Move recv_interactions into BehaviorTree + cleanup functions ^& warnings

This commit is contained in:
Vincent Foulon 2022-07-29 18:33:34 +02:00
parent d105d7063c
commit faf2b13ac1
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GPG Key ID: 33A11279982853E9
2 changed files with 497 additions and 925 deletions

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@ -5,20 +5,18 @@ pub mod data;
pub mod util;
use crate::{
rtsim::{entity::PersonalityTrait, RtSim},
rtsim::RtSim,
sys::agent::{
behavior_tree::BehaviorTree,
consts::{
AVG_FOLLOW_DIST, DAMAGE_MEMORY_DURATION, DEFAULT_ATTACK_RANGE, FLEE_DURATION,
HEALING_ITEM_THRESHOLD, IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST,
NPC_PICKUP_RANGE, PARTIAL_PATH_DIST, RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS,
SEPARATION_DIST,
AVG_FOLLOW_DIST, DEFAULT_ATTACK_RANGE, IDLE_HEALING_ITEM_THRESHOLD, PARTIAL_PATH_DIST,
SEPARATION_BIAS, SEPARATION_DIST,
},
data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
util::{
aim_projectile, are_our_owners_hostile, entities_have_line_of_sight, get_attacker,
get_entity_by_id, is_dead, is_dead_or_invulnerable, is_dressed_as_cultist,
is_invulnerable, is_village_guard, is_villager, stop_pursuing,
get_entity_by_id, is_dead_or_invulnerable, is_dressed_as_cultist, is_invulnerable,
is_village_guard, is_villager,
},
},
};
@ -26,33 +24,25 @@ use common::{
combat::perception_dist_multiplier_from_stealth,
comp::{
self,
agent::{
AgentEvent, Sound, SoundKind, Target, TimerAction, DEFAULT_INTERACTION_TIME,
TRADE_INTERACTION_TIME,
},
agent::{Sound, SoundKind, Target},
buff::BuffKind,
compass::{Direction, Distance},
dialogue::{MoodContext, MoodState, Subject},
inventory::slot::EquipSlot,
invite::{InviteKind, InviteResponse},
item::{
tool::{AbilitySpec, ToolKind},
ConsumableKind, Item, ItemDesc, ItemKind,
},
item_drop,
projectile::ProjectileConstructor,
Agent, Alignment, BehaviorState, Body, CharacterState, ControlAction, ControlEvent,
Controller, Health, HealthChange, InputKind, InventoryAction, InventoryEvent, Pos, Scale,
UnresolvedChatMsg, UtteranceKind,
Agent, Alignment, Body, CharacterState, ControlAction, ControlEvent, Controller, Health,
HealthChange, InputKind, InventoryAction, Pos, Scale, UnresolvedChatMsg, UtteranceKind,
},
effect::{BuffEffect, Effect},
event::{Emitter, EventBus, ServerEvent},
path::TraversalConfig,
rtsim::{Memory, MemoryItem, RtSimEvent},
rtsim::RtSimEvent,
states::basic_beam,
terrain::{Block, TerrainGrid},
time::DayPeriod,
trade::{TradeAction, TradePhase, TradeResult},
util::Dir,
vol::ReadVol,
};
@ -61,8 +51,7 @@ use common_ecs::{Job, Origin, ParMode, Phase, System};
use rand::{thread_rng, Rng};
use rayon::iter::ParallelIterator;
use specs::{
saveload::{Marker, MarkerAllocator},
Entity as EcsEntity, Join, ParJoin, Read, WriteExpect, WriteStorage,
saveload::Marker, Entity as EcsEntity, Join, ParJoin, Read, WriteExpect, WriteStorage,
};
use vek::*;
@ -135,7 +124,7 @@ impl<'a> System<'a> for Sys {
_,
)| {
let mut event_emitter = event_bus.emitter();
let mut rng = thread_rng();
// let mut rng = thread_rng();
// Hack, replace with better system when groups are more sophisticated
// Override alignment if in a group unless entity is owned already
@ -259,9 +248,6 @@ impl<'a> System<'a> for Sys {
// are the only parts of this tree that should provide
// inputs.
// Falling damage starts from 30.0 as of time of writing
// But keep in mind our 25 m/s gravity
BehaviorTree::root().run(
agent,
data,
@ -270,112 +256,6 @@ impl<'a> System<'a> for Sys {
controller,
);
// let is_falling_dangerous = data.vel.0.z < -20.0;
// let is_on_fire = read_data
// .buffs
// .get(entity)
// .map_or(false, |b| b.kinds.contains_key(&BuffKind::Burning));
// // If falling velocity is critical, throw everything
// // and save yourself!
// //
// // If can fly - fly.
// // If have glider - glide.
// // Else, rest in peace.
