use crate::comp::{ Agent, CharacterState, Controller, MountState, MovementState::Glide, Pos, Stats, }; use crate::{hierarchical::ChunkPath, path::Path, pathfinding::WorldPath, terrain::TerrainGrid}; use rand::{seq::SliceRandom, thread_rng}; use specs::{Entities, Join, ReadExpect, ReadStorage, System, WriteStorage}; use vek::*; /// This system will allow NPCs to modify their controller pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, ReadStorage<'a, Pos>, ReadStorage<'a, Stats>, ReadStorage<'a, CharacterState>, ReadExpect<'a, TerrainGrid>, WriteStorage<'a, Agent>, WriteStorage<'a, Controller>, ReadStorage<'a, MountState>, ); fn run( &mut self, ( entities, positions, stats, character_states, terrain, mut agents, mut controllers, mount_states, ): Self::SystemData, ) { for (entity, pos, agent, controller, mount_state) in ( &entities, &positions, &mut agents, &mut controllers, mount_states.maybe(), ) .join() { // Skip mounted entities if mount_state .map(|ms| { if let MountState::Unmounted = ms { false } else { true } }) .unwrap_or(false) { continue; } controller.reset(); let mut inputs = &mut controller.inputs; match agent { Agent::Traveler { path } => { let mut new_path: Option = None; let is_destination = |cur_pos: Vec3, dest: Vec3| { Vec2::::from(cur_pos) == Vec2::::from(dest) }; let found_destination = || { const MAX_TRAVEL_DIST: f32 = 200.0; let new_dest = Vec3::new(rand::random::(), rand::random::(), 0.0) * MAX_TRAVEL_DIST; new_path = Some( ChunkPath::new(&*terrain, pos.0, pos.0 + new_dest) .get_worldpath(&*terrain) .unwrap(), ); }; path.move_along_path( &*terrain, pos, &mut inputs, is_destination, found_destination, ); if let Some(new_path) = new_path { *path = new_path; } } Agent::Wanderer(bearing) => { *bearing += Vec2::new(rand::random::() - 0.5, rand::random::() - 0.5) * 0.1 - *bearing * 0.01 - pos.0 * 0.0002; if bearing.magnitude_squared() > 0.001 { inputs.move_dir = bearing.normalized(); } } Agent::Pet { target, chaser } => { // Run towards target. if let Some(tgt_pos) = positions.get(*target) { if let Some(bearing) = chaser.chase(&*terrain, tgt_pos.0, pos.0) { inputs.move_dir = Vec2::from(bearing).normalized(); inputs.jump.set_state(bearing.z > 0.9); } /* const HAPPY_DIST: i32 = 4; let plot_path = if let Some(dir) = route.traverse(&*terrain, pos.0) { inputs.move_dir = Vec2::from(dir).normalized(); inputs.jump.set_state(dir.z > 0.9); // Sometimes recalculate to avoid getting stuck rand::random::() < 0.005 } else { true }; if plot_path { let path: Path = WorldPath::find(&*terrain, pos.0, tgt_pos.0) .ok() .and_then(|wp| wp.path.map(|nodes| nodes.into_iter().rev())) .into_iter() .flatten() .collect(); *route = path.into(); } */ } else { inputs.move_dir = Vec2::zero(); } } Agent::Enemy { bearing, target } => { const SIGHT_DIST: f32 = 18.0; const MIN_ATTACK_DIST: f32 = 3.25; let mut choose_new = false; if let Some((Some(target_pos), Some(target_stats), Some(target_character))) = target.map(|target| { ( positions.get(target), stats.get(target), character_states.get(target), ) }) { inputs.look_dir = target_pos.0 - pos.0; let dist = Vec2::::from(target_pos.0 - pos.0).magnitude(); if target_stats.is_dead { choose_new = true; } else if dist < 0.001 { // Probably can only happen when entities are at a different z-level // since at the same level repulsion would keep them apart. // Distinct from the first if block since we may want to change the // behavior for this case. choose_new = true; } else if dist < MIN_ATTACK_DIST { // Fight (and slowly move closer) inputs.move_dir = Vec2::::from(target_pos.0 - pos.0).normalized() * 0.01; inputs.primary.set_state(true); } else if dist < SIGHT_DIST { inputs.move_dir = Vec2::::from(target_pos.0 - pos.0).normalized() * 0.96; if rand::random::() < 0.02 { inputs.roll.set_state(true); } if target_character.movement == Glide && target_pos.0.z > pos.0.z + 5.0 { inputs.glide.set_state(true); inputs.jump.set_state(true); } } else { choose_new = true; } } else { *bearing += Vec2::new(rand::random::() - 0.5, rand::random::() - 0.5) * 0.1 - *bearing * 0.005; inputs.move_dir = if bearing.magnitude_squared() > 0.001 { bearing.normalized() } else { Vec2::zero() }; choose_new = true; } if choose_new && rand::random::() < 0.1 { let entities = (&entities, &positions, &stats) .join() .filter(|(e, e_pos, e_stats)| { (e_pos.0 - pos.0).magnitude() < SIGHT_DIST && *e != entity && !e_stats.is_dead }) .map(|(e, _, _)| e) .collect::>(); let mut rng = thread_rng(); *target = (&entities).choose(&mut rng).cloned(); } } } debug_assert!(inputs.move_dir.map(|e| !e.is_nan()).reduce_and()); debug_assert!(inputs.look_dir.map(|e| !e.is_nan()).reduce_and()); } } }