Make Guards Defend Villagers

This commit is contained in:
holychowders 2021-07-14 07:40:43 +00:00 committed by Marcel
parent 35d8306c7a
commit f316f1da60
7 changed files with 308 additions and 308 deletions

View File

@ -301,6 +301,8 @@ pub enum SoundKind {
Beam,
Shockwave,
Utterance(UtteranceKind, Body),
// TODO: unify VillagerAlarm with Utterance
VillagerAlarm,
}
#[derive(Clone, Debug)]

View File

@ -34,6 +34,16 @@ pub enum HealthSource {
Unknown,
}
impl HealthSource {
pub fn damage_by(&self) -> Option<Uid> {
if let HealthSource::Damage { by, .. } = self {
*by
} else {
None
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Health {
current: u32,

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@ -91,6 +91,10 @@ impl<'a> System<'a> for Sys {
};
let end_time = creation_time + beam_segment.duration.as_secs_f64();
let beam_owner = beam_segment
.owner
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
let mut rng = thread_rng();
if rng.gen_bool(0.005) {
server_events.push(ServerEvent::Sound {
@ -119,10 +123,6 @@ impl<'a> System<'a> for Sys {
(beam_segment.speed * (time_since_creation - frame_time)).max(0.0);
let frame_end_dist = (beam_segment.speed * time_since_creation).max(frame_start_dist);
let beam_owner = beam_segment
.owner
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
// Group to ignore collisions with
// Might make this more nuanced if beams are used for non damage effects
let group = beam_owner.and_then(|e| read_data.groups.get(e));

View File

@ -72,6 +72,10 @@ impl<'a> System<'a> for Sys {
)
.join()
{
let projectile_owner = projectile
.owner
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
let mut rng = thread_rng();
if physics.on_surface().is_none() && rng.gen_bool(0.05) {
server_emitter.emit(ServerEvent::Sound {
@ -83,12 +87,10 @@ impl<'a> System<'a> for Sys {
// Hit entity
for other in physics.touch_entities.iter().copied() {
let same_group = projectile
.owner
let same_group = projectile_owner
// Note: somewhat inefficient since we do the lookup for every touching
// entity, but if we pull this out of the loop we would want to do it only
// if there is at least one touching entity
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()))
.and_then(|e| read_data.groups.get(e))
.map_or(false, |owner_group|
Some(owner_group) == read_data.uid_allocator

View File

@ -85,6 +85,10 @@ impl<'a> System<'a> for Sys {
let end_time = creation_time + shockwave.duration.as_secs_f64();
let shockwave_owner = shockwave
.owner
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
let mut rng = thread_rng();
if rng.gen_bool(0.05) {
server_emitter.emit(ServerEvent::Sound {
@ -120,10 +124,6 @@ impl<'a> System<'a> for Sys {
end: frame_end_dist,
};
let shockwave_owner = shockwave
.owner
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
// Group to ignore collisions with
// Might make this more nuanced if shockwaves are used for non damage effects
let group = shockwave_owner.and_then(|e| read_data.groups.get(e));

View File

@ -692,6 +692,10 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
let ecs = &server.state.ecs();
let server_eventbus = ecs.read_resource::<EventBus<ServerEvent>>();
let time = ecs.read_resource::<Time>();
let owner_entity = owner.and_then(|uid| {
ecs.read_resource::<UidAllocator>()
.retrieve_entity_internal(uid.into())
});
let explosion_volume = 2.5 * explosion.radius;
server_eventbus.emit_now(ServerEvent::Sound {
@ -712,10 +716,6 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
.any(|e| matches!(e, RadiusEffect::Attack(_))),
reagent: explosion.reagent,
});
let owner_entity = owner.and_then(|uid| {
ecs.read_resource::<UidAllocator>()
.retrieve_entity_internal(uid.into())
});
let groups = ecs.read_storage::<comp::Group>();
// Used to get strength of explosion effects as they falloff over distance

