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Merge branch 'james/behavior-tree' into 'master'
Transitions agent system from a FSM to a behavior tree See merge request veloren/veloren!1801
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commit
eb4ce49937
@ -177,16 +177,25 @@ pub enum AgentEvent {
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// Add others here
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}
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#[derive(Clone, Debug)]
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pub struct Target {
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pub target: EcsEntity,
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pub hostile: bool,
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}
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#[derive(Clone, Debug, Default)]
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pub struct Agent {
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pub rtsim_controller: RtSimController,
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pub patrol_origin: Option<Vec3<f32>>,
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pub activity: Activity,
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pub target: Option<Target>,
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pub chaser: Chaser,
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/// Does the agent talk when e.g. hit by the player
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// TODO move speech patterns into a Behavior component
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pub can_speak: bool,
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pub psyche: Psyche,
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pub inbox: VecDeque<AgentEvent>,
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pub action_timer: f32,
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pub bearing: Vec2<f32>,
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}
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impl Agent {
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@ -217,48 +226,3 @@ impl Agent {
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impl Component for Agent {
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type Storage = IdvStorage<Self>;
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}
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#[derive(Clone, Debug)]
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pub enum Activity {
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Interact {
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timer: f32,
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interaction: AgentEvent,
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},
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Idle {
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bearing: Vec2<f32>,
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chaser: Chaser,
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},
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Follow {
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target: EcsEntity,
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chaser: Chaser,
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},
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Attack {
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target: EcsEntity,
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chaser: Chaser,
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time: f64,
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been_close: bool,
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powerup: f32,
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},
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Flee {
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target: EcsEntity,
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chaser: Chaser,
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timer: f32,
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},
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}
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impl Activity {
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pub fn is_follow(&self) -> bool { matches!(self, Activity::Follow { .. }) }
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pub fn is_attack(&self) -> bool { matches!(self, Activity::Attack { .. }) }
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pub fn is_flee(&self) -> bool { matches!(self, Activity::Flee { .. }) }
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}
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impl Default for Activity {
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fn default() -> Self {
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Activity::Idle {
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bearing: Vec2::zero(),
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chaser: Chaser::default(),
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}
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}
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}
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