// if is_falling_dangerous && data.traversal_config.can_fly {
// data.fly_upward(controller)
// } else if is_falling_dangerous && data.glider_equipped {
// data.glider_fall(controller);
// // If on fire and able, stop, drop, and roll
// } else if is_on_fire
// && data.body.map_or(false, |b| b.is_humanoid())
// && data.physics_state.on_ground.is_some()
// && rng.gen_bool((2.0 * read_data.dt.0).clamp(0.0, 1.0) as f64)
// {
// controller.inputs.move_dir = ori
// .look_vec()
// .xy()
// .try_normalized()
// .unwrap_or_else(Vec2::zero);
// controller.push_basic_input(InputKind::Roll);
// } else {
// // Target an entity that's attacking us if the attack was recent and we
// have // a health component
// match health {
// Some(health)
// if read_data.time.0 - health.last_change.time.0
// < DAMAGE_MEMORY_DURATION =>
// {
// if let Some(by) = health.last_change.damage_by() {
// if let Some(attacker) =
//
// read_data.uid_allocator.retrieve_entity_internal(by.uid().0)
// {
// // If target is dead or invulnerable (for now, this only
// // means safezone), untarget them and idle.
// if is_dead_or_invulnerable(attacker, &read_data) {
// agent.target = None;
// } else {
// if agent.target.is_none() {
// controller.push_event(ControlEvent::Utterance(
// UtteranceKind::Angry,
// ));
// }
// // Determine whether the new target should be a
// priority // over the old one
// (i.e: because it's either close or
// // because they attacked us). if
// agent.target.map_or(true, |target| {
// data.is_more_dangerous_than_target(
// attacker, target, &read_data,
// ) }) {
// agent.target = Some(Target {
// target: attacker,
// hostile: true,
// selected_at: read_data.time.0,
// aggro_on: true,
// });
// }
// // Remember this attack if we're an RtSim entity
// if let Some(attacker_stats) =
//
// data.rtsim_entity.and(read_data.stats.get(attacker))
// {
// agent.add_fight_to_memory(
// &attacker_stats.name,
// read_data.time.0,
// );
// }
// }
// }
// }
// },
// _ => {},
// }
// if let Some(target_info) = agent.target {
// data.react_to_target(
// agent,
// controller,
// &read_data,
// &mut event_emitter,
// target_info,
// &mut rng,
// );
// } else {
// data.idle_tree(
// agent,
// controller,
// &read_data,
// &mut event_emitter,
// &mut rng,
// );
// }
// }
debug_assert!(controller.inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
debug_assert!(controller.inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
},
@ -402,275 +282,6 @@ impl<'a> System<'a> for Sys {
}
impl<'a> AgentData<'a> {
////////////////////////////////////////
// Subtrees
////////////////////////////////////////
fn react_to_target(
&self,
agent: &mut Agent,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
target_info: Target,
rng: &mut impl Rng,
) {
let Target {
target, hostile, ..
} = target_info;
if let Some(tgt_health) = read_data.healths.get(target) {
// If target is dead, forget them
if tgt_health.is_dead {
if let Some(tgt_stats) = self.rtsim_entity.and(read_data.stats.get(target)) {
agent.forget_enemy(&tgt_stats.name);
}
agent.target = None;
// Else, if target is hostile, hostile tree
} else if hostile {
self.cancel_interaction(agent, controller, event_emitter);
self.hostile_tree(agent, controller, read_data, event_emitter, rng);
// Else, if owned, act as pet to them
} else if let Some(Alignment::Owned(uid)) = self.alignment {
if read_data.uids.get(target) == Some(uid) {
self.react_as_pet(agent, controller, read_data, target, rng);
} else {
agent.target = None;
self.idle_tree(agent, controller, read_data, rng);
};
} else {
self.idle_tree(agent, controller, read_data, rng);
}
} else if matches!(read_data.bodies.get(target), Some(Body::ItemDrop(_))) {
if let Some(tgt_pos) = read_data.positions.get(target) {
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
if dist_sqrd < NPC_PICKUP_RANGE.powi(2) {
if let Some(uid) = read_data.uids.get(target) {
controller
.push_event(ControlEvent::InventoryEvent(InventoryEvent::Pickup(*uid)));
}
} else if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: NPC_PICKUP_RANGE - 1.0,
..self.traversal_config
},
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
* speed.min(0.2 + (dist_sqrd - (NPC_PICKUP_RANGE - 1.5).powi(2)) / 8.0);
self.jump_if(bearing.z > 1.5, controller);
controller.inputs.move_z = bearing.z;
}
}
} else {
agent.target = None;
self.idle_tree(agent, controller, read_data, rng);
}
}
fn react_as_pet(
&self,
agent: &mut Agent,
controller: &mut Controller,
read_data: &ReadData,
target: EcsEntity,
rng: &mut impl Rng,
) {
if let Some(tgt_pos) = read_data.positions.get(target) {
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
let owner_recently_attacked = if let Some(target_health) = read_data.healths.get(target)
{
read_data.time.0 - target_health.last_change.time.0 < 5.0
&& target_health.last_change.amount < 0.0
} else {
false
};
// If too far away, then follow
if dist_sqrd > (MAX_FOLLOW_DIST).powi(2) {
self.follow(agent, controller, &read_data.terrain, tgt_pos);
// Else, attack target's attacker (if there is one)
// Target is the owner in this case
} else if owner_recently_attacked {
self.attack_target_attacker(agent, read_data, controller, rng);
// Otherwise, just idle
} else {
self.idle_tree(agent, controller, read_data, rng);
}
}
}
fn idle_tree(
&self,
agent: &mut Agent,
controller: &mut Controller,
read_data: &ReadData,
rng: &mut impl Rng,
) {
// TODO: Awareness currently doesn't influence anything.
