data.time.0),
sound: Sound::new(SoundKind::Melee, pos.0, 2.0, read_data.time.0),
});
melee_attack.applied = true;

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@ -81,7 +81,7 @@ impl<'a> System<'a> for Sys {
let mut rng = thread_rng();
if physics.on_surface().is_none() && rng.gen_bool(0.05) {
server_emitter.emit(ServerEvent::Sound {
sound: Sound::new(SoundKind::Projectile, pos.0, 2.0, read_data.time.0),
sound: Sound::new(SoundKind::Projectile, pos.0, 4.0, read_data.time.0),
});
}

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@ -94,7 +94,7 @@ impl<'a> System<'a> for Sys {
let mut rng = thread_rng();
if rng.gen_bool(0.05) {
server_emitter.emit(ServerEvent::Sound {
sound: Sound::new(SoundKind::Shockwave, pos.0, 16.0, time),
sound: Sound::new(SoundKind::Shockwave, pos.0, 40.0, time),
});
}

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@ -597,7 +597,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
.retrieve_entity_internal(uid.into())
});
let explosion_volume = 2.5 * explosion.radius;
let explosion_volume = 6.25 * explosion.radius;
let mut emitter = server_eventbus.emitter();
emitter.emit(ServerEvent::Sound {
sound: Sound::new(SoundKind::Explosion, pos, explosion_volume, time.0),