View File

@ -5,7 +5,8 @@ use common::{
comp::{
self,
agent::{
AgentEvent, Target, DEFAULT_INTERACTION_TIME, MAX_LISTEN_DIST, TRADE_INTERACTION_TIME,
AgentEvent, Sound, SoundKind, Target, DEFAULT_INTERACTION_TIME, MAX_LISTEN_DIST,
TRADE_INTERACTION_TIME,
},
buff::{BuffKind, Buffs},
compass::{Direction, Distance},
@ -399,66 +400,10 @@ impl<'a> System<'a> for Sys {
&read_data.terrain,
tgt_pos,
);
// Attack target's attacker
} else if tgt_health.last_change.0 < 5.0
&& tgt_health.last_change.1.amount < 0
{
if let comp::HealthSource::Damage {
by: Some(by), ..
} = tgt_health.last_change.1.cause
{
if let Some(attacker) = read_data
.uid_allocator
.retrieve_entity_internal(by.id())
{
if agent.target.is_none() {
controller.push_event(
ControlEvent::Utterance(
UtteranceKind::Angry,
),
);
}
agent.target = Some(Target {
target: attacker,
hostile: true,
selected_at: read_data.time.0,
});
if let Some(tgt_pos) =
read_data.positions.get(attacker)
{
if should_stop_attacking(
read_data.healths.get(attacker),
read_data.buffs.get(attacker),
) {
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
data.idle(
agent, controller, &read_data,
);
} else {
let target_data = TargetData {
pos: tgt_pos,
body: read_data
.bodies
.get(attacker),
scale: read_data
.scales
.get(attacker),
};
data.attack(
agent,
controller,
&target_data,
&read_data,
);
}
}
}
}
} else if entity_was_attacked(target, &read_data) {
data.attack_agents_attacker(
agent, &read_data, controller,
);
// Follow owner if too far away and not
// fighting
} else if dist_sqrd > MAX_FOLLOW_DIST.powi(2) {
@ -500,19 +445,12 @@ impl<'a> System<'a> for Sys {
// have a health component
match health {
Some(health) if health.last_change.0 < DAMAGE_MEMORY_DURATION => {
if let comp::HealthSource::Damage { by: Some(by), .. } =
health.last_change.1.cause
{
if let Some(attacker) =
read_data.uid_allocator.retrieve_entity_internal(by.id())
{
// TODO: Can most of this match be replaced by the function
// `attack_agents_attacker`?
if let Some(by) = health.last_change.1.cause.damage_by() {
if let Some(attacker) = get_entity_by_id(by.id(), &read_data) {
if let Some(tgt_pos) = read_data.positions.get(attacker) {
// If the target is dead or in a safezone, remove the
// target and idle.
if should_stop_attacking(
read_data.healths.get(attacker),
read_data.buffs.get(attacker),
) {
if should_stop_attacking(attacker, &read_data) {
agent.target = None;
data.idle_tree(
agent,
@ -527,16 +465,11 @@ impl<'a> System<'a> for Sys {
));
}
agent.target = Some(Target {
target: attacker,
hostile: true,
selected_at: read_data.time.0,
});
let target_data = TargetData {
pos: tgt_pos,
body: read_data.bodies.get(attacker),
scale: read_data.scales.get(attacker),
};
agent.target =
build_target(attacker, true, read_data.time.0);
let target_data = build_target_data(
attacker, tgt_pos, &read_data,
);
data.attack(
agent,
controller,
@ -548,15 +481,13 @@ impl<'a> System<'a> for Sys {
.rtsim_entity
.and_then(|_| read_data.stats.get(attacker))
{
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterFight {
name: tgt_stats.name.clone(),
},
time_to_forget: read_data.time.0
+ 300.0,
}),
);
if data.rtsim_entity.is_some() {
remember_fight(
agent,
tgt_stats.name.clone(),
read_data.time.0,
);
}
}
}
} else {
@ -624,12 +555,8 @@ impl<'a> AgentData<'a> {
// Set owner if no target
if agent.target.is_none() && thread_rng().gen_bool(0.1) {
if let Some(Alignment::Owned(owner)) = self.alignment {
if let Some(owner) = read_data.uid_allocator.retrieve_entity_internal(owner.id()) {
agent.target = Some(Target {
target: owner,
hostile: false,
selected_at: read_data.time.0,
});
if let Some(owner) = get_entity_by_id(owner.id(), read_data) {
agent.target = build_target(owner, false, read_data.time.0);
}
}
}