//agent.decrement_awareness(read_data.dt.0);
let small_chance = rng.gen_bool(0.1);
// Set owner if no target
if agent.target.is_none() && small_chance {
if let Some(Alignment::Owned(owner)) = self.alignment {
if let Some(owner) = get_entity_by_id(owner.id(), read_data) {
agent.target = Some(Target::new(owner, false, read_data.time.0, false));
}
}
}
let timeout = if agent.behavior.is(BehaviorState::TRADING) {
TRADE_INTERACTION_TIME
} else {
DEFAULT_INTERACTION_TIME
};
match agent
.timer
.timeout_elapsed(read_data.time.0, TimerAction::Interact, timeout as f64)
{
None => {
// Look toward the interacting entity for a while
if let Some(Target { target, .. }) = &agent.target {
self.look_toward(controller, read_data, *target);
controller.push_action(ControlAction::Talk);
}
},
Some(just_ended) => {
if just_ended {
agent.target = None;
controller.push_action(ControlAction::Stand);
}
if rng.gen::<f32>() < 0.1 {
self.choose_target(agent, controller, read_data);
} else {
self.handle_sounds_heard(agent, controller, read_data, rng);
}
},
}
}
fn hostile_tree(
&self,
agent: &mut Agent,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
rng: &mut impl Rng,
) {
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller, false) {
agent.action_state.timer = 0.01;
return;
}
if matches!(agent.inbox.front(), Some(AgentEvent::Hurt)) {
// Hurt utterances at random upon receiving damage
if rng.gen::<f32>() < 0.4 {
controller.push_utterance(UtteranceKind::Hurt);
}
agent.inbox.pop_front();
}
if let Some(Target {
target,
selected_at,
aggro_on,
..
}) = &mut agent.target
{
let target = *target;
let selected_at = *selected_at;
if let Some(tgt_pos) = read_data.positions.get(target) {
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
let origin_dist_sqrd = match agent.patrol_origin {
Some(pos) => pos.distance_squared(self.pos.0),
None => 1.0,
};
let own_health_fraction = match self.health {
Some(val) => val.fraction(),
None => 1.0,
};
let target_health_fraction = match read_data.healths.get(target) {
Some(val) => val.fraction(),
None => 1.0,
};
let in_aggro_range = agent
.psyche
.aggro_dist
.map_or(true, |ad| dist_sqrd < ad.powi(2));
if in_aggro_range {
*aggro_on = true;
}
let aggro_on = *aggro_on;
if self.below_flee_health(agent) {
let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION;
let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
// FIXME: Using action state timer to see if allowed to speak is a hack.
if agent.action_state.timer == 0.0 {
self.cry_out(agent, event_emitter, read_data);
agent.action_state.timer = 0.01;
} else if within_flee_distance && has_opportunity_to_flee {
self.flee(agent, controller, tgt_pos, &read_data.terrain);
agent.action_state.timer += read_data.dt.0;
} else {
agent.action_state.timer = 0.0;
agent.target = None;
self.idle(agent, controller, read_data, rng);
}
} else if is_dead(target, read_data) {
self.exclaim_relief_about_enemy_dead(agent, event_emitter);
agent.target = None;
self.idle(agent, controller, read_data, rng);
} else if is_invulnerable(target, read_data)
|| stop_pursuing(
dist_sqrd,
origin_dist_sqrd,
own_health_fraction,
target_health_fraction,
read_data.time.0 - selected_at,
&agent.psyche,
)
{
agent.target = None;
self.idle(agent, controller, read_data, rng);
} else {
let is_time_to_retarget =
read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS;
if !in_aggro_range && is_time_to_retarget {
self.choose_target(agent, controller, read_data);
}
if aggro_on {
let target_data = TargetData::new(
tgt_pos,
read_data.bodies.get(target),
read_data.scales.get(target),
);
let tgt_name = read_data.stats.get(target).map(|stats| stats.name.clone());
tgt_name
.map(|tgt_name| agent.add_fight_to_memory(&tgt_name, read_data.time.0));
self.attack(agent, controller, &target_data, read_data, rng);
} else {
self.menacing(agent, controller, target, read_data, event_emitter, rng);
}
}
}
}
}
////////////////////////////////////////
// Action Nodes
////////////////////////////////////////
@ -962,522 +573,6 @@ impl<'a> AgentData<'a> {
}
}
/// deny any interaction whenever possible
fn cancel_interaction(
&self,
agent: &mut Agent,
controller: &mut Controller,
event_emitter: &mut Emitter<'_, ServerEvent>,