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@ -7,10 +7,9 @@ use crate::{
rtsim::RtSim,
sys::agent::{
consts::{
AVG_FOLLOW_DIST, AWARENESS_INVESTIGATE_THRESHOLD, DAMAGE_MEMORY_DURATION,
DEFAULT_ATTACK_RANGE, FLEE_DURATION, HEALING_ITEM_THRESHOLD,
IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST, PARTIAL_PATH_DIST,
RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS, SEPARATION_DIST,
AVG_FOLLOW_DIST, DAMAGE_MEMORY_DURATION, DEFAULT_ATTACK_RANGE, FLEE_DURATION,
HEALING_ITEM_THRESHOLD, IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST,
PARTIAL_PATH_DIST, RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS, SEPARATION_DIST,
},
data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
util::{
@ -502,8 +501,8 @@ impl<'a> AgentData<'a> {
event_emitter: &mut Emitter<'_, ServerEvent>,
rng: &mut impl Rng,
) {
agent.decrement_awareness(read_data.dt.0);
agent.forget_old_sounds(read_data.time.0);
// TODO: Awareness currently doesn't influence anything.
//agent.decrement_awareness(read_data.dt.0);
let small_chance = rng.gen_bool(0.1);
// Set owner if no target
@ -524,7 +523,6 @@ impl<'a> AgentData<'a> {
match sound {
Some(AgentEvent::ServerSound(sound)) => {
agent.sounds_heard.push(sound);
agent.awareness += sound.vol;
},
Some(AgentEvent::Hurt) => {
// Hurt utterances at random upon receiving damage
@ -572,10 +570,8 @@ impl<'a> AgentData<'a> {
if rng.gen::<f32>() < 0.1 {
self.choose_target(agent, controller, read_data, event_emitter);
} else if agent.awareness > AWARENESS_INVESTIGATE_THRESHOLD {
self.handle_elevated_awareness(agent, controller, read_data, rng);
} else {
self.idle(agent, controller, read_data, rng);
self.handle_sounds_heard(agent, controller, read_data, rng);
}
},
}
@ -637,8 +633,7 @@ impl<'a> AgentData<'a> {
}
let aggro_on = *aggro_on;
let should_flee = self.damage.min(1.0) < agent.psyche.flee_health;
if should_flee {
if self.below_flee_health(agent) {
let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION;
let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
@ -1949,8 +1944,8 @@ impl<'a> AgentData<'a> {
angle_xy,
};
// Match on tactic. Each tactic has different controls
// depending on the distance from the agent to the target
// Match on tactic. Each tactic has different controls depending on the distance
// from the agent to the target.
match tactic {
Tactic::SimpleMelee => {
self.handle_simple_melee(agent, controller, &attack_data, tgt_data, read_data, rng)
@ -2172,56 +2167,56 @@ impl<'a> AgentData<'a> {
}
}
fn handle_elevated_awareness(
fn handle_sounds_heard(
&self,
agent: &mut Agent,
controller: &mut Controller,
read_data: &ReadData,
rng: &mut impl Rng,
) {
agent.forget_old_sounds(read_data.time.0);
if is_invulnerable(*self.entity, read_data) {
self.idle(agent, controller, read_data, rng);
return;
}
if let Some(sound) = agent.sounds_heard.last() {
if let Some(agent_stats) = read_data.stats.get(*self.entity) {
let sound_pos = Pos(sound.pos);
let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
let sound_pos = Pos(sound.pos);
let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
// NOTE: There is an implicit distance requirement given that sound volume
// disipates as it travels, but we will not want to flee if a sound is super
// loud but heard from a great distance, regardless of how loud it was.
// `is_close` is this limiter.
let is_close = dist_sqrd < 35.0_f32.powi(2);
// FIXME: We need to be able to change the name of a guard without breaking this
// logic The `Mark` enum from common::agent could be used to
// match with `agent::Mark::Guard`
let is_village_guard = agent_stats.name == *"Guard".to_string();
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
let sound_was_loud = sound.vol >= 10.0;
let sound_was_threatening = sound_was_loud
|| matches!(sound.kind, SoundKind::Utterance(UtteranceKind::Scream, _));
if is_enemy {
let far_enough = dist_sqrd > 10.0_f32.powi(2);
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
// FIXME: We need to be able to change the name of a guard without breaking this
// logic. The `Mark` enum from common::agent could be used to match with
// `agent::Mark::Guard`
let is_village_guard = read_data
.stats
.get(*self.entity)
.map_or(false, |stats| stats.name == *"Guard".to_string());
let follows_threatening_sounds = is_enemy || is_village_guard;
if far_enough {
self.follow(agent, controller, &read_data.terrain, &sound_pos);
} else {
// TODO: Change this to a search action instead of idle
self.idle(agent, controller, read_data, rng);
}
} else if is_village_guard {
// TODO: Awareness currently doesn't influence anything.
//agent.awareness += 0.5 * sound.vol;
if sound_was_threatening && is_close {
if !self.below_flee_health(agent) && follows_threatening_sounds {
self.follow(agent, controller, &read_data.terrain, &sound_pos);
} else if !is_village_guard {
let flee_health = agent.psyche.flee_health;
let close_enough = dist_sqrd < 35.0_f32.powi(2);
let sound_was_loud = sound.vol >= 10.0;
if close_enough
&& (flee_health <= 0.7 || (flee_health <= 0.5 && sound_was_loud))
{
self.flee(agent, controller, &read_data.terrain, &sound_pos);
} else {
self.idle(agent, controller, read_data, rng);
}
} else if self.below_flee_health(agent) || !follows_threatening_sounds {
self.flee(agent, controller, &read_data.terrain, &sound_pos);
} else {
// TODO: Change this to a search action instead of idle
self.idle(agent, controller, read_data, rng);
}
} else {
self.idle(agent, controller, read_data, rng);
}
}
}
@ -2377,7 +2372,7 @@ impl<'a> AgentData<'a> {
sound: Sound::new(
SoundKind::Utterance(UtteranceKind::Scream, *body),
self.pos.0,
100.0,
13.0,
time,
),
});
@ -2420,4 +2415,8 @@ impl<'a> AgentData<'a> {
);
}
}
fn below_flee_health(&self, agent: &Agent) -> bool {
self.damage.min(1.0) < agent.psyche.flee_health
}
}

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@ -11,4 +11,3 @@ pub const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
pub const HEALING_ITEM_THRESHOLD: f32 = 0.5;
pub const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999;
pub const DEFAULT_ATTACK_RANGE: f32 = 2.0;
pub const AWARENESS_INVESTIGATE_THRESHOLD: f32 = 1.0;