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Address code review.
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@ -15,9 +15,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Admin command to reload all chunks on the server
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- Admin command to reload all chunks on the server
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- Furniture and waypoints in site2 towns
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- Furniture and waypoints in site2 towns
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- text input for trading
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- text input for trading
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- Themed Site CliffTown, hoodoo/arabic inspired stone structures inhabited by mountaineer NPCs.
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- Themed Site CliffTown, hoodoo/arabic inspired stone structures inhabited by mountaineer NPCs.
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- NPCs now have rudimentary personalities
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- NPCs now have rudimentary personalities
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- Added Belarusian translation
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- Added Belarusian translation
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- Add FOV check for agents scanning for targets they are hostile to
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### Changed
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### Changed
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@ -81,7 +82,6 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Convert giant trees to site2
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- Convert giant trees to site2
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- Add new upgraded travelers
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- Add new upgraded travelers
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- Wallrunning
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- Wallrunning
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- Add FOV check for agents scanning for targets they are hostile to
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### Changed
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### Changed
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@ -49,7 +49,8 @@ impl SpatialGrid {
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}
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}
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/// Get an iterator over the entities overlapping the provided axis aligned
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/// Get an iterator over the entities overlapping the provided axis aligned
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/// bounding region. NOTE: for best optimization of the iterator use
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/// bounding region.
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/// NOTE: for best optimization of the iterator use
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/// `for_each` rather than a for loop.
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/// `for_each` rather than a for loop.
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pub fn in_aabr<'a>(&'a self, aabr: Aabr<i32>) -> impl Iterator<Item = specs::Entity> + 'a {
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pub fn in_aabr<'a>(&'a self, aabr: Aabr<i32>) -> impl Iterator<Item = specs::Entity> + 'a {
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let iter = |max_entity_radius, grid: &'a hashbrown::HashMap<_, _>, lg2_cell_size| {
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let iter = |max_entity_radius, grid: &'a hashbrown::HashMap<_, _>, lg2_cell_size| {
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@ -13,10 +13,9 @@ use crate::{
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},
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},
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data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
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data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
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util::{
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util::{
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aim_projectile, are_our_owners_hostile, does_entity_see_other,
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aim_projectile, are_our_owners_hostile, does_entity_see_other, get_attacker_of_entity,
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entity_looks_like_cultist, get_attacker_of_entity, get_entity_by_id, is_dead,
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get_entity_by_id, is_dead, is_dead_or_invulnerable, is_dressed_as_cultist,
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is_dead_or_invulnerable, is_entity_a_village_guard, is_invulnerable, is_villager,
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is_invulnerable, is_village_guard, is_villager, stop_pursuing,
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stop_pursuing,
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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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@ -1434,7 +1433,7 @@ impl<'a> AgentData<'a> {
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if is_villager(self.alignment) {
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if is_villager(self.alignment) {
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if self.remembers_fight_with(target, read_data) {
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if self.remembers_fight_with(target, read_data) {
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chat_villager_remembers_fighting();
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chat_villager_remembers_fighting();
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} else if entity_looks_like_cultist(target, read_data) {
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} else if is_dressed_as_cultist(target, read_data) {
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chat("npc.speech.villager_cultist_alarm");
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chat("npc.speech.villager_cultist_alarm");
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} else {
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} else {
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chat("npc.speech.menacing");
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chat("npc.speech.menacing");
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@ -1569,7 +1568,7 @@ impl<'a> AgentData<'a> {
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let get_enemy = |entity: EcsEntity| {
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let get_enemy = |entity: EcsEntity| {
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if self.is_entity_an_enemy(entity, read_data) {
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if self.is_entity_an_enemy(entity, read_data) {
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Some(entity)
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Some(entity)
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} else if self.defends_entity(entity, read_data) {
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} else if self.should_defend(entity, read_data) {
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if let Some(attacker) = get_attacker_of_entity(entity, read_data) {
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if let Some(attacker) = get_attacker_of_entity(entity, read_data) {
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if !is_alignment_passive_towards_entity(attacker) {
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if !is_alignment_passive_towards_entity(attacker) {
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// aggro_on: attack immediately, do not warn/menace.
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// aggro_on: attack immediately, do not warn/menace.
