use crate::{path::Chaser, sync::Uid}; use serde::{Deserialize, Serialize}; use specs::{Component, Entity as EcsEntity, FlaggedStorage}; use specs_idvs::IdvStorage; use vek::*; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub enum Alignment { /// Wild animals and gentle giants Wild, /// Dungeon cultists and bandits Enemy, /// Friendly folk in villages Npc, /// Farm animals and pets of villagers Tame, /// Pets you've tamed with a collar Owned(Uid), } impl Alignment { // Always attacks pub fn hostile_towards(self, other: Alignment) -> bool { match (self, other) { (Alignment::Enemy, Alignment::Enemy) => false, (Alignment::Enemy, _) => true, (_, Alignment::Enemy) => true, _ => false, } } // Never attacks pub fn passive_towards(self, other: Alignment) -> bool { match (self, other) { (Alignment::Enemy, Alignment::Enemy) => true, (Alignment::Owned(a), Alignment::Owned(b)) if a == b => true, (Alignment::Npc, Alignment::Npc) => true, (Alignment::Npc, Alignment::Tame) => true, (Alignment::Tame, Alignment::Npc) => true, (Alignment::Tame, Alignment::Tame) => true, _ => false, } } // TODO: Remove this hack pub fn is_friendly_to_players(&self) -> bool { match self { Alignment::Npc | Alignment::Tame | Alignment::Owned(_) => true, _ => false, } } } impl Component for Alignment { type Storage = FlaggedStorage>; } #[derive(Clone, Debug, Default)] pub struct Agent { pub patrol_origin: Option>, pub activity: Activity, /// Does the agent talk when e.g. hit by the player // TODO move speech patterns into a Behavior component pub can_speak: bool, } impl Agent { pub fn with_patrol_origin(mut self, origin: Vec3) -> Self { self.patrol_origin = Some(origin); self } pub fn new(origin: Vec3, can_speak: bool) -> Self { let patrol_origin = Some(origin); Agent { patrol_origin, can_speak, ..Default::default() } } } impl Component for Agent { type Storage = IdvStorage; } #[derive(Clone, Debug)] pub enum Activity { Idle(Vec2), Follow { target: EcsEntity, chaser: Chaser, }, Attack { target: EcsEntity, chaser: Chaser, time: f64, been_close: bool, powerup: f32, }, } impl Activity { pub fn is_follow(&self) -> bool { match self { Activity::Follow { .. } => true, _ => false, } } pub fn is_attack(&self) -> bool { match self { Activity::Attack { .. } => true, _ => false, } } } impl Default for Activity { fn default() -> Self { Activity::Idle(Vec2::zero()) } }