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https://gitlab.com/veloren/veloren.git
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Make Guards Defend Villagers
This commit is contained in:
parent
35d8306c7a
commit
f316f1da60
@ -301,6 +301,8 @@ pub enum SoundKind {
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Beam,
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Shockwave,
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Utterance(UtteranceKind, Body),
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// TODO: unify VillagerAlarm with Utterance
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VillagerAlarm,
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}
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#[derive(Clone, Debug)]
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@ -34,6 +34,16 @@ pub enum HealthSource {
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Unknown,
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}
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impl HealthSource {
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pub fn damage_by(&self) -> Option<Uid> {
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if let HealthSource::Damage { by, .. } = self {
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*by
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} else {
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None
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}
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Health {
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current: u32,
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@ -91,6 +91,10 @@ impl<'a> System<'a> for Sys {
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};
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let end_time = creation_time + beam_segment.duration.as_secs_f64();
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let beam_owner = beam_segment
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.owner
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
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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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@ -119,10 +123,6 @@ impl<'a> System<'a> for Sys {
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(beam_segment.speed * (time_since_creation - frame_time)).max(0.0);
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let frame_end_dist = (beam_segment.speed * time_since_creation).max(frame_start_dist);
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let beam_owner = beam_segment
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.owner
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
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// Group to ignore collisions with
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// Might make this more nuanced if beams are used for non damage effects
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let group = beam_owner.and_then(|e| read_data.groups.get(e));
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@ -72,6 +72,10 @@ impl<'a> System<'a> for Sys {
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)
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.join()
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{
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let projectile_owner = projectile
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.owner
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
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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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@ -83,12 +87,10 @@ impl<'a> System<'a> for Sys {
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// Hit entity
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for other in physics.touch_entities.iter().copied() {
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let same_group = projectile
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.owner
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let same_group = projectile_owner
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// Note: somewhat inefficient since we do the lookup for every touching
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// entity, but if we pull this out of the loop we would want to do it only
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// if there is at least one touching entity
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()))
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.and_then(|e| read_data.groups.get(e))
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.map_or(false, |owner_group|
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Some(owner_group) == read_data.uid_allocator
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@ -85,6 +85,10 @@ impl<'a> System<'a> for Sys {
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let end_time = creation_time + shockwave.duration.as_secs_f64();
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let shockwave_owner = shockwave
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.owner
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
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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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@ -120,10 +124,6 @@ impl<'a> System<'a> for Sys {
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end: frame_end_dist,
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};
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let shockwave_owner = shockwave
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.owner
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
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// Group to ignore collisions with
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// Might make this more nuanced if shockwaves are used for non damage effects
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let group = shockwave_owner.and_then(|e| read_data.groups.get(e));
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@ -692,6 +692,10 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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let ecs = &server.state.ecs();
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let server_eventbus = ecs.read_resource::<EventBus<ServerEvent>>();
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let time = ecs.read_resource::<Time>();
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let owner_entity = owner.and_then(|uid| {
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ecs.read_resource::<UidAllocator>()
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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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server_eventbus.emit_now(ServerEvent::Sound {
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@ -712,10 +716,6 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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.any(|e| matches!(e, RadiusEffect::Attack(_))),
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reagent: explosion.reagent,
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});
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let owner_entity = owner.and_then(|uid| {
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ecs.read_resource::<UidAllocator>()
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.retrieve_entity_internal(uid.into())
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});
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let groups = ecs.read_storage::<comp::Group>();
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// Used to get strength of explosion effects as they falloff over distance
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@ -5,7 +5,8 @@ use common::{
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comp::{
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self,
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agent::{
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AgentEvent, Target, DEFAULT_INTERACTION_TIME, MAX_LISTEN_DIST, TRADE_INTERACTION_TIME,
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AgentEvent, Sound, SoundKind, Target, DEFAULT_INTERACTION_TIME, MAX_LISTEN_DIST,
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TRADE_INTERACTION_TIME,
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},
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buff::{BuffKind, Buffs},
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compass::{Direction, Distance},
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@ -399,66 +400,10 @@ impl<'a> System<'a> for Sys {
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&read_data.terrain,
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tgt_pos,
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);
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// Attack target's attacker
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} else if tgt_health.last_change.0 < 5.0
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&& tgt_health.last_change.1.amount < 0
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{
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if let comp::HealthSource::Damage {
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by: Some(by), ..