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@ -2398,10 +2397,10 @@ impl<'a> AgentData<'a> {
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(entity != *self.entity)
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(entity != *self.entity)
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&& (are_our_owners_hostile(self.alignment, alignment, read_data)
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&& (are_our_owners_hostile(self.alignment, alignment, read_data)
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|| self.remembers_fight_with(entity, read_data)
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|| self.remembers_fight_with(entity, read_data)
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|| self.is_villager_and_entity_is_cultist(entity, read_data))
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|| self.is_villager_and_is_entity_dressed_as_cultist(entity, read_data))
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}
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}
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fn defends_entity(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
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fn should_defend(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
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let entity_alignment = read_data.alignments.get(entity);
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let entity_alignment = read_data.alignments.get(entity);
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let we_are_friendly = entity_alignment.map_or(false, |entity_alignment| {
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let we_are_friendly = entity_alignment.map_or(false, |entity_alignment| {
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@ -2419,11 +2418,15 @@ impl<'a> AgentData<'a> {
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matches!(entity_alignment, Some(Alignment::Owned(ouid)) if *self.uid == *ouid);
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matches!(entity_alignment, Some(Alignment::Owned(ouid)) if *self.uid == *ouid);
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(we_are_friendly && we_share_species)
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(we_are_friendly && we_share_species)
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|| (is_entity_a_village_guard(*self.entity, read_data) && is_villager(entity_alignment))
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|| (is_village_guard(*self.entity, read_data) && is_villager(entity_alignment))
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|| self_owns_entity
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|| self_owns_entity
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}
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}
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fn is_villager_and_entity_is_cultist(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
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fn is_villager_and_is_entity_dressed_as_cultist(
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is_villager(self.alignment) && entity_looks_like_cultist(entity, read_data)
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&self,
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entity: EcsEntity,
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read_data: &ReadData,
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) -> bool {
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is_villager(self.alignment) && is_dressed_as_cultist(entity, read_data)
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}
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}
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}
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}
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@ -132,7 +132,7 @@ pub fn is_villager(alignment: Option<&Alignment>) -> bool {
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alignment.map_or(false, |alignment| matches!(alignment, Alignment::Npc))
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alignment.map_or(false, |alignment| matches!(alignment, Alignment::Npc))
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}
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}
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pub fn is_entity_a_village_guard(entity: EcsEntity, read_data: &ReadData) -> bool {
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pub fn is_village_guard(entity: EcsEntity, read_data: &ReadData) -> bool {
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read_data
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read_data
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.stats
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.stats
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.get(entity)
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.get(entity)
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@ -164,6 +164,19 @@ pub fn positions_have_line_of_sight(pos_a: &Pos, pos_b: &Pos, read_data: &ReadDa
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>= dist_sqrd
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>= dist_sqrd
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}
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}
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pub fn is_dressed_as_cultist(entity: EcsEntity, read_data: &ReadData) -> bool {
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read_data
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.inventories
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.get(entity)
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.map_or(false, |inventory| {
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inventory
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.equipped_items()
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.filter(|item| item.tags().contains(&ItemTag::Cultist))
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.count()
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> 2
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})
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}
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pub fn does_entity_see_other(
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pub fn does_entity_see_other(
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agent: &Agent,
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agent: &Agent,
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entity: EcsEntity,
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entity: EcsEntity,
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@ -171,13 +184,13 @@ pub fn does_entity_see_other(
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controller: &Controller,
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controller: &Controller,
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read_data: &ReadData,
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read_data: &ReadData,
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) -> bool {
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) -> bool {
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let stealth_coefficient = {
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let other_stealth_coefficient = {
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let is_other_being_stealthy = read_data
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let is_other_stealthy = read_data
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.char_states
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.char_states
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.get(other)
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.get(other)
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.map_or(false, CharacterState::is_stealthy);
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.map_or(false, CharacterState::is_stealthy);
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if is_other_being_stealthy {
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if is_other_stealthy {
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// TODO: We shouldn't have to check CharacterState. This should be factored in
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// TODO: We shouldn't have to check CharacterState. This should be factored in
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// by the function (such as the one we're calling below) that supposedly
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// by the function (such as the one we're calling below) that supposedly
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// computes a coefficient given stealthy-ness.
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// computes a coefficient given stealthy-ness.
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@ -191,18 +204,16 @@ pub fn does_entity_see_other(
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read_data.positions.get(entity),
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read_data.positions.get(entity),
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read_data.positions.get(other),
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read_data.positions.get(other),
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) {
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) {
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let dist = other_pos.0 - pos.0;
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let dist_sqrd = other_pos.0.distance_squared(pos.0);
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let dist_sqrd = other_pos.0.distance_squared(pos.0);
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let within_sight_dist = {
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let within_sight_dist = {
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let sight_dist = agent.psyche.sight_dist / stealth_coefficient;
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let sight_dist = agent.psyche.sight_dist / other_stealth_coefficient;
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dist_sqrd < sight_dist.powi(2)
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dist_sqrd < sight_dist.powi(2)
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};
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};
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let within_fov = dist
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let within_fov = (other_pos.0 - pos.0)
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.try_normalized()
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.try_normalized()
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// FIXME: Should this be map_or(false)?
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.map_or(false, |v| v.dot(*controller.inputs.look_dir) > 0.15);
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.map_or(true, |v| v.dot(*controller.inputs.look_dir) > 0.15);
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within_sight_dist && positions_have_line_of_sight(pos, other_pos, read_data) && within_fov
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within_sight_dist && positions_have_line_of_sight(pos, other_pos, read_data) && within_fov
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} else {
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} else {
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