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Have the ambushers say something.
Very unsure about the way I did this...
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753a51e683
commit
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@ -92,6 +92,9 @@ npc-speech-merchant_trade_declined =
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npc-speech-merchant_trade_cancelled_hostile =
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.a0 = Sorry to cut it short, we have a problem to solve here!
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.a1 = We'll trade later, I need to take care of this first!
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npc-speech-ambush =
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.a0 = It's unwise to travel alone!
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.a1 = Like stealing candy from a baby!
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npc-speech-villager_cultist_alarm =
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.a0 = Lookout! There is a cultist on the loose!
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.a1 = To arms! The cultists are attacking!
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@ -130,6 +130,7 @@ pub enum UtteranceKind {
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Hurt,
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Greeting,
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Scream,
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Ambush,
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/* Death,
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* TODO: Wait for more post-death features (i.e. animations) before implementing death
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* sounds */
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@ -745,7 +745,13 @@ impl<'a> AgentData<'a> {
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}
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}
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fn choose_target(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
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fn choose_target(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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read_data: &ReadData,
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event_emitter: &mut Emitter<ServerEvent>,
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) {
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agent.action_state.timer = 0.0;
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let mut aggro_on = false;
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@ -785,6 +791,12 @@ impl<'a> AgentData<'a> {
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if self.is_enemy(entity, read_data) {
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Some((entity, true))
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} else if can_ambush(entity, read_data) {
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controller.clone().push_utterance(UtteranceKind::Ambush);
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self.chat_npc_if_allowed_to_speak(
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"npc-speech-ambush".to_string(),
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agent,
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event_emitter,
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);
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aggro_on = true;
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Some((entity, true))
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} else if self.should_defend(entity, read_data) {
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@ -455,9 +455,12 @@ fn handle_timed_events(bdata: &mut BehaviorData) -> bool {
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}
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if bdata.rng.gen::<f32>() < 0.1 {
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bdata
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.agent_data
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.choose_target(bdata.agent, bdata.controller, bdata.read_data);
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bdata.agent_data.choose_target(
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bdata.agent,
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bdata.controller,
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bdata.read_data,
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bdata.event_emitter,
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);
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} else {
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bdata.agent_data.handle_sounds_heard(
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bdata.agent,
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@ -577,7 +580,7 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
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read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS;
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if !in_aggro_range && is_time_to_retarget {
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agent_data.choose_target(agent, controller, read_data);
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agent_data.choose_target(agent, controller, read_data, event_emitter);
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}
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if aggro_on {
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@ -94,7 +94,13 @@ pub fn handle_inbox_talk(bdata: &mut BehaviorData) -> bool {
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{
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let personality = &rtsim_entity.brain.personality;
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let standard_response_msg = || -> String {
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if personality
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if personality.will_ambush {
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format!(
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"I'm heading to {}! Want to come along? We'll make \
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great travel buddies, hehe.",
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destination_name
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)
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} else if personality
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.personality_traits
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.contains(PersonalityTrait::Extroverted)
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{
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@ -121,7 +127,9 @@ pub fn handle_inbox_talk(bdata: &mut BehaviorData) -> bool {
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},
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));
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if rtsim_entity.brain.remembers_character(&tgt_stats.name) {
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if personality
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if personality.will_ambush {
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"Just follow me a bit more, hehe.".to_string()
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} else if personality
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.personality_traits
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.contains(PersonalityTrait::Extroverted)
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{
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