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} = tgt_health.last_change.1.cause
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{
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if let Some(attacker) = read_data
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.uid_allocator
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.retrieve_entity_internal(by.id())
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{
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if agent.target.is_none() {
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controller.push_event(
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ControlEvent::Utterance(
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UtteranceKind::Angry,
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),
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);
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}
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agent.target = Some(Target {
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target: attacker,
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hostile: true,
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selected_at: read_data.time.0,
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});
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if let Some(tgt_pos) =
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read_data.positions.get(attacker)
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{
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if should_stop_attacking(
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read_data.healths.get(attacker),
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read_data.buffs.get(attacker),
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) {
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agent.target = Some(Target {
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target,
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hostile: false,
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selected_at: read_data.time.0,
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});
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data.idle(
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agent, controller, &read_data,
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);
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} else {
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let target_data = TargetData {
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pos: tgt_pos,
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body: read_data
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.bodies
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.get(attacker),
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scale: read_data
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.scales
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.get(attacker),
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};
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data.attack(
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agent,
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controller,
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&target_data,
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&read_data,
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);
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}
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}
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}
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}
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} else if entity_was_attacked(target, &read_data) {
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data.attack_agents_attacker(
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agent, &read_data, controller,
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);
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// Follow owner if too far away and not
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// fighting
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} else if dist_sqrd > MAX_FOLLOW_DIST.powi(2) {
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@ -500,19 +445,12 @@ impl<'a> System<'a> for Sys {
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// have a health component
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match health {
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Some(health) if health.last_change.0 < DAMAGE_MEMORY_DURATION => {
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if let comp::HealthSource::Damage { by: Some(by), .. } =
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health.last_change.1.cause
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{
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if let Some(attacker) =
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read_data.uid_allocator.retrieve_entity_internal(by.id())
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{
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// TODO: Can most of this match be replaced by the function
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// `attack_agents_attacker`?
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if let Some(by) = health.last_change.1.cause.damage_by() {
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if let Some(attacker) = get_entity_by_id(by.id(), &read_data) {
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if let Some(tgt_pos) = read_data.positions.get(attacker) {
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// If the target is dead or in a safezone, remove the
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// target and idle.
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if should_stop_attacking(
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read_data.healths.get(attacker),
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read_data.buffs.get(attacker),
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) {
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if should_stop_attacking(attacker, &read_data) {
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agent.target = None;
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data.idle_tree(
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agent,
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@ -527,16 +465,11 @@ impl<'a> System<'a> for Sys {
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));
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}
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agent.target = Some(Target {
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target: attacker,
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hostile: true,
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selected_at: read_data.time.0,
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});
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let target_data = TargetData {
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pos: tgt_pos,
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body: read_data.bodies.get(attacker),
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scale: read_data.scales.get(attacker),
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};
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agent.target =
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build_target(attacker, true, read_data.time.0);
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let target_data = build_target_data(
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attacker, tgt_pos, &read_data,
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);
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data.attack(
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agent,
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controller,
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@ -548,15 +481,13 @@ impl<'a> System<'a> for Sys {
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.rtsim_entity
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.and_then(|_| read_data.stats.get(attacker))
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{
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agent.rtsim_controller.events.push(
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RtSimEvent::AddMemory(Memory {
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item: MemoryItem::CharacterFight {
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name: tgt_stats.name.clone(),
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},
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time_to_forget: read_data.time.0
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+ 300.0,
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}),
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);
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if data.rtsim_entity.is_some() {
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remember_fight(
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agent,
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tgt_stats.name.clone(),
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read_data.time.0,
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);
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}
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}
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}
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} else {
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@ -624,12 +555,8 @@ impl<'a> AgentData<'a> {
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// Set owner if no target
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if agent.target.is_none() && thread_rng().gen_bool(0.1) {
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if let Some(Alignment::Owned(owner)) = self.alignment {
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if let Some(owner) = read_data.uid_allocator.retrieve_entity_internal(owner.id()) {
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agent.target = Some(Target {
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target: owner,
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hostile: false,
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selected_at: read_data.time.0,
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});
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if let Some(owner) = get_entity_by_id(owner.id(), read_data) {
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agent.target = build_target(owner, false, read_data.time.0);
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}
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}
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}
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@ -711,12 +638,10 @@ impl<'a> AgentData<'a> {
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let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
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// Should the agent flee?