@ -711,12 +638,10 @@ impl<'a> AgentData<'a> {
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
// Should the agent flee?
if 1.0 - agent.psyche.aggro > self.damage && self.flees {
if agent.action_state.timer == 0.0
&& agent.behavior.can(BehaviorCapability::SPEAK)
{
if agent.action_state.timer == 0.0 && can_speak(agent) {
let msg = "npc.speech.villager_under_attack".to_string();
event_emitter
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
self.chat_general(msg, event_emitter);
self.emit_villager_alarm(read_data.time.0, event_emitter);
agent.action_state.timer = 0.01;
} else if agent.action_state.timer < FLEE_DURATION || dist_sqrd < MAX_FLEE_DIST
{
@ -732,16 +657,14 @@ impl<'a> AgentData<'a> {
} else {
// If the hostile entity is dead or has an invulnerability buff (eg, those
// applied in safezones), return to idle
if should_stop_attacking(
read_data.healths.get(target),
read_data.buffs.get(target),
) {
if should_stop_attacking(target, read_data) {
if agent.behavior.can(BehaviorCapability::SPEAK) {
let msg = "npc.speech.villager_enemy_killed".to_string();
event_emitter
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
}
agent.target = None;
self.idle(agent, controller, read_data);
// Choose a new target every 10 seconds, but only for
// enemies
// TODO: This should be more principled. Consider factoring
@ -753,11 +676,7 @@ impl<'a> AgentData<'a> {
self.choose_target(agent, controller, read_data, event_emitter);
} else {
// TODO Add utility for attacking vs leaving target alone
let target_data = TargetData {
pos: tgt_pos,
body: read_data.bodies.get(target),
scale: read_data.scales.get(target),
};
let target_data = build_target_data(target, tgt_pos, read_data);
self.attack(agent, controller, &target_data, read_data);
}
}
@ -1021,14 +940,9 @@ impl<'a> AgentData<'a> {
let msg = agent.inbox.pop_front();
match msg {
Some(AgentEvent::Talk(by, subject)) => {
if agent.behavior.can(BehaviorCapability::SPEAK) {
if let Some(target) = read_data.uid_allocator.retrieve_entity_internal(by.id())
{
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
if can_speak(agent) {
if let Some(target) = get_entity_by_id(by.id(), read_data) {
agent.target = build_target(target, false, read_data.time.0);
if self.look_toward(controller, read_data, &target) {
controller.actions.push(ControlAction::Stand);
@ -1074,19 +988,13 @@ impl<'a> AgentData<'a> {
destination_name
)
};
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
self.chat_general(msg, event_emitter);
} else if agent.behavior.can_trade() {
let msg = "npc.speech.merchant_advertisement".to_string();
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
self.chat_general(msg, event_emitter);
} else {
let msg = "npc.speech.villager".to_string();
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
self.chat_general(msg, event_emitter);
}
},
Subject::Trade => {
@ -1098,26 +1006,16 @@ impl<'a> AgentData<'a> {
));
let msg =
"npc.speech.merchant_advertisement".to_string();
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
self.chat_general(msg, event_emitter);
} else {
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_busy".to_string(),
),
));
let msg = "npc.speech.merchant_busy".to_string();
self.chat_general(msg, event_emitter);
}
} else {
// TODO: maybe make some travellers willing to trade with
// simpler goods like potions
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.villager_decline_trade".to_string(),
),
));
let msg = "npc.speech.villager_decline_trade".to_string();
self.chat_general(msg, event_emitter);
}
},
Subject::Mood => {
@ -1166,33 +1064,21 @@ impl<'a> AgentData<'a> {
MemoryItem::Mood { state } => state.describe(),
_ => "".to_string(),
};
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
self.chat_general(msg, event_emitter);
