Give NPCs the ability to use potions.

This commit is contained in:
Avi Weinstock 2021-04-11 23:47:29 +00:00 committed by Marcel
parent dc4c02baad
commit ddf6a26577
4 changed files with 98 additions and 8 deletions

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@ -26,6 +26,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- RTsim travellers now follow paths between towns
- "Poise" renamed to "Stun resilience"
- Stun resilience stat display
- Villagers and guards now spawn with potions, and know how to use them.
### Changed

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@ -13,6 +13,7 @@ use crate::{
};
use rand::Rng;
use serde::{Deserialize, Serialize};
use tracing::warn;
/// Builder for character Loadouts, containing weapon and armour items belonging
/// to a character, along with some helper methods for loading Items and
@ -55,6 +56,18 @@ pub enum LoadoutConfig {
Warlock,
}
pub fn make_potion_bag(quantity: u32) -> Item {
let mut bag = Item::new_from_asset_expect("common.items.armor.misc.bag.tiny_leather_pouch");
if let Some(i) = bag.slots_mut().iter_mut().next() {
let mut potions = Item::new_from_asset_expect("common.items.consumable.potion_big");
if let Err(e) = potions.set_amount(quantity) {
warn!("Failed to set potion quantity: {:?}", e);
}
*i = Some(potions);
}
bag
}
impl LoadoutBuilder {
#[allow(clippy::new_without_default)] // TODO: Pending review in #587
pub fn new() -> Self { Self(Loadout::new_empty()) }
@ -551,6 +564,7 @@ impl LoadoutBuilder {
0 => Some(Item::new_from_asset_expect("common.items.lantern.black_0")),
_ => None,
})
.bag(ArmorSlot::Bag1, Some(make_potion_bag(25)))
.build(),
Merchant => {
let mut backpack =
@ -934,6 +948,7 @@ impl LoadoutBuilder {
_ => "common.items.armor.misc.foot.sandals",
},
)))
.bag(ArmorSlot::Bag1, Some(make_potion_bag(10)))
.build(),
}
} else {

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@ -131,6 +131,10 @@ impl Entity {
.chest(chest)
.pants(pants)
.shoulder(shoulder)
.bag(
comp::inventory::slot::ArmorSlot::Bag1,
Some(comp::inventory::loadout_builder::make_potion_bag(100)),
)
.build()
}

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@ -11,13 +11,15 @@ use common::{
invite::{InviteKind, InviteResponse},
item::{
tool::{ToolKind, UniqueKind},
ItemDesc, ItemKind,
Item, ItemDesc, ItemKind,
},
skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill},
Agent, Alignment, BehaviorCapability, BehaviorState, Body, CharacterState, ControlAction,
ControlEvent, Controller, Energy, Health, InputKind, Inventory, LightEmitter, MountState,
Ori, PhysicsState, Pos, Scale, Stats, UnresolvedChatMsg, Vel,
ControlEvent, Controller, Energy, Health, HealthChange, InputKind, Inventory,
InventoryAction, LightEmitter, MountState, Ori, PhysicsState, Pos, Scale, Stats,
UnresolvedChatMsg, Vel,
},
effect::{BuffEffect, Effect},
event::{Emitter, EventBus, ServerEvent},
path::TraversalConfig,
resources::{DeltaTime, Time, TimeOfDay},
@ -109,6 +111,7 @@ const SIGHT_DIST: f32 = 80.0;
const SNEAK_COEFFICIENT: f32 = 0.25;
const AVG_FOLLOW_DIST: f32 = 6.0;
const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
const HEALING_ITEM_THRESHOLD: f32 = 0.5;
/// This system will allow NPCs to modify their controller
#[derive(Default)]
@ -576,6 +579,11 @@ impl<'a> AgentData<'a> {
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
agent.action_timer = 0.01;
return;
}
if let Some(Target {
target,
selected_at,
@ -619,12 +627,14 @@ impl<'a> AgentData<'a> {
event_emitter
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
}
// Choose a new target every 10 seconds
// Choose a new target every 10 seconds, but only for
// enemies
// TODO: This should be more principled. Consider factoring
// health, combat rating, wielded
// weapon, etc, into the decision to change
// target.
} else if read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS {
// health, combat rating, wielded weapon, etc, into the
// decision to change target.
} else if read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS
&& matches!(self.alignment, Some(Alignment::Enemy))
{
self.choose_target(agent, controller, &read_data, event_emitter);
} else if dist_sqrd < SIGHT_DIST.powi(2) {
self.attack(
@ -690,6 +700,11 @@ impl<'a> AgentData<'a> {
}
};
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
agent.action_timer = 0.01;
return;
}
agent.action_timer = 0.0;
if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
// if it has an rtsim destination and can fly then it should
@ -1289,6 +1304,61 @@ impl<'a> AgentData<'a> {
agent.action_timer += dt.0;
}
/// Attempt to consume a healing item, and return whether any healing items
/// were queued. Callers should use this to implement a delay so that
/// the healing isn't interrupted.
fn heal_self(&self, _agent: &mut Agent, controller: &mut Controller) -> bool {
let healing_value = |item: &Item| {
let mut value = 0;
#[allow(clippy::single_match)]
match item.kind() {
ItemKind::Consumable { effect, .. } => {
for e in effect.iter() {
use BuffKind::*;
match e {
Effect::Health(HealthChange { amount, .. }) => {
value += *amount;
},
Effect::Buff(BuffEffect { kind, data, .. })
if matches!(kind, Regeneration | Saturation | Potion) =>
{
value += (data.strength
* data.duration.map_or(0.0, |d| d.as_secs() as f32))
as i32;
}
_ => {},
}
}
},
_ => {},
}
value
};
let mut consumables: Vec<_> = self
.inventory
.slots_with_id()
.filter_map(|(id, slot)| match slot {
Some(item) if healing_value(item) > 0 => Some((id, item)),
_ => None,
})
.collect();
consumables.sort_by_key(|(_, item)| healing_value(item));
if let Some((id, _)) = consumables.last() {
use comp::inventory::slot::Slot;
controller
.actions
.push(ControlAction::InventoryAction(InventoryAction::Use(
Slot::Inventory(*id),
)));
true
} else {
false
}
}
fn choose_target(
&self,
agent: &mut Agent,