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https://gitlab.com/veloren/veloren.git
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Pathfinding improvements
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d48ed42fda
commit
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@ -64,7 +64,7 @@ impl<'a> From<&'a Body> for Psyche {
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fn from(body: &'a Body) -> Self {
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Self {
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aggro: match body {
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Body::Humanoid(_) => 0.8,
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Body::Humanoid(_) => 0.5,
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Body::QuadrupedSmall(_) => 0.35,
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Body::QuadrupedMedium(_) => 0.5,
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Body::QuadrupedLow(_) => 0.65,
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@ -4,6 +4,7 @@ use crate::{
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vol::{BaseVol, ReadVol},
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};
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use hashbrown::hash_map::DefaultHashBuilder;
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use rand::prelude::*;
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use std::iter::FromIterator;
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use vek::*;
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@ -67,6 +68,17 @@ pub struct TraversalConfig {
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pub min_tgt_dist: f32,
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}
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const DIAGONALS: [Vec2<i32>; 8] = [
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(0, 1),
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Vec2::new(-1, 1),
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Vec2::new(-1, 0),
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Vec2::new(-1, -1),
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Vec2::new(0, -1),
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Vec2::new(1, -1),
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];
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impl Route {
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pub fn path(&self) -> &Path<Vec3<i32>> { &self.path }
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@ -90,42 +102,31 @@ impl Route {
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let next0 = self
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.next(0)
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.unwrap_or_else(|| pos.map(|e| e.floor() as i32));
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let next1 = self.next(1).unwrap_or(next0);
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// Stop using obstructed paths
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if vol.get(next0).map(|b| b.is_solid()).unwrap_or(false) {
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if !walkable(vol, next1) {
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return None;
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}
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let diagonals = [
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Vec2::new(1, 0),
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Vec2::new(1, 1),
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Vec2::new(0, 1),
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Vec2::new(-1, 1),
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Vec2::new(-1, 0),
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Vec2::new(-1, -1),
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Vec2::new(0, -1),
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Vec2::new(1, -1),
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];
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let next1 = self.next(1).unwrap_or(next0);
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let be_precise = diagonals.iter().any(|pos| {
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!walkable(vol, next0 + Vec3::new(pos.x, pos.y, 0))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -1))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, -2))
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&& !walkable(vol, next0 + Vec3::new(pos.x, pos.y, 1))
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let be_precise = DIAGONALS.iter().any(|pos| {
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(-2..2)
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.all(|z| vol.get(next0 + Vec3::new(pos.x, pos.y, z))
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.map(|b| !b.is_solid())
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.unwrap_or(false))
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});
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let next0_tgt = next0.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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let next1_tgt = next1.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0);
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let next_tgt = next0_tgt;
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// Maybe skip a node (useful with traversing downhill)
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let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
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next0_tgt
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} else {
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next1_tgt
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};
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// // Maybe skip a node (useful with traversing downhill)
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// let closest_tgt = if next0_tgt.distance_squared(pos) < next1_tgt.distance_squared(pos) {
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// next0_tgt
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// } else {
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// next1_tgt
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// };
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let closest_tgt = next0_tgt.map2(pos, |tgt, pos| pos.clamped(tgt.floor(), tgt.ceil()));
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// Determine whether we're close enough to the next to to consider it completed
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let dist_sqrd = pos.xy().distance_squared(closest_tgt.xy());
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@ -349,9 +350,7 @@ impl Chaser {
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// theory this shouldn't happen, but in practice the world is full
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// of unpredictable obstacles that are more than willing to mess up
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// our day. TODO: Come up with a better heuristic for this
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if end_to_tgt > pos_to_tgt * 0.3 + 5.0
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/* || thread_rng().gen::<f32>() < 0.005 */
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{
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if end_to_tgt > pos_to_tgt * 0.3 + 5.0 || thread_rng().gen::<f32>() < 0.001 {
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None
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} else {
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self.route
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@ -393,7 +392,12 @@ impl Chaser {
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});
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}
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if walkable(vol, (pos + Vec3::<f32>::from(tgt_dir) * 3.0).map(|e| e as i32)) {
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let walking_towards_edge = (-3..2)
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.all(|z| vol.get((pos + Vec3::<f32>::from(tgt_dir) * 2.5).map(|e| e as i32) + Vec3::unit_z() * z)
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.map(|b| !b.is_solid())