}
}
},
Subject::Location(location) => {
if let Some(tgt_pos) = read_data.positions.get(target) {
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(
*self.uid,
format!(
"{} ? I think it's {} {} from here!",
location.name,
Distance::from_dir(
location.origin.as_::<f32>()
- tgt_pos.0.xy()
)
.name(),
Direction::from_dir(
location.origin.as_::<f32>()
- tgt_pos.0.xy()
)
.name()
),
),
));
let raw_dir = location.origin.as_::<f32>() - tgt_pos.0.xy();
let dist = Distance::from_dir(raw_dir).name();
let dir = Direction::from_dir(raw_dir).name();
let msg = format!(
"{} ? I think it's {} {} from here!",
location.name, dist, dir
);
self.chat_general(msg, event_emitter);
}
},
Subject::Person(person) => {
@ -1227,9 +1113,7 @@ impl<'a> AgentData<'a> {
person.name()
)
};
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
self.chat_general(msg, event_emitter);
}
},
Subject::Work => {},
@ -1244,14 +1128,8 @@ impl<'a> AgentData<'a> {
// stand still and looking towards the trading player
controller.actions.push(ControlAction::Stand);
controller.actions.push(ControlAction::Talk);
if let Some(target) =
read_data.uid_allocator.retrieve_entity_internal(with.id())
{
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = build_target(target, false, read_data.time.0);
}
controller
.events
@ -1262,36 +1140,22 @@ impl<'a> AgentData<'a> {
controller
.events
.push(ControlEvent::InviteResponse(InviteResponse::Decline));
if agent.behavior.can(BehaviorCapability::SPEAK) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_busy".to_string(),
)));
}
let msg = "npc.speech.merchant_busy".to_string();
self.chat_general_if_can_speak(agent, msg, event_emitter);
}
} else {
// TODO: Provide a hint where to find the closest merchant?
controller
.events
.push(ControlEvent::InviteResponse(InviteResponse::Decline));
if agent.behavior.can(BehaviorCapability::SPEAK) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.villager_decline_trade".to_string(),
)));
}
let msg = "npc.speech.villager_decline_trade".to_string();
self.chat_general_if_can_speak(agent, msg, event_emitter);
}
},
Some(AgentEvent::TradeAccepted(with)) => {
if !agent.behavior.is(BehaviorState::TRADING) {
if let Some(target) =
read_data.uid_allocator.retrieve_entity_internal(with.id())
{
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = build_target(target, false, read_data.time.0);
}
agent.behavior.set(BehaviorState::TRADING);
agent.behavior.set(BehaviorState::TRADING_ISSUER);
@ -1301,15 +1165,13 @@ impl<'a> AgentData<'a> {
if agent.behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_trade_successful".to_string(),
)))
let msg = "npc.speech.merchant_trade_successful".to_string();
self.chat_general(msg, event_emitter);
},
_ => {
let msg = "npc.speech.merchant_trade_declined".to_string();
self.chat_general(msg, event_emitter);
},
_ => event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_trade_declined".to_string(),
))),
}
agent.behavior.unset(BehaviorState::TRADING);
}
@ -1346,6 +1208,7 @@ impl<'a> AgentData<'a> {
balance0 / balance1 * 100.0
);
if let Some(tgt_data) = &agent.target {
// If talking with someone in particular, "tell" it only to them
if let Some(with) = read_data.uids.get(tgt_data.target) {
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc_tell(*self.uid, *with, msg),
@ -1374,7 +1237,7 @@ impl<'a> AgentData<'a> {
}
},
_ => {
if agent.behavior.can(BehaviorCapability::SPEAK) {
if can_speak(agent) {
// No new events, continue looking towards the last interacting player for some
// time
if let Some(Target { target, .. }) = &agent.target {
@ -1509,7 +1372,6 @@ impl<'a> AgentData<'a> {
) {
agent.action_state.timer = 0.0;
// Search area
let target = self.cached_spatial_grid.0
.in_circle_aabr(self.pos.0.xy(), SEARCH_DIST)
