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Agent Perception: Restrict when idling agents respond to sounds.
- Prevent utterances and other sounds from causing undesired jitters and fleeing, such as those caused by greeting villagers. - Agents will no longer flee from quieter weapon sounds such as melee.
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@ -21,9 +21,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Removed
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### Fixed
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- Fixed bug that would sometimes cause taking a screenshot to panic because a buffer was mapped a the wrong time.
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- Fixed bug that would sometimes cause taking a screenshot to panic because a buffer was mapped at the wrong time.
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- Players can no longer push waypoints around
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- Sites will now also be placed near the edge of the map
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- Fix a bug causing NPCs to jitter on interaction and randomly run away.
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## [0.12.0] - 2022-02-19
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@ -347,13 +347,13 @@ impl Sound {
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#[derive(Copy, Clone, Debug)]
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pub enum SoundKind {
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Unknown,
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Utterance(UtteranceKind, Body),
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Movement,
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Melee,
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Projectile,
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Explosion,
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Beam,
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Shockwave,
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Utterance(UtteranceKind, Body),
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}
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#[derive(Clone, Copy, Debug)]
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@ -100,13 +100,12 @@ impl<'a> System<'a> for Sys {
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let mut rng = thread_rng();
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if rng.gen_bool(0.005) {
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server_events.push(ServerEvent::Sound {
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sound: Sound::new(SoundKind::Beam, pos.0, 7.0, time),
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sound: Sound::new(SoundKind::Beam, pos.0, 13.0, time),
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});
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}
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// If beam segment is out of time emit destroy event but still continue since it
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// may have traveled and produced effects a bit before reaching its
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// end point
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// may have traveled and produced effects a bit before reaching its end point
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if end_time < time {
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server_events.push(ServerEvent::Delete(entity));
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}
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@ -73,7 +73,7 @@ impl<'a> System<'a> for Sys {
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continue;
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}
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server_emitter.emit(ServerEvent::Sound {
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sound: Sound::new(SoundKind::Melee, pos.0, 3.0, read_data.time.0),
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sound: Sound::new(SoundKind::Melee, pos.0, 2.0, read_data.time.0),
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});
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melee_attack.applied = true;
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@ -81,7 +81,7 @@ impl<'a> System<'a> for Sys {
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let mut rng = thread_rng();
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if physics.on_surface().is_none() && rng.gen_bool(0.05) {
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server_emitter.emit(ServerEvent::Sound {
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sound: Sound::new(SoundKind::Projectile, pos.0, 2.0, read_data.time.0),
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sound: Sound::new(SoundKind::Projectile, pos.0, 4.0, read_data.time.0),
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});
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}
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@ -94,7 +94,7 @@ impl<'a> System<'a> for Sys {
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let mut rng = thread_rng();
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if rng.gen_bool(0.05) {
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server_emitter.emit(ServerEvent::Sound {
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sound: Sound::new(SoundKind::Shockwave, pos.0, 16.0, time),
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sound: Sound::new(SoundKind::Shockwave, pos.0, 40.0, time),
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});
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}
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@ -597,7 +597,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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.retrieve_entity_internal(uid.into())
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});
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let explosion_volume = 2.5 * explosion.radius;
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let explosion_volume = 6.25 * explosion.radius;
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let mut emitter = server_eventbus.emitter();
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emitter.emit(ServerEvent::Sound {
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sound: Sound::new(SoundKind::Explosion, pos, explosion_volume, time.0),
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@ -524,7 +524,7 @@ impl<'a> AgentData<'a> {
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match sound {
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Some(AgentEvent::ServerSound(sound)) => {
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agent.sounds_heard.push(sound);
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agent.awareness += sound.vol;
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agent.awareness += sound.vol / 2.0;
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},
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Some(AgentEvent::Hurt) => {
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// Hurt utterances at random upon receiving damage
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@ -2165,36 +2165,23 @@ impl<'a> AgentData<'a> {
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if let Some(agent_stats) = read_data.stats.get(*self.entity) {
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let sound_pos = Pos(sound.pos);
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let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
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let close_enough_to_react = dist_sqrd < 35.0_f32.powi(2);
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let too_far_to_investigate = dist_sqrd > 10.0_f32.powi(2);
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// FIXME: We need to be able to change the name of a guard without breaking this
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// logic The `Mark` enum from common::agent could be used to
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// logic. The `Mark` enum from common::agent could be used to
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// match with `agent::Mark::Guard`
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let is_village_guard = agent_stats.name == *"Guard".to_string();
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let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
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if is_enemy {
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let far_enough = dist_sqrd > 10.0_f32.powi(2);
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if far_enough {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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} else {
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// TODO: Change this to a search action instead of idle
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self.idle(agent, controller, read_data, rng);
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}
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} else if is_village_guard {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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} else if !is_village_guard {
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let flee_health = agent.psyche.flee_health;
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let close_enough = dist_sqrd < 35.0_f32.powi(2);
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let sound_was_loud = sound.vol >= 10.0;
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let sound_was_threatening = sound_was_loud
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|| matches!(sound.kind, SoundKind::Utterance(UtteranceKind::Scream, _));
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if close_enough
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&& (flee_health <= 0.7 || (flee_health <= 0.5 && sound_was_loud))
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{
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if (is_enemy || is_village_guard) && too_far_to_investigate {
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self.follow(agent, controller, &read_data.terrain, &sound_pos);
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} else if sound_was_threatening && close_enough_to_react {
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self.flee(agent, controller, &read_data.terrain, &sound_pos);
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} else {
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self.idle(agent, controller, read_data, rng);
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}
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} else {
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// TODO: Change this to a search action instead of idle
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self.idle(agent, controller, read_data, rng);
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@ -2354,7 +2341,7 @@ impl<'a> AgentData<'a> {
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sound: Sound::new(
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SoundKind::Utterance(UtteranceKind::Scream, *body),
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self.pos.0,
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100.0,
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13.0,
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time,
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),
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});
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