) -> bool {
if let Some(msg) = agent.inbox.front() {
let used = match msg {
AgentEvent::Talk(..) | AgentEvent::TradeAccepted(_) => {
self.chat_npc_if_allowed_to_speak(
"npc-speech-villager_busy",
agent,
event_emitter,
);
true
},
AgentEvent::TradeInvite(_) => {
controller.push_invite_response(InviteResponse::Decline);
if agent.behavior.can_trade() {
self.chat_npc_if_allowed_to_speak(
"npc-speech-merchant_busy",
agent,
event_emitter,
);
} else {
self.chat_npc_if_allowed_to_speak(
"npc-speech-villager_busy",
agent,
event_emitter,
);
}
true
},
AgentEvent::FinishedTrade(result) => {
// copy pasted from recv_interaction
// because the trade is not cancellable in this state
if agent.behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
self.chat_npc(
"npc-speech-merchant_trade_successful",
event_emitter,
);
},
_ => {
self.chat_npc("npc-speech-merchant_trade_declined", event_emitter);
},
}
agent.behavior.unset(BehaviorState::TRADING);
}
true
},
AgentEvent::UpdatePendingTrade(boxval) => {
// immediately cancel the trade
let (tradeid, _pending, _prices, _inventories) = &**boxval;
agent.behavior.unset(BehaviorState::TRADING);
event_emitter.emit(ServerEvent::ProcessTradeAction(
*self.entity,
*tradeid,
TradeAction::Decline,
));
self.chat_npc("npc-speech-merchant_trade_cancelled_hostile", event_emitter);
true
},
AgentEvent::ServerSound(_) | AgentEvent::Hurt => false,
};
if used {
agent.inbox.pop_front();
}
return used;
}
false
}
fn recv_interaction(
&self,
agent: &mut Agent,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) -> bool {
// TODO: Process group invites
// TODO: Add Group AgentEvent
// let accept = false; // set back to "matches!(alignment, Alignment::Npc)"
// when we got better NPC recruitment mechanics if accept {
// // Clear agent comp
// //*agent = Agent::default();
// controller
// .push_event(ControlEvent::InviteResponse(InviteResponse::Accept));
// } else {
// controller
// .push_event(ControlEvent::InviteResponse(InviteResponse::Decline));
// }
agent.action_state.timer += read_data.dt.0;
let msg = agent.inbox.front();
let used = match msg {
Some(AgentEvent::Talk(by, subject)) => {
if agent.allowed_to_speak() {
if let Some(target) = get_entity_by_id(by.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
if self.look_toward(controller, read_data, target) {
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
controller.push_utterance(UtteranceKind::Greeting);
match subject {
Subject::Regular => {
if let (
Some((_travel_to, destination_name)),
Some(rtsim_entity),
) = (&agent.rtsim_controller.travel_to, &self.rtsim_entity)
{
let personality = &rtsim_entity.brain.personality;
let standard_response_msg = || -> String {
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"I'm heading to {}! Want to come along?",
destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Hrm.".to_string()
} else {
"Hello!".to_string()
}
};
let msg =
if let Some(tgt_stats) = read_data.stats.get(target) {
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterInteraction {
name: tgt_stats.name.clone(),
},
time_to_forget: read_data.time.0 + 600.0,
}),
);
if rtsim_entity
.brain
.remembers_character(&tgt_stats.name)
{
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"Greetings fair {}! It has been far \
too long since last I saw you. I'm \
going to {} right now.",
&tgt_stats.name, destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Oh. It's you again.".to_string()
} else {
format!(
"Hi again {}! Unfortunately I'm in a \
hurry right now. See you!",
&tgt_stats.name
)
}
} else {
standard_response_msg()
}
} else {
standard_response_msg()
};
self.chat_npc(msg, event_emitter);
} else if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(*by, InviteKind::Trade);
self.chat_npc(
"npc-speech-merchant_advertisement",
event_emitter,
);
} else {
let default_msg = "npc-speech-merchant_busy";
let msg = self.rtsim_entity.map_or(default_msg, |e| {
if e.brain
.personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"npc-speech-merchant_busy_rude"
} else {
default_msg
}
});
self.chat_npc(msg, event_emitter);
}
} else {
let mut rng = thread_rng();
if let Some(extreme_trait) =
self.rtsim_entity.and_then(|e| {