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.unwrap_or(false));
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if !walking_towards_edge {
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Some(((tgt - pos) * Vec3::new(1.0, 1.0, 0.0), 0.75))
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} else {
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None
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@ -454,23 +458,27 @@ where
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let heuristic = |pos: &Vec3<i32>| (pos.distance_squared(end) as f32).sqrt();
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let neighbors = |pos: &Vec3<i32>| {
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let pos = *pos;
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const DIRS: [Vec3<i32>; 17] = [
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const DIRS: [Vec3<i32>; 21] = [
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Vec3::new(0, 1, 0), // Forward
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Vec3::new(0, 1, 1), // Forward upward
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Vec3::new(0, 1, 2), // Forward Upwardx2
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Vec3::new(0, 1, -1), // Forward downward
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Vec3::new(0, 1, -2), // Forward downwardx2
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Vec3::new(1, 0, 0), // Right
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Vec3::new(1, 0, 1), // Right upward
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Vec3::new(1, 0, 2), // Right Upwardx2
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Vec3::new(1, 0, -1), // Right downward
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Vec3::new(1, 0, -2), // Right downwardx2
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Vec3::new(0, -1, 0), // Backwards
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Vec3::new(0, -1, 1), // Backward Upward
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Vec3::new(0, -1, 2), // Backward Upwardx2
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Vec3::new(0, -1, -1), // Backward downward
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Vec3::new(0, -1, -2), // Backward downwardx2
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Vec3::new(-1, 0, 0), // Left
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Vec3::new(-1, 0, 1), // Left upward
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Vec3::new(-1, 0, 2), // Left Upwardx2
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Vec3::new(-1, 0, -1), // Left downward
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Vec3::new(-1, 0, -2), // Left downwardx2
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Vec3::new(0, 0, -1), // Downwards
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];
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@ -159,7 +159,7 @@ impl<'a> System<'a> for Sys {
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// and so can afford to be less precise when trying to move around
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// the world (especially since they would otherwise get stuck on
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// obstacles that smaller entities would not).
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let node_tolerance = scale + vel.0.xy().magnitude() * 0.2;
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let node_tolerance = scale * 1.5;
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let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
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let mut do_idle = false;
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@ -306,7 +306,10 @@ impl<'a> System<'a> for Sys {
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.unwrap_or(0.5);
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// Flee
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if 1.0 - agent.psyche.aggro > damage {
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let flees = alignment
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.map(|a| !matches!(a, Alignment::Enemy | Alignment::Owned(_)))
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.unwrap_or(true);
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if 1.0 - agent.psyche.aggro > damage && flees {
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if dist_sqrd < MAX_FLEE_DIST.powf(2.0) {
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if let Some((bearing, speed)) = chaser.chase(
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&*terrain,
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@ -464,7 +467,7 @@ impl<'a> System<'a> for Sys {
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// Attack a target that's attacking us
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if let Some(my_stats) = stats.get(entity) {
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// Only if the attack was recent
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if my_stats.health.last_change.0 < 5.0 {
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if my_stats.health.last_change.0 < 3.0 {
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if let comp::HealthSource::Attack { by }
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| comp::HealthSource::Projectile { owner: Some(by) } =
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my_stats.health.last_change.1.cause
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@ -473,20 +476,23 @@ impl<'a> System<'a> for Sys {
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if let Some(attacker) = uid_allocator.retrieve_entity_internal(by.id())
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{
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if stats.get(attacker).map_or(false, |a| !a.is_dead) {
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if agent.can_speak {
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let msg = "npc.speech.villager_under_attack".to_string();
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event_bus.emit_now(ServerEvent::Chat(
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UnresolvedChatMsg::npc(*uid, msg),
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));
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}
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match agent.activity {
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Activity::Attack { target, .. } if target == attacker => {},
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_ => {
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if agent.can_speak {
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let msg = "npc.speech.villager_under_attack".to_string();
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event_bus.emit_now(ServerEvent::Chat(UnresolvedChatMsg::npc(*uid, msg)));
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}
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agent.activity = Activity::Attack {
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target: attacker,
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chaser: Chaser::default(),
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time: time.0,
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been_close: false,
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powerup: 0.0,
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};
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agent.activity = Activity::Attack {
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target: attacker,
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chaser: Chaser::default(),
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time: time.0,
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been_close: false,
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powerup: 0.0,
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};
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},
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}
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}
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}
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}
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