.filter_map(|entity| {
@ -1522,76 +1384,80 @@ impl<'a> AgentData<'a> {
(entity, pos, health, stats, inventory, read_data.alignments.get(entity), read_data.char_states.get(entity))
})
})
.filter(|(e, e_pos, e_health, e_stats, e_inventory, e_alignment, char_state)| {
let mut search_dist = SEARCH_DIST;
let mut listen_dist = MAX_LISTEN_DIST;
if char_state.map_or(false, |c_s| c_s.is_stealthy()) {
// TODO: make sneak more effective based on a stat like e_stats.fitness
search_dist *= SNEAK_COEFFICIENT;
listen_dist *= SNEAK_COEFFICIENT;
}
((e_pos.0.distance_squared(self.pos.0) < search_dist.powi(2) &&
// Within our view
(e_pos.0 - self.pos.0).try_normalized().map(|v| v.dot(*controller.inputs.look_dir) > 0.15).unwrap_or(true))
// Within listen distance
|| e_pos.0.distance_squared(self.pos.0) < listen_dist.powi(2)) // TODO implement proper sound system for agents
&& e != self.entity
&& !e_health.is_dead
&& !invulnerability_is_in_buffs(read_data.buffs.get(*e))
&& (try_owner_alignment(self.alignment, read_data).and_then(|a| try_owner_alignment(*e_alignment, read_data).map(|b| a.hostile_towards(*b))).unwrap_or(false) || (
if let Some(rtsim_entity) = &self.rtsim_entity {
if agent.behavior.can(BehaviorCapability::SPEAK) {
if rtsim_entity.brain.remembers_fight_with_character(&e_stats.name) {
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterFight { name: e_stats.name.clone() },
time_to_forget: read_data.time.0 + 300.0,
})
);
let msg = format!("{}! How dare you cross me again!", e_stats.name.clone());
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
true
} else {
false
}
} else {
false
}
} else {
false
}
) ||
(
self.alignment.map_or(false, |alignment| {
if matches!(alignment, Alignment::Npc) && e_inventory.equipped_items().filter(|item| item.tags().contains(&ItemTag::Cultist)).count() > 2 {
if agent.behavior.can(BehaviorCapability::SPEAK) {
if self.rtsim_entity.is_some() {
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterFight { name: e_stats.name.clone() },
time_to_forget: read_data.time.0 + 300.0,
})
);
}
let msg = "npc.speech.villager_cultist_alarm".to_string();
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
}
true
} else {
false
}
.filter(|(e, e_pos, e_health, _e_stats, _e_inventory, _e_alignment, char_state)| {
// Filter based on sight and hearing
let mut search_dist = SEARCH_DIST;
let mut listen_dist = MAX_LISTEN_DIST;
if char_state.map_or(false, |c_s| c_s.is_stealthy()) {
// TODO: make sneak more effective based on a stat like e_stats.fitness
search_dist *= SNEAK_COEFFICIENT;
listen_dist *= SNEAK_COEFFICIENT;
}
((self.within_range_of(search_dist, e_pos.0) && self.within_view_angle(e_pos.0, controller)) || self.within_range_of(listen_dist, e_pos.0)) // TODO implement proper sound system for agents
&& e != self.entity
&& !e_health.is_dead
&& !invulnerability_is_in_buffs(read_data.buffs.get(*e))
})
.filter_map(|(e, e_pos, e_health, e_stats, e_inventory, e_alignment, _char_state)| {
// Hostile entities
try_owner_alignment(self.alignment, read_data).and_then(|a| try_owner_alignment(e_alignment, read_data).map(|b| a.hostile_towards(*b))).unwrap_or(false).then(|| (e, e_pos))
.or({
// I'm a guard and a villager is in distress
let other_is_npc = matches!(e_alignment, Some(Alignment::Npc));
let remembers_damage = e_health.last_change.0 < 5.0;//DAMAGE_MEMORY_DURATION;
read_data.stats.get(*self.entity).map_or(false, |stats| stats.name == "Guard" && other_is_npc && remembers_damage)
.then(|| {
e_health.last_change.1.cause.damage_by()
})
))
.flatten()
.and_then(|attacker_uid| {
get_entity_by_id(attacker_uid.id(), read_data)
})
.and_then(|attacker| {
read_data
.positions
.get(attacker)
.map(|a_pos| (attacker, a_pos))
})
}).or({
// I remember fighting this entity
