Distinguish stealth from armor and stealth from sneaking. Also fixes #1525.

- Armor and sneaking have exclusive effects on overall stealth, rather
  than armor taking effect only while sneaking.

Gameplay:
- Agents factor in stealth from armor in all cases, not only when sneaking.
- Max stealth takes place when sneaking (final multiplier of `0.7`) and with stealth from armor up to `0.7` (`0.3` multiplier), resulting in a max distance modifier of about `0.5`, approximately what it was previously.
- Min stealth score from armor is now 0 instead of 2.

Internals:
- Stealth getter accounts for sneaking in final calculation, not just
  armor.
- Prevents potential division by zero.
- Stealth getter returns value that should be multiplied instead of divided.
- Legitimized stealth as a score between 0 and 1.

Notes:
- FIXME: Someone more familiar with the different armor types may want to adjust their stealths.
  - Armor stealths seem to be valued between `0.0` and `1.0`, and I've reinforced this in the code. However, it is possible, particularly for the `Dragonscale` armors, to cumulatively reach a value of `2.0`.
This commit is contained in:
holychowders 2022-05-04 08:24:19 -05:00
parent e5a840534b
commit e473c47bcf
2 changed files with 54 additions and 25 deletions

View File

@ -34,6 +34,9 @@ use std::{ops::MulAssign, time::Duration};
#[cfg(not(target_arch = "wasm32"))] use vek::*;
#[cfg(not(target_arch = "wasm32"))]
const STEALTH_SUM_FROM_ITEMS_MAX: f32 = 0.3;
#[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum GroupTarget {
InGroup,
@ -1164,13 +1167,48 @@ pub fn compute_max_energy_mod(inventory: Option<&Inventory>) -> f32 {
})
}
/// Computes the sneak coefficient from armor. Agent perception distances are
/// divided by the resulting f32.
pub fn is_stealth_from_items_maxed(inventory: Option<&Inventory>) -> bool {
let sum = compute_stealth_sum_from_items(inventory);
sum >= STEALTH_SUM_FROM_ITEMS_MAX
}
/// Returns a value to be included as a multiplicative factor in perception
/// distance checks.
#[cfg(not(target_arch = "wasm32"))]
pub fn compute_stealth_coefficient(inventory: Option<&Inventory>) -> f32 {
// Starts with a value of 2.0 when summing the stats from each armor piece, and
// defaults to a value of 2.0 if no inventory is equipped
inventory.map_or(2.0, |inv| {
pub fn perception_dist_multiplier_from_stealth(
inventory: Option<&Inventory>,
character_state: Option<&CharacterState>,
) -> f32 {
const SNEAK_MULTIPLIER: f32 = 0.7;
const STEALTH_SUM_FROM_ITEMS_MIN: f32 = 0.0;
const MULTIPLIER_FROM_ITEMS_MAX: f32 = 0.7;
const MULTIPLIER_FROM_ITEMS_MIN: f32 = 1.0;
let stealth_sum = compute_stealth_sum_from_items(inventory);
let is_sneaking = character_state.map_or(false, |state| state.is_stealthy());
let mut multiplier;
if stealth_sum > STEALTH_SUM_FROM_ITEMS_MAX {
multiplier = MULTIPLIER_FROM_ITEMS_MAX;
} else if stealth_sum < STEALTH_SUM_FROM_ITEMS_MIN {
multiplier = MULTIPLIER_FROM_ITEMS_MIN;
} else {
multiplier = 1.0 - stealth_sum;
}
if is_sneaking {
multiplier *= SNEAK_MULTIPLIER;
}
multiplier
}
/// Returns sum of stealth from items equipped.
#[cfg(not(target_arch = "wasm32"))]
pub fn compute_stealth_sum_from_items(inventory: Option<&Inventory>) -> f32 {
inventory.map_or(0.0, |inv| {
inv.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &item.kind() {
@ -1179,7 +1217,7 @@ pub fn compute_stealth_coefficient(inventory: Option<&Inventory>) -> f32 {
None
}
})
.fold(2.0, |a, b| a + b.max(0.0))
.fold(0.0, |a, b| a + b)
})
}

View File

@ -20,7 +20,7 @@ use crate::{
},
};
use common::{
combat::compute_stealth_coefficient,
combat::perception_dist_multiplier_from_stealth,
comp::{
self,
agent::{
@ -2429,26 +2429,17 @@ impl<'a> AgentData<'a> {
other_pos: &Pos,
read_data: &ReadData,
) -> bool {
let other_stealth_coefficient = {
let is_other_stealthy = read_data
.char_states
.get(other)
.map_or(false, CharacterState::is_stealthy);
let other_stealth_multiplier = {
let other_inventory = read_data.inventories.get(other);
let other_char_state = read_data.char_states.get(other);
if is_other_stealthy {
// TODO: We shouldn't have to check CharacterState. This should be factored in
// by the function (such as the one we're calling below) that supposedly
// computes a coefficient given stealthy-ness.
compute_stealth_coefficient(read_data.inventories.get(other))
} else {
1.0
}
perception_dist_multiplier_from_stealth(other_inventory, other_char_state)
};
let dist_sqrd = other_pos.0.distance_squared(self.pos.0);
let within_sight_dist = {
let sight_dist = agent.psyche.sight_dist / other_stealth_coefficient;
let sight_dist = agent.psyche.sight_dist * other_stealth_multiplier;
let dist_sqrd = other_pos.0.distance_squared(self.pos.0);
dist_sqrd < sight_dist.powi(2)
};
@ -2458,7 +2449,7 @@ impl<'a> AgentData<'a> {
let other_body = read_data.bodies.get(other);
within_sight_dist
(within_sight_dist)
&& within_fov
&& entities_have_line_of_sight(self.pos, self.body, other_pos, other_body, read_data)
}