e.brain.personality.random_chat_trait(&mut rng)
})
{
let msg = match extreme_trait {
PersonalityTrait::Open => {
"npc-speech-villager_open"
},
PersonalityTrait::Adventurous => {
"npc-speech-villager_adventurous"
},
PersonalityTrait::Closed => {
"npc-speech-villager_closed"
},
PersonalityTrait::Conscientious => {
"npc-speech-villager_conscientious"
},
PersonalityTrait::Busybody => {
"npc-speech-villager_busybody"
},
PersonalityTrait::Unconscientious => {
"npc-speech-villager_unconscientious"
},
PersonalityTrait::Extroverted => {
"npc-speech-villager_extroverted"
},
PersonalityTrait::Introverted => {
"npc-speech-villager_introverted"
},
PersonalityTrait::Agreeable => {
"npc-speech-villager_agreeable"
},
PersonalityTrait::Sociable => {
"npc-speech-villager_sociable"
},
PersonalityTrait::Disagreeable => {
"npc-speech-villager_disagreeable"
},
PersonalityTrait::Neurotic => {
"npc-speech-villager_neurotic"
},
PersonalityTrait::Seeker => {
"npc-speech-villager_seeker"
},
PersonalityTrait::SadLoner => {
"npc-speech-villager_sad_loner"
},
PersonalityTrait::Worried => {
"npc-speech-villager_worried"
},
PersonalityTrait::Stable => {
"npc-speech-villager_stable"
},
};
self.chat_npc(msg, event_emitter);
} else {
self.chat_npc("npc-speech-villager", event_emitter);
}
}
},
Subject::Trade => {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(*by, InviteKind::Trade);
self.chat_npc(
"npc-speech-merchant_advertisement",
event_emitter,
);
} else {
self.chat_npc(
"npc-speech-merchant_busy",
event_emitter,
);
}
} else {
// TODO: maybe make some travellers willing to trade with
// simpler goods like potions
self.chat_npc(
"npc-speech-villager_decline_trade",
event_emitter,
);
}
},
Subject::Mood => {
if let Some(rtsim_entity) = self.rtsim_entity {
if !rtsim_entity.brain.remembers_mood() {
// TODO: the following code will need a rework to
// implement more mood contexts
// This require that town NPCs becomes rtsim_entities to
// work fully.
match rand::random::<u32>() % 3 {
0 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Good(
MoodContext::GoodWeather,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
1 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Neutral(
MoodContext::EverydayLife,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
2 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Bad(
MoodContext::GoodWeather,
),
},
time_to_forget: read_data.time.0 + 86400.0,
}),
),
_ => {}, // will never happen
}
}
if let Some(memory) = rtsim_entity.brain.get_mood() {
let msg = match &memory.item {
MemoryItem::Mood { state } => state.describe(),
_ => "".to_string(),
};
self.chat_npc(msg, event_emitter);
}
}
},
Subject::Location(location) => {
if let Some(tgt_pos) = read_data.positions.get(target) {
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_npc(msg, event_emitter);
}
},
Subject::Person(person) => {
if let Some(src_pos) = read_data.positions.get(target) {
let msg = if let Some(person_pos) = person.origin {
let distance = Distance::from_dir(
person_pos.xy() - src_pos.0.xy(),
);
match distance {
Distance::NextTo | Distance::Near => {
format!(
"{} ? I think he's {} {} from here!",
person.name(),
distance.name(),
Direction::from_dir(
person_pos.xy() - src_pos.0.xy(),
)
.name()
)
},
_ => {
format!(
"{} ? I think he's gone visiting another \
town. Come back later!",
person.name()
)
},
}
} else {
format!(
"{} ? Sorry, I don't know where you can find him.",
person.name()
)
};
self.chat_npc(msg, event_emitter);
}
},
Subject::Work => {},
}
}
}
}
true
},
Some(AgentEvent::TradeInvite(with)) => {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
// stand still and looking towards the trading player
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target =
Some(Target::new(target, false, read_data.time.0, false));
}
controller.push_invite_response(InviteResponse::Accept);
agent.behavior.unset(BehaviorState::TRADING_ISSUER);
agent.behavior.set(BehaviorState::TRADING);
} else {
controller.push_invite_response(InviteResponse::Decline);
self.chat_npc_if_allowed_to_speak(
"npc-speech-merchant_busy",
agent,
event_emitter,
);
}
} else {
// TODO: Provide a hint where to find the closest merchant?