self.rtsim_entity.and_then(|rtsim_entity| {
rtsim_entity.brain.remembers_fight_with_character(&e_stats.name).then(|| {
if can_speak(agent) {
remember_fight(agent, e_stats.name.clone(), read_data.time.0);
let msg = format!("{}! How dare you cross me again!", e_stats.name.clone());
self.chat_general(msg, event_emitter);
}
(e, e_pos)
})
})
}).or({
// Cultists!
self.alignment.and_then(|alignment| {
(matches!(alignment, Alignment::Npc) && e_inventory.equipped_items().filter(|item| item.tags().contains(&ItemTag::Cultist)).count() > 2).then(|| {
if can_speak(agent) {
if self.rtsim_entity.is_some() {
remember_fight(agent, e_stats.name.clone(), read_data.time.0);
}
let msg = "npc.speech.villager_cultist_alarm".to_string();
self.chat_general(msg, event_emitter);
self.emit_villager_alarm(read_data.time.0, event_emitter);
}
(e, e_pos)
})
})
})
})
// Can we even see them?
.filter(|(_, e_pos, _, _, _, _, _)| read_data.terrain
.filter(|(_e, e_pos)| {
read_data.terrain
.ray(self.pos.0 + Vec3::unit_z(), e_pos.0 + Vec3::unit_z())
.until(Block::is_opaque)
.cast()
.0 >= e_pos.0.distance(self.pos.0))
.min_by_key(|(_, e_pos, _, _, _, _, _)| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32) // TODO choose target by more than just distance
.map(|(e, _, _, _, _, _, _)| e);
.0 >= e_pos.0.distance(self.pos.0)
})
.min_by_key(|(_e, e_pos)| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32) // TODO choose target by more than just distance
.map(|(e, _e_pos)| e);
if agent.target.is_none() && target.is_some() {
controller.push_event(ControlEvent::Utterance(UtteranceKind::Angry));
@ -3937,33 +3803,74 @@ impl<'a> AgentData<'a> {
return;
}
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
if let Some(sound) = agent.sounds_heard.last() {
let sound_pos = Pos(sound.pos);
let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
// FIXME: Perhaps name should be a field of the agent, not stats
if let Some(agent_stats) = read_data.stats.get(*self.entity) {
let sound_pos = Pos(sound.pos);
let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
if is_enemy {
let far_enough = dist_sqrd > 10.0_f32.powi(2);
let is_village_guard = agent_stats.name == *"Guard".to_string();
let is_neutral = self.flees && !is_village_guard;
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
if far_enough {
if is_enemy {
let far_enough = dist_sqrd > 10.0_f32.powi(2);
if far_enough {
self.follow(agent, controller, &read_data.terrain, &sound_pos);
} else {
// TODO: Change this to a search action instead of idle
self.idle(agent, controller, read_data);
}
} else if is_village_guard {
self.follow(agent, controller, &read_data.terrain, &sound_pos);
} else if is_neutral {
let aggro = agent.psyche.aggro;
let close_enough = dist_sqrd < 35.0_f32.powi(2);
let sound_was_loud = sound.vol >= 10.0;
if close_enough && (aggro <= 0.5 || (aggro <= 0.7 && sound_was_loud)) {
self.flee(agent, controller, &read_data.terrain, &sound_pos);
} else {
self.idle(agent, controller, read_data);
}
} else {
// TODO: Change this to a search action instead of idle
self.idle(agent, controller, read_data);
}
} else if self.flees {
let aggro = agent.psyche.aggro;
let close_enough = dist_sqrd < 35.0_f32.powi(2);
let loud_sound = sound.vol >= 10.0;
}
}
}
if close_enough && (aggro <= 0.5 || (aggro <= 0.7 && loud_sound)) {
self.flee(agent, controller, &read_data.terrain, &sound_pos);
} else {
self.idle(agent, controller, read_data);
fn attack_agents_attacker(
&self,
agent: &mut Agent,
read_data: &ReadData,
controller: &mut Controller,
) {
if let Some(Target { target, .. }) = agent.target {
if let Some(tgt_health) = read_data.healths.get(target) {
if let Some(by) = tgt_health.last_change.1.cause.damage_by() {
if let Some(attacker) = get_entity_by_id(by.id(), read_data) {
