use crate::comp::{ Agent, CharacterState, Controller, MountState, MovementState::Glide, Pos, Stats, }; use crate::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::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, pos.0, tgt_pos.0) { inputs.move_dir = Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero()); inputs.jump.set_state(bearing.z > 1.0); } } 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()); } } }