controller.push_invite_response(InviteResponse::Decline);
self.chat_npc_if_allowed_to_speak(
"npc-speech-villager_decline_trade",
agent,
event_emitter,
);
}
true
},
Some(AgentEvent::TradeAccepted(with)) => {
if !agent.behavior.is(BehaviorState::TRADING) {
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
}
agent.behavior.set(BehaviorState::TRADING);
agent.behavior.set(BehaviorState::TRADING_ISSUER);
}
true
},
Some(AgentEvent::FinishedTrade(result)) => {
if agent.behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
self.chat_npc("npc-speech-merchant_trade_successful", event_emitter);
},
_ => {
self.chat_npc("npc-speech-merchant_trade_declined", event_emitter);
},
}
agent.behavior.unset(BehaviorState::TRADING);
}
true
},
Some(AgentEvent::UpdatePendingTrade(boxval)) => {
let (tradeid, pending, prices, inventories) = &**boxval;
if agent.behavior.is(BehaviorState::TRADING) {
let who: usize = if agent.behavior.is(BehaviorState::TRADING_ISSUER) {
0
} else {
1
};
let balance0: f32 = prices.balance(&pending.offers, inventories, 1 - who, true);
let balance1: f32 = prices.balance(&pending.offers, inventories, who, false);
if balance0 >= balance1 {
// If the trade is favourable to us, only send an accept message if we're
// not already accepting (since otherwise, spam-clicking the accept button
// results in lagging and moving to the review phase of an unfavorable trade
// (although since the phase is included in the message, this shouldn't
// result in fully accepting an unfavourable trade))
if !pending.accept_flags[who] && !pending.is_empty_trade() {
event_emitter.emit(ServerEvent::ProcessTradeAction(
*self.entity,
*tradeid,
TradeAction::Accept(pending.phase),
));
tracing::trace!(?tradeid, ?balance0, ?balance1, "Accept Pending Trade");
}
} else {
if balance1 > 0.0 {
let msg = format!(
"That only covers {:.0}% of my costs!",
(balance0 / balance1 * 100.0).floor()
);
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),
));
} else {
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc_say(*self.uid, msg),
));
}
} else {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*self.uid, msg,
)));
}
}
if pending.phase != TradePhase::Mutate {
// we got into the review phase but without balanced goods, decline
agent.behavior.unset(BehaviorState::TRADING);
event_emitter.emit(ServerEvent::ProcessTradeAction(
*self.entity,
*tradeid,
TradeAction::Decline,
));
}
}
}
true
},
Some(AgentEvent::ServerSound(_)) => false,
Some(AgentEvent::Hurt) => false,
None => false,
};
if used {
agent.inbox.pop_front();
}
used
}
fn look_toward(
&self,
controller: &mut Controller,

View File

@ -3,16 +3,23 @@ use common::{
agent::{
AgentEvent, Target, TimerAction, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME,
},
compass::{Direction, Distance},
dialogue::{MoodContext, MoodState, Subject},
invite::{InviteKind, InviteResponse},
Agent, Alignment, BehaviorState, Body, BuffKind, ControlAction, ControlEvent, Controller,
InputKind, InventoryEvent, UtteranceKind,
InputKind, InventoryEvent, UnresolvedChatMsg, UtteranceKind,
},
event::{Emitter, ServerEvent},
path::TraversalConfig,
rtsim::{Memory, MemoryItem, RtSimEvent},
trade::{TradeAction, TradePhase, TradeResult},
};
use rand::{prelude::ThreadRng, thread_rng, Rng};
use specs::saveload::{Marker, MarkerAllocator};
use vek::Vec2;
use crate::rtsim::entity::PersonalityTrait;
use super::{
consts::{
DAMAGE_MEMORY_DURATION, FLEE_DURATION, HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST,
@ -76,6 +83,19 @@ impl BehaviorTree {
}
}
pub fn interaction() -> Self {
Self {
tree: vec![
increment_timer_deltatime,
handle_inbox_talk,
handle_inbox_trade_invite,
handle_inbox_trade_accepted,
handle_inbox_finished_trade,
handle_inbox_update_pending_trade,
],
}
}
pub fn hostile() -> Self {
Self {
tree: vec![heal_self_if_hurt, hurt_utterance, do_combat],
@ -425,14 +445,7 @@ fn process_inbox_sound_and_hurt(bdata: &mut BehaviorData) -> bool {
/// If we receive a new interaction, start the interaction timer
fn process_inbox_interaction(bdata: &mut BehaviorData) -> bool {
if bdata.agent.allowed_to_speak()
&& bdata.agent_data.recv_interaction(
bdata.agent,
bdata.controller,
bdata.read_data,
bdata.event_emitter,
)
{
if bdata.agent.allowed_to_speak() && BehaviorTree::interaction().run_with_behavior_data(bdata) {
bdata
.agent
.timer
@ -516,6 +529,7 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
controller,
rng,
} = bdata;
if let Some(Target {
target,
selected_at,
@ -609,3 +623,466 @@ fn do_combat(bdata: &mut BehaviorData) -> bool {
}
false
}
