// We'd like to not have this file in `common`, but sadly there are // things in `common` that require it (currently, `ServerEvent` and // `Agent`). When possible, this should be moved to the `rtsim` // module in `server`. use specs_idvs::IdvStorage; use specs::Component; use vek::*; pub type RtSimId = usize; #[derive(Copy, Clone, Debug)] pub struct RtSimEntity(pub RtSimId); impl Component for RtSimEntity { type Storage = IdvStorage; } /// This type is the map route through which the rtsim (real-time simulation) aspect /// of the game communicates with the rest of the game. It is analagous to /// `comp::Controller` in that it provides a consistent interface for simulation NPCs /// to control their actions. Unlike `comp::Controller`, it is very abstract and is /// intended for consumption by both the agent code and the internal rtsim simulation /// code (depending on whether the entity is loaded into the game as a physical entity /// or not). Agent code should attempt to act upon its instructions where reasonable /// although deviations for various reasons (obstacle avoidance, counter-attacking, /// etc.) are expected. #[derive(Clone, Debug)] pub struct RtSimController { /// When this field is `Some(..)`, the agent should attempt to make progress /// toward the given location, accounting for obstacles and other high-priority /// situations like being attacked. pub travel_to: Option>, /// Proportion of full speed to move pub speed_factor: f32, } impl Default for RtSimController { fn default() -> Self { Self { travel_to: None, speed_factor: 1.0, } } } impl RtSimController { pub fn reset(&mut self) { *self = Self::default(); } }