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https://gitlab.com/veloren/veloren.git
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Give NPCs the ability to use potions.
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@ -26,6 +26,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- RTsim travellers now follow paths between towns
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- "Poise" renamed to "Stun resilience"
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- Stun resilience stat display
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- Villagers and guards now spawn with potions, and know how to use them.
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### Changed
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@ -13,6 +13,7 @@ use crate::{
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};
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use rand::Rng;
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use serde::{Deserialize, Serialize};
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use tracing::warn;
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/// Builder for character Loadouts, containing weapon and armour items belonging
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/// to a character, along with some helper methods for loading Items and
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@ -55,6 +56,18 @@ pub enum LoadoutConfig {
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Warlock,
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}
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pub fn make_potion_bag(quantity: u32) -> Item {
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let mut bag = Item::new_from_asset_expect("common.items.armor.misc.bag.tiny_leather_pouch");
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if let Some(i) = bag.slots_mut().iter_mut().next() {
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let mut potions = Item::new_from_asset_expect("common.items.consumable.potion_big");
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if let Err(e) = potions.set_amount(quantity) {
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warn!("Failed to set potion quantity: {:?}", e);
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}
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*i = Some(potions);
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}
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bag
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}
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impl LoadoutBuilder {
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#[allow(clippy::new_without_default)] // TODO: Pending review in #587
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pub fn new() -> Self { Self(Loadout::new_empty()) }
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@ -551,6 +564,7 @@ impl LoadoutBuilder {
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0 => Some(Item::new_from_asset_expect("common.items.lantern.black_0")),
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_ => None,
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})
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.bag(ArmorSlot::Bag1, Some(make_potion_bag(25)))
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.build(),
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Merchant => {
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let mut backpack =
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@ -934,6 +948,7 @@ impl LoadoutBuilder {
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_ => "common.items.armor.misc.foot.sandals",
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},
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)))
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.bag(ArmorSlot::Bag1, Some(make_potion_bag(10)))
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.build(),
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}
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} else {
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@ -131,6 +131,10 @@ impl Entity {
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.chest(chest)
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.pants(pants)
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.shoulder(shoulder)
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.bag(
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comp::inventory::slot::ArmorSlot::Bag1,
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Some(comp::inventory::loadout_builder::make_potion_bag(100)),
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)
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.build()
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}
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@ -11,13 +11,15 @@ use common::{
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invite::{InviteKind, InviteResponse},
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item::{
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tool::{ToolKind, UniqueKind},
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ItemDesc, ItemKind,
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Item, ItemDesc, ItemKind,
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},
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skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill},
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Agent, Alignment, BehaviorCapability, BehaviorState, Body, CharacterState, ControlAction,
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ControlEvent, Controller, Energy, Health, InputKind, Inventory, LightEmitter, MountState,
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Ori, PhysicsState, Pos, Scale, Stats, UnresolvedChatMsg, Vel,
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ControlEvent, Controller, Energy, Health, HealthChange, InputKind, Inventory,
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InventoryAction, LightEmitter, MountState, Ori, PhysicsState, Pos, Scale, Stats,
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UnresolvedChatMsg, Vel,
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},
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effect::{BuffEffect, Effect},
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event::{Emitter, EventBus, ServerEvent},
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path::TraversalConfig,
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resources::{DeltaTime, Time, TimeOfDay},
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@ -109,6 +111,7 @@ const SIGHT_DIST: f32 = 80.0;
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const SNEAK_COEFFICIENT: f32 = 0.25;
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const AVG_FOLLOW_DIST: f32 = 6.0;
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const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
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const HEALING_ITEM_THRESHOLD: f32 = 0.5;
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/// This system will allow NPCs to modify their controller
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#[derive(Default)]
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@ -576,6 +579,11 @@ impl<'a> AgentData<'a> {
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read_data: &ReadData,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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) {
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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agent.action_timer = 0.01;
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return;
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}
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if let Some(Target {
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target,
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selected_at,
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@ -619,12 +627,14 @@ impl<'a> AgentData<'a> {
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event_emitter
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.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
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}
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// Choose a new target every 10 seconds
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// Choose a new target every 10 seconds, but only for
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// enemies
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// TODO: This should be more principled. Consider factoring
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// health, combat rating, wielded
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// weapon, etc, into the decision to change
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// target.
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} else if read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS {
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// health, combat rating, wielded weapon, etc, into the
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// decision to change target.
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} else if read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS
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&& matches!(self.alignment, Some(Alignment::Enemy))
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{
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self.choose_target(agent, controller, &read_data, event_emitter);
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} else if dist_sqrd < SIGHT_DIST.powi(2) {
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self.attack(
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@ -690,6 +700,11 @@ impl<'a> AgentData<'a> {
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}
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};
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if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller) {
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agent.action_timer = 0.01;
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return;
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}
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agent.action_timer = 0.0;
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if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
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// if it has an rtsim destination and can fly then it should
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@ -1289,6 +1304,61 @@ impl<'a> AgentData<'a> {
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agent.action_timer += dt.0;
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}
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/// Attempt to consume a healing item, and return whether any healing items
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/// were queued. Callers should use this to implement a delay so that
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/// the healing isn't interrupted.
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fn heal_self(&self, _agent: &mut Agent, controller: &mut Controller) -> bool {
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let healing_value = |item: &Item| {
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let mut value = 0;
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#[allow(clippy::single_match)]
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match item.kind() {
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ItemKind::Consumable { effect, .. } => {
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for e in effect.iter() {
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use BuffKind::*;
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match e {
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Effect::Health(HealthChange { amount, .. }) => {
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value += *amount;
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},
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Effect::Buff(BuffEffect { kind, data, .. })
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if matches!(kind, Regeneration | Saturation | Potion) =>
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{
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value += (data.strength
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* data.duration.map_or(0.0, |d| d.as_secs() as f32))
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as i32;
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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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}
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value
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};
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let mut consumables: Vec<_> = self
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.inventory
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.slots_with_id()
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.filter_map(|(id, slot)| match slot {
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Some(item) if healing_value(item) > 0 => Some((id, item)),
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_ => None,
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})
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.collect();
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consumables.sort_by_key(|(_, item)| healing_value(item));
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if let Some((id, _)) = consumables.last() {
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use comp::inventory::slot::Slot;
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controller
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.actions
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.push(ControlAction::InventoryAction(InventoryAction::Use(
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Slot::Inventory(*id),
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)));
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true
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} else {
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false
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}
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}
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fn choose_target(
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&self,
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agent: &mut Agent,
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