fn increment_timer_deltatime(bdata: &mut BehaviorData) -> bool {
bdata.agent.action_state.timer += bdata.read_data.dt.0;
false
}
/// Handles Talk event if the front of the agent's inbox contains one
fn handle_inbox_talk(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::Talk(_, _))) {
return false;
}
if let Some(AgentEvent::Talk(by, subject)) = agent.inbox.pop_front() {
if agent.allowed_to_speak() {
if let Some(target) = get_entity_by_id(by.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
if agent_data.look_toward(controller, read_data, target) {
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
controller.push_utterance(UtteranceKind::Greeting);
match subject {
Subject::Regular => {
if let (Some((_travel_to, destination_name)), Some(rtsim_entity)) =
(&agent.rtsim_controller.travel_to, &agent_data.rtsim_entity)
{
let personality = &rtsim_entity.brain.personality;
let standard_response_msg = || -> String {
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"I'm heading to {}! Want to come along?",
destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Hrm.".to_string()
} else {
"Hello!".to_string()
}
};
let msg = if let Some(tgt_stats) = read_data.stats.get(target) {
agent.rtsim_controller.events.push(RtSimEvent::AddMemory(
Memory {
item: MemoryItem::CharacterInteraction {
name: tgt_stats.name.clone(),
},
time_to_forget: read_data.time.0 + 600.0,
},
));
if rtsim_entity.brain.remembers_character(&tgt_stats.name) {
if personality
.personality_traits
.contains(PersonalityTrait::Extroverted)
{
format!(
"Greetings fair {}! It has been far too long \
since last I saw you. I'm going to {} right now.",
&tgt_stats.name, destination_name
)
} else if personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"Oh. It's you again.".to_string()
} else {
format!(
"Hi again {}! Unfortunately I'm in a hurry right \
now. See you!",
&tgt_stats.name
)
}
} else {
standard_response_msg()
}
} else {
standard_response_msg()
};
agent_data.chat_npc(msg, event_emitter);
} else if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(by, InviteKind::Trade);
agent_data.chat_npc(
"npc.speech.merchant_advertisement",
event_emitter,
);
} else {
let default_msg = "npc.speech.merchant_busy";
let msg = agent_data.rtsim_entity.map_or(default_msg, |e| {
if e.brain
.personality
.personality_traits
.contains(PersonalityTrait::Disagreeable)
{
"npc.speech.merchant_busy_rude"
} else {
default_msg
}
});
agent_data.chat_npc(msg, event_emitter);
}
} else {
let mut rng = thread_rng();
if let Some(extreme_trait) = agent_data
.rtsim_entity
.and_then(|e| e.brain.personality.random_chat_trait(&mut rng))
{
let msg = match extreme_trait {
PersonalityTrait::Open => "npc.speech.villager_open",
PersonalityTrait::Adventurous => {
"npc.speech.villager_adventurous"
},
PersonalityTrait::Closed => "npc.speech.villager_closed",
PersonalityTrait::Conscientious => {
"npc.speech.villager_conscientious"
},
PersonalityTrait::Busybody => {
"npc.speech.villager_busybody"
},
PersonalityTrait::Unconscientious => {
"npc.speech.villager_unconscientious"
},
PersonalityTrait::Extroverted => {
"npc.speech.villager_extroverted"
},
PersonalityTrait::Introverted => {
"npc.speech.villager_introverted"
},
PersonalityTrait::Agreeable => {
"npc.speech.villager_agreeable"
},
PersonalityTrait::Sociable => {
"npc.speech.villager_sociable"
},
PersonalityTrait::Disagreeable => {
"npc.speech.villager_disagreeable"
},
PersonalityTrait::Neurotic => {
"npc.speech.villager_neurotic"
},
PersonalityTrait::Seeker => "npc.speech.villager_seeker",
PersonalityTrait::SadLoner => {
"npc.speech.villager_sad_loner"
},
PersonalityTrait::Worried => "npc.speech.villager_worried",
PersonalityTrait::Stable => "npc.speech.villager_stable",
};
agent_data.chat_npc(msg, event_emitter);
} else {
agent_data.chat_npc("npc.speech.villager", event_emitter);
}
}
},
Subject::Trade => {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
controller.push_initiate_invite(by, InviteKind::Trade);
agent_data.chat_npc(
"npc.speech.merchant_advertisement",
event_emitter,
);
} else {
agent_data.chat_npc("npc.speech.merchant_busy", event_emitter);
}
} else {
// TODO: maybe make some travellers willing to trade with
// simpler goods like potions
agent_data
.chat_npc("npc.speech.villager_decline_trade", event_emitter);
}
},
Subject::Mood => {
if let Some(rtsim_entity) = agent_data.rtsim_entity {
if !rtsim_entity.brain.remembers_mood() {
// TODO: the following code will need a rework to
// implement more mood contexts
// This require that town NPCs becomes rtsim_entities to
// work fully.
