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Remove old unused awareness stuff.
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712db9adea
commit
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@ -18,7 +18,6 @@ use super::dialogue::Subject;
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pub const DEFAULT_INTERACTION_TIME: f32 = 3.0;
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pub const DEFAULT_INTERACTION_TIME: f32 = 3.0;
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pub const TRADE_INTERACTION_TIME: f32 = 300.0;
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pub const TRADE_INTERACTION_TIME: f32 = 300.0;
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const AWARENESS_DECREMENT_CONSTANT: f32 = 2.1;
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const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
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const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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@ -507,7 +506,6 @@ pub struct Agent {
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pub timer: Timer,
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pub timer: Timer,
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pub bearing: Vec2<f32>,
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pub bearing: Vec2<f32>,
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pub sounds_heard: Vec<Sound>,
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pub sounds_heard: Vec<Sound>,
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pub awareness: f32,
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pub position_pid_controller: Option<PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>>,
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pub position_pid_controller: Option<PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>>,
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}
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}
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@ -535,7 +533,6 @@ impl Agent {
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timer: Timer::default(),
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timer: Timer::default(),
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bearing: Vec2::zero(),
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bearing: Vec2::zero(),
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sounds_heard: Vec::new(),
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sounds_heard: Vec::new(),
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awareness: 0.0,
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position_pid_controller: None,
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position_pid_controller: None,
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}
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}
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}
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}
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@ -587,34 +584,6 @@ impl Agent {
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self
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self
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}
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}
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pub fn decrement_awareness(&mut self, dt: f32) {
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let mut decrement = dt * AWARENESS_DECREMENT_CONSTANT;
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let awareness = self.awareness;
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let too_high = awareness >= 100.0;
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let high = awareness >= 50.0;
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let medium = awareness >= 30.0;
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let low = awareness > 15.0;
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let positive = awareness >= 0.0;
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let negative = awareness < 0.0;
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if too_high {
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decrement *= 3.0;
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} else if high {
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decrement *= 1.0;
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} else if medium {
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decrement *= 2.5;
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} else if low {
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decrement *= 0.70;
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} else if positive {
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decrement *= 0.5;
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} else if negative {
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return;
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}
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self.awareness -= decrement;
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}
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pub fn forget_old_sounds(&mut self, time: f64) {
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pub fn forget_old_sounds(&mut self, time: f64) {
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if !self.sounds_heard.is_empty() {
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if !self.sounds_heard.is_empty() {
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// Keep (retain) only newer sounds
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// Keep (retain) only newer sounds
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@ -1254,9 +1254,6 @@ impl<'a> AgentData<'a> {
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.map_or(false, |stats| stats.name == *"Guard".to_string());
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.map_or(false, |stats| stats.name == *"Guard".to_string());
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let follows_threatening_sounds = has_enemy_alignment || is_village_guard;
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let follows_threatening_sounds = has_enemy_alignment || is_village_guard;
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// TODO: Awareness currently doesn't influence anything.
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//agent.awareness += 0.5 * sound.vol;
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if sound_was_threatening && is_close {
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if sound_was_threatening && is_close {
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if !self.below_flee_health(agent) && follows_threatening_sounds {
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if !self.below_flee_health(agent) && follows_threatening_sounds {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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@ -12,4 +12,3 @@ pub const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
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pub const HEALING_ITEM_THRESHOLD: f32 = 0.5;
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pub const HEALING_ITEM_THRESHOLD: f32 = 0.5;
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pub const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999;
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pub const IDLE_HEALING_ITEM_THRESHOLD: f32 = 0.999;
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pub const DEFAULT_ATTACK_RANGE: f32 = 2.0;
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pub const DEFAULT_ATTACK_RANGE: f32 = 2.0;
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pub const AWARENESS_INVESTIGATE_THRESHOLD: f32 = 1.0;
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