use crate::{path::Chaser, state::Time}; use specs::{Component, Entity as EcsEntity}; use specs_idvs::IDVStorage; use vek::*; #[derive(Copy, Clone, Debug, PartialEq)] 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(EcsEntity), } 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, } } } impl Component for Alignment { type Storage = IDVStorage; } #[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(EcsEntity, 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()) } } /// Default duration in seconds of speech bubbles pub const SPEECH_BUBBLE_DURATION: f64 = 5.0; /// The contents of a speech bubble #[derive(Clone, Debug, Serialize, Deserialize)] pub enum SpeechBubbleMessage { /// This message was said by a player and needs no translation Plain(String), /// This message was said by an NPC. The fields are a i18n key and a random /// u16 index Localized(String, u16), } /// Adds a speech bubble to the entity #[derive(Clone, Debug, Serialize, Deserialize)] pub struct SpeechBubble { pub message: SpeechBubbleMessage, pub timeout: Option