match rand::random::<u32>() % 3 {
0 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Good(
MoodContext::GoodWeather,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
1 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Neutral(
MoodContext::EverydayLife,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
2 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Bad(MoodContext::GoodWeather),
},
time_to_forget: read_data.time.0 + 86400.0,
}),
),
_ => {}, // will never happen
}
}
if let Some(memory) = rtsim_entity.brain.get_mood() {
let msg = match &memory.item {
MemoryItem::Mood { state } => state.describe(),
_ => "".to_string(),
};
agent_data.chat_npc(msg, event_emitter);
}
}
},
Subject::Location(location) => {
if let Some(tgt_pos) = read_data.positions.get(target) {
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
);
agent_data.chat_npc(msg, event_emitter);
}
},
Subject::Person(person) => {
if let Some(src_pos) = read_data.positions.get(target) {
let msg = if let Some(person_pos) = person.origin {
let distance =
Distance::from_dir(person_pos.xy() - src_pos.0.xy());
match distance {
Distance::NextTo | Distance::Near => {
format!(
"{} ? I think he's {} {} from here!",
person.name(),
distance.name(),
Direction::from_dir(
person_pos.xy() - src_pos.0.xy(),
)
.name()
)
},
_ => {
format!(
"{} ? I think he's gone visiting another town. \
Come back later!",
person.name()
)
},
}
} else {
format!(
"{} ? Sorry, I don't know where you can find him.",
person.name()
)
};
agent_data.chat_npc(msg, event_emitter);
}
},
Subject::Work => {},
}
}
}
}
}
true
}
fn handle_inbox_trade_invite(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
controller,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::TradeInvite(_))) {
return false;
}
if let Some(AgentEvent::TradeInvite(with)) = agent.inbox.pop_front() {
if agent.behavior.can_trade() {
if !agent.behavior.is(BehaviorState::TRADING) {
// stand still and looking towards the trading player
controller.push_action(ControlAction::Stand);
controller.push_action(ControlAction::Talk);
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
}
controller.push_invite_response(InviteResponse::Accept);
agent.behavior.unset(BehaviorState::TRADING_ISSUER);
agent.behavior.set(BehaviorState::TRADING);
} else {
controller.push_invite_response(InviteResponse::Decline);
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.merchant_busy",
agent,
event_emitter,
);
}
} else {
// TODO: Provide a hint where to find the closest merchant?
controller.push_invite_response(InviteResponse::Decline);
agent_data.chat_npc_if_allowed_to_speak(
"npc.speech.villager_decline_trade",
agent,
event_emitter,
);
}
}
true
}
fn handle_inbox_trade_accepted(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent, read_data, ..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::TradeAccepted(_))) {
return false;
}
if let Some(AgentEvent::TradeAccepted(with)) = agent.inbox.pop_front() {
if !agent.behavior.is(BehaviorState::TRADING) {
if let Some(target) = get_entity_by_id(with.id(), read_data) {
agent.target = Some(Target::new(target, false, read_data.time.0, false));
}
agent.behavior.set(BehaviorState::TRADING);
agent.behavior.set(BehaviorState::TRADING_ISSUER);
}
}
true
}
fn handle_inbox_finished_trade(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
event_emitter,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::FinishedTrade(_))) {
return false;
}
if let Some(AgentEvent::FinishedTrade(result)) = agent.inbox.pop_front() {
if agent.behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
agent_data.chat_npc("npc.speech.merchant_trade_successful", event_emitter);
},
_ => {
agent_data.chat_npc("npc.speech.merchant_trade_declined", event_emitter);
},
}
agent.behavior.unset(BehaviorState::TRADING);
}
}
true
}
fn handle_inbox_update_pending_trade(bdata: &mut BehaviorData) -> bool {
let BehaviorData {
agent,
agent_data,
read_data,
event_emitter,
..
} = bdata;
if !matches!(agent.inbox.front(), Some(AgentEvent::UpdatePendingTrade(_))) {
return false;
}
if let Some(AgentEvent::UpdatePendingTrade(boxval)) = agent.inbox.pop_front() {
let (tradeid, pending, prices, inventories) = *boxval;
if agent.behavior.is(BehaviorState::TRADING) {
let who: usize = if agent.behavior.is(BehaviorState::TRADING_ISSUER) {
0
} else {
1
};
let balance0: f32 = prices.balance(&pending.offers, &inventories, 1 - who, true);
let balance1: f32 = prices.balance(&pending.offers, &inventories, who, false);
if balance0 >= balance1 {
// If the trade is favourable to us, only send an accept message if we're
// not already accepting (since otherwise, spam-clicking the accept button
// results in lagging and moving to the review phase of an unfavorable trade
// (although since the phase is included in the message, this shouldn't
// result in fully accepting an unfavourable trade))
if !pending.accept_flags[who] && !pending.is_empty_trade() {
event_emitter.emit(ServerEvent::ProcessTradeAction(
*agent_data.entity,
tradeid,
TradeAction::Accept(pending.phase),
));
tracing::trace!(?tradeid, ?balance0, ?balance1, "Accept Pending Trade");
}
} else {
if balance1 > 0.0 {
let msg = format!(
"That only covers {:.0}% of my costs!",
(balance0 / balance1 * 100.0).floor()
);
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(
*agent_data.uid,
*with,
msg,
)));
} else {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*agent_data.uid,
msg,
)));
}
} else {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*agent_data.uid,
msg,
)));
}
}
if pending.phase != TradePhase::Mutate {
// we got into the review phase but without balanced goods, decline
agent.behavior.unset(BehaviorState::TRADING);
event_emitter.emit(ServerEvent::ProcessTradeAction(
*agent_data.entity,
tradeid,
TradeAction::Decline,
));
}
}
}
}
true
}