if agent.target.is_none() {
controller.push_event(ControlEvent::Utterance(UtteranceKind::Angry));
}
agent.target = build_target(attacker, true, read_data.time.0);
if let Some(tgt_pos) = read_data.positions.get(attacker) {
if should_stop_attacking(attacker, read_data) {
agent.target = build_target(target, false, read_data.time.0);
self.idle(agent, controller, read_data);
} else {
let target_data = build_target_data(target, tgt_pos, read_data);
self.attack(agent, controller, &target_data, read_data);
}
}
}
}
} else {
self.idle(agent, controller, read_data);
}
}
}
@ -4013,6 +3920,20 @@ impl<'a> AgentData<'a> {
}
}
fn chat_general_if_can_speak(
&self,
agent: &Agent,
msg: String,
event_emitter: &mut Emitter<'_, ServerEvent>,
) -> bool {
if can_speak(agent) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
true
} else {
false
}
}
fn jump_if(&self, controller: &mut Controller, condition: bool) {
if condition {
controller
@ -4024,6 +3945,27 @@ impl<'a> AgentData<'a> {
.push(ControlAction::CancelInput(InputKind::Jump))
}
}
fn chat_general(&self, msg: String, event_emitter: &mut Emitter<'_, ServerEvent>) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
}
fn emit_villager_alarm(&self, time: f64, event_emitter: &mut Emitter<'_, ServerEvent>) {
event_emitter.emit(ServerEvent::Sound {
sound: Sound::new(SoundKind::VillagerAlarm, self.pos.0, 100.0, time),
});
}
fn within_view_angle(&self, tgt_pos: Vec3<f32>, controller: &Controller) -> bool {
(tgt_pos - self.pos.0)
.try_normalized()
.map(|v| v.dot(*controller.inputs.look_dir) > 0.15)
.unwrap_or(true)
}
fn within_range_of(&self, range: f32, their_pos: Vec3<f32>) -> bool {
their_pos.distance_squared(self.pos.0) < range.powi(2)
}
}
fn can_see_tgt(terrain: &TerrainGrid, pos: &Pos, tgt_pos: &Pos, dist_sqrd: f32) -> bool {
@ -4037,7 +3979,10 @@ fn can_see_tgt(terrain: &TerrainGrid, pos: &Pos, tgt_pos: &Pos, dist_sqrd: f32)
}
// If target is dead or has invulnerability buff, returns true
fn should_stop_attacking(health: Option<&Health>, buffs: Option<&Buffs>) -> bool {
fn should_stop_attacking(target: EcsEntity, read_data: &ReadData) -> bool {
let health = read_data.healths.get(target);
let buffs = read_data.buffs.get(target);
health.map_or(true, |a| a.is_dead) || invulnerability_is_in_buffs(buffs)
}
@ -4053,10 +3998,7 @@ fn try_owner_alignment<'a>(
read_data: &'a ReadData,
) -> Option<&'a Alignment> {
if let Some(Alignment::Owned(owner_uid)) = alignment {
if let Some(owner) = read_data
.uid_allocator
.retrieve_entity_internal(owner_uid.id())
{
if let Some(owner) = get_entity_by_id(owner_uid.id(), read_data) {
return read_data.alignments.get(owner);
}
}
@ -4114,3 +4056,47 @@ fn decrement_awareness(agent: &mut Agent) {
agent.awareness -= decrement;
}
fn entity_was_attacked(entity: EcsEntity, read_data: &ReadData) -> bool {
if let Some(entity_health) = read_data.healths.get(entity) {
entity_health.last_change.0 < 5.0 && entity_health.last_change.1.amount < 0
} else {
false
}
}
fn build_target(target: EcsEntity, is_hostile: bool, time: f64) -> Option<Target> {
Some(Target {
target,
hostile: is_hostile,
selected_at: time,
})
}
fn build_target_data<'a>(
target: EcsEntity,
tgt_pos: &'a Pos,
read_data: &'a ReadData,
) -> TargetData<'a> {
TargetData {
pos: tgt_pos,
body: read_data.bodies.get(target),
scale: read_data.scales.get(target),
}
}
fn can_speak(agent: &Agent) -> bool { agent.behavior.can(BehaviorCapability::SPEAK) }
fn remember_fight(agent: &mut Agent, name: String, time: f64) {
agent
.rtsim_controller
.events
.push(RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterFight { name },
time_to_forget: time + 300.0,
}));
}
fn get_entity_by_id(id: u64, read_data: &ReadData) -> Option<EcsEntity> {
read_data.uid_allocator.retrieve_entity_internal(id)
}