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
10 changed files with 55 additions and 56 deletions

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

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@ -24,9 +24,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Removed ### Removed
### Fixed ### 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 - Players can no longer push waypoints around
- Sites will now also be placed near the edge of the map - 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 ## [0.12.0] - 2022-02-19

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

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@ -100,13 +100,12 @@ impl<'a> System<'a> for Sys {
let mut rng = thread_rng(); let mut rng = thread_rng();
if rng.gen_bool(0.005) { if rng.gen_bool(0.005) {
server_events.push(ServerEvent::Sound { 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 // 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 // may have traveled and produced effects a bit before reaching its end point
// end point
if end_time < time { if end_time < time {
server_events.push(ServerEvent::Delete(entity)); server_events.push(ServerEvent::Delete(entity));
} }

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@ -73,7 +73,7 @@ impl<'a> System<'a> for Sys {
continue; continue;
} }
server_emitter.emit(ServerEvent::Sound { 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; melee_attack.applied = true;

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

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@ -7,10 +7,9 @@ use crate::{
rtsim::RtSim, rtsim::RtSim,
sys::agent::{ sys::agent::{
consts::{ consts::{
AVG_FOLLOW_DIST, AWARENESS_INVESTIGATE_THRESHOLD, DAMAGE_MEMORY_DURATION, AVG_FOLLOW_DIST, DAMAGE_MEMORY_DURATION, DEFAULT_ATTACK_RANGE, FLEE_DURATION,
DEFAULT_ATTACK_RANGE, FLEE_DURATION, HEALING_ITEM_THRESHOLD, HEALING_ITEM_THRESHOLD, IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST,
IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST, PARTIAL_PATH_DIST, PARTIAL_PATH_DIST, RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS, SEPARATION_DIST,
RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS, SEPARATION_DIST,
}, },
data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData}, data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
util::{ util::{
@ -502,8 +501,8 @@ impl<'a> AgentData<'a> {
event_emitter: &mut Emitter<'_, ServerEvent>, event_emitter: &mut Emitter<'_, ServerEvent>,
rng: &mut impl Rng, rng: &mut impl Rng,
) { ) {
agent.decrement_awareness(read_data.dt.0); // TODO: Awareness currently doesn't influence anything.
agent.forget_old_sounds(read_data.time.0); //agent.decrement_awareness(read_data.dt.0);
let small_chance = rng.gen_bool(0.1); let small_chance = rng.gen_bool(0.1);
// Set owner if no target // Set owner if no target
@ -524,7 +523,6 @@ impl<'a> AgentData<'a> {
match sound { match sound {
Some(AgentEvent::ServerSound(sound)) => { Some(AgentEvent::ServerSound(sound)) => {
agent.sounds_heard.push(sound); agent.sounds_heard.push(sound);
agent.awareness += sound.vol;
}, },
Some(AgentEvent::Hurt) => { Some(AgentEvent::Hurt) => {
// Hurt utterances at random upon receiving damage // Hurt utterances at random upon receiving damage
@ -572,10 +570,8 @@ impl<'a> AgentData<'a> {
if rng.gen::<f32>() < 0.1 { if rng.gen::<f32>() < 0.1 {
self.choose_target(agent, controller, read_data, event_emitter); 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 { } 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 aggro_on = *aggro_on;
let should_flee = self.damage.min(1.0) < agent.psyche.flee_health; if self.below_flee_health(agent) {
if should_flee {
let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION; let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION;
let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2); let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
@ -1949,8 +1944,8 @@ impl<'a> AgentData<'a> {
angle_xy, angle_xy,
}; };
// Match on tactic. Each tactic has different controls // Match on tactic. Each tactic has different controls depending on the distance
// depending on the distance from the agent to the target // from the agent to the target.
match tactic { match tactic {
Tactic::SimpleMelee => { Tactic::SimpleMelee => {
self.handle_simple_melee(agent, controller, &attack_data, tgt_data, read_data, rng) 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, &self,
agent: &mut Agent, agent: &mut Agent,
controller: &mut Controller, controller: &mut Controller,
read_data: &ReadData, read_data: &ReadData,
rng: &mut impl Rng, rng: &mut impl Rng,
) { ) {
agent.forget_old_sounds(read_data.time.0);
if is_invulnerable(*self.entity, read_data) { if is_invulnerable(*self.entity, read_data) {
self.idle(agent, controller, read_data, rng); self.idle(agent, controller, read_data, rng);
return; return;
} }
if let Some(sound) = agent.sounds_heard.last() { 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 sound_pos = Pos(sound.pos); let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
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 let sound_was_loud = sound.vol >= 10.0;
// logic The `Mark` enum from common::agent could be used to let sound_was_threatening = sound_was_loud
// match with `agent::Mark::Guard` || matches!(sound.kind, SoundKind::Utterance(UtteranceKind::Scream, _));
let is_village_guard = agent_stats.name == *"Guard".to_string();
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
if is_enemy { let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
let far_enough = dist_sqrd > 10.0_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 = 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 { // TODO: Awareness currently doesn't influence anything.
self.follow(agent, controller, &read_data.terrain, &sound_pos); //agent.awareness += 0.5 * sound.vol;
} else {
// TODO: Change this to a search action instead of idle if sound_was_threatening && is_close {
self.idle(agent, controller, read_data, rng); if !self.below_flee_health(agent) && follows_threatening_sounds {
}
} else if is_village_guard {
self.follow(agent, controller, &read_data.terrain, &sound_pos); self.follow(agent, controller, &read_data.terrain, &sound_pos);
} else if !is_village_guard { } else if self.below_flee_health(agent) || !follows_threatening_sounds {
let flee_health = agent.psyche.flee_health; self.flee(agent, controller, &read_data.terrain, &sound_pos);
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 { } else {
// TODO: Change this to a search action instead of idle
self.idle(agent, controller, read_data, rng); 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( sound: Sound::new(
SoundKind::Utterance(UtteranceKind::Scream, *body), SoundKind::Utterance(UtteranceKind::Scream, *body),
self.pos.0, self.pos.0,
100.0, 13.0,
time, 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 HEALING_ITEM_THRESHOLD: f32 = 0.5;
pub const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999; pub const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999;
pub const DEFAULT_ATTACK_RANGE: f32 = 2.0; pub const DEFAULT_ATTACK_RANGE: f32 = 2.0;
pub const AWARENESS_INVESTIGATE_THRESHOLD: f32 = 1.0;