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if 1.0 - agent.psyche.aggro > self.damage && self.flees {
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if agent.action_state.timer == 0.0
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&& agent.behavior.can(BehaviorCapability::SPEAK)
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{
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if agent.action_state.timer == 0.0 && can_speak(agent) {
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let msg = "npc.speech.villager_under_attack".to_string();
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event_emitter
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.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
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self.chat_general(msg, event_emitter);
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self.emit_villager_alarm(read_data.time.0, event_emitter);
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agent.action_state.timer = 0.01;
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} else if agent.action_state.timer < FLEE_DURATION || dist_sqrd < MAX_FLEE_DIST
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{
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@ -732,16 +657,14 @@ impl<'a> AgentData<'a> {
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} else {
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// If the hostile entity is dead or has an invulnerability buff (eg, those
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// applied in safezones), return to idle
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if should_stop_attacking(
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read_data.healths.get(target),
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read_data.buffs.get(target),
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) {
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if should_stop_attacking(target, read_data) {
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if agent.behavior.can(BehaviorCapability::SPEAK) {
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let msg = "npc.speech.villager_enemy_killed".to_string();
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event_emitter
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.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
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}
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agent.target = None;
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self.idle(agent, controller, read_data);
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// Choose a new target every 10 seconds, but only for
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// enemies
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// TODO: This should be more principled. Consider factoring
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@ -753,11 +676,7 @@ impl<'a> AgentData<'a> {
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self.choose_target(agent, controller, read_data, event_emitter);
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} else {
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// TODO Add utility for attacking vs leaving target alone
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let target_data = TargetData {
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pos: tgt_pos,
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body: read_data.bodies.get(target),
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scale: read_data.scales.get(target),
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};
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let target_data = build_target_data(target, tgt_pos, read_data);
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self.attack(agent, controller, &target_data, read_data);
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}
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}
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@ -1021,14 +940,9 @@ impl<'a> AgentData<'a> {
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let msg = agent.inbox.pop_front();
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match msg {
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Some(AgentEvent::Talk(by, subject)) => {
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if agent.behavior.can(BehaviorCapability::SPEAK) {
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if let Some(target) = read_data.uid_allocator.retrieve_entity_internal(by.id())
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{
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agent.target = Some(Target {
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target,
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hostile: false,
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selected_at: read_data.time.0,
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});
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if can_speak(agent) {
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if let Some(target) = get_entity_by_id(by.id(), read_data) {
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agent.target = build_target(target, false, read_data.time.0);
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if self.look_toward(controller, read_data, &target) {
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controller.actions.push(ControlAction::Stand);
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@ -1074,19 +988,13 @@ impl<'a> AgentData<'a> {
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destination_name
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)
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};
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event_emitter.emit(ServerEvent::Chat(
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UnresolvedChatMsg::npc(*self.uid, msg),
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));
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self.chat_general(msg, event_emitter);
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} else if agent.behavior.can_trade() {
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let msg = "npc.speech.merchant_advertisement".to_string();
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event_emitter.emit(ServerEvent::Chat(
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UnresolvedChatMsg::npc(*self.uid, msg),
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));
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self.chat_general(msg, event_emitter);
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} else {
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let msg = "npc.speech.villager".to_string();
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event_emitter.emit(ServerEvent::Chat(
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UnresolvedChatMsg::npc(*self.uid, msg),
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));
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self.chat_general(msg, event_emitter);
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}
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},
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Subject::Trade => {
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@ -1098,26 +1006,16 @@ impl<'a> AgentData<'a> {
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));
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let msg =
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"npc.speech.merchant_advertisement".to_string();
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event_emitter.emit(ServerEvent::Chat(
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UnresolvedChatMsg::npc(*self.uid, msg),
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));
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self.chat_general(msg, event_emitter);
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} else {
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event_emitter.emit(ServerEvent::Chat(
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UnresolvedChatMsg::npc(
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*self.uid,
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"npc.speech.merchant_busy".to_string(),
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),
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));
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let msg = "npc.speech.merchant_busy".to_string();
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self.chat_general(msg, event_emitter);
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}
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} else {
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// TODO: maybe make some travellers willing to trade with
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// simpler goods like potions
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event_emitter.emit(ServerEvent::Chat(
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UnresolvedChatMsg::npc(
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*self.uid,
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"npc.speech.villager_decline_trade".to_string(),
|
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),
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));
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let msg = "npc.speech.villager_decline_trade".to_string();
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self.chat_general(msg, event_emitter);
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}
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},
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Subject::Mood => {
|
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@ -1166,33 +1064,21 @@ impl<'a> AgentData<'a> {
|
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MemoryItem::Mood { state } => state.describe(),
|
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_ => "".to_string(),
|
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};
|
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event_emitter.emit(ServerEvent::Chat(
|
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UnresolvedChatMsg::npc(*self.uid, msg),
|
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));
|
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self.chat_general(msg, event_emitter);
|
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}
|
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}
|
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},
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Subject::Location(location) => {
|
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if let Some(tgt_pos) = read_data.positions.get(target) {
|
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event_emitter.emit(ServerEvent::Chat(
|
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UnresolvedChatMsg::npc(
|
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*self.uid,
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format!(
|
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"{} ? I think it's {} {} from here!",
|
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location.name,
|
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Distance::from_dir(
|
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location.origin.as_::<f32>()
|
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- tgt_pos.0.xy()
|
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)
|
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.name(),
|
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Direction::from_dir(
|
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location.origin.as_::<f32>()
|
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- tgt_pos.0.xy()
|
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)
|
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.name()
|
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),
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),
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));
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let raw_dir = location.origin.as_::<f32>() - tgt_pos.0.xy();
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let dist = Distance::from_dir(raw_dir).name();
|
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let dir = Direction::from_dir(raw_dir).name();
|
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|
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let msg = format!(
|
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"{} ? I think it's {} {} from here!",
|
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location.name, dist, dir
|
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);
|
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self.chat_general(msg, event_emitter);
|
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}
|
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},
|
||||
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)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user