use crate::{ comp::{critter, humanoid, quadruped_low, quadruped_medium, quadruped_small, Body}, path::Chaser, sync::Uid, }; 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(Uid), /// Passive objects like training dummies Passive, } impl Alignment { // Always attacks pub fn hostile_towards(self, other: Alignment) -> bool { match (self, other) { (Alignment::Enemy, Alignment::Enemy) => false, (Alignment::Enemy, Alignment::Wild) => false, (Alignment::Wild, Alignment::Enemy) => false, (Alignment::Wild, Alignment::Wild) => false, (Alignment::Npc, Alignment::Wild) => false, (Alignment::Npc, Alignment::Enemy) => true, (_, 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::Enemy, Alignment::Wild) => true, (Alignment::Wild, Alignment::Enemy) => true, (Alignment::Tame, Alignment::Npc) => true, (Alignment::Tame, Alignment::Tame) => true, (_, Alignment::Passive) => true, _ => false, } } // TODO: Remove this hack pub fn is_friendly_to_players(&self) -> bool { matches!(self, Alignment::Npc | Alignment::Tame | Alignment::Owned(_)) } } impl Component for Alignment { type Storage = IdvStorage; } #[derive(Clone, Debug, Default)] pub struct Psyche { pub aggro: f32, // 0.0 = always flees, 1.0 = always attacks, 0.5 = flee at 50% health } impl<'a> From<&'a Body> for Psyche { fn from(body: &'a Body) -> Self { Self { aggro: match body { Body::Humanoid(humanoid) => match humanoid.species { humanoid::Species::Danari => 0.9, humanoid::Species::Dwarf => 0.9, humanoid::Species::Elf => 0.95, humanoid::Species::Human => 0.95, humanoid::Species::Orc => 1.0, humanoid::Species::Undead => 1.0, }, Body::QuadrupedSmall(quadruped_small) => match quadruped_small.species { quadruped_small::Species::Pig => 0.5, quadruped_small::Species::Fox => 0.4, quadruped_small::Species::Sheep => 0.5, quadruped_small::Species::Boar => 1.0, quadruped_small::Species::Jackalope => 0.4, quadruped_small::Species::Skunk => 0.8, quadruped_small::Species::Cat => 0.2, quadruped_small::Species::Batfox => 0.7, quadruped_small::Species::Raccoon => 0.4, quadruped_small::Species::Quokka => 0.7, quadruped_small::Species::Dodarock => 0.9, quadruped_small::Species::Holladon => 1.0, quadruped_small::Species::Hyena => 0.4, quadruped_small::Species::Rabbit => 0.1, quadruped_small::Species::Truffler => 0.8, quadruped_small::Species::Frog => 0.6, }, Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species { quadruped_medium::Species::Tuskram => 0.8, quadruped_medium::Species::Frostfang => 0.9, quadruped_medium::Species::Mouflon => 0.8, quadruped_medium::Species::Catoblepas => 0.8, _ => 1.0, }, Body::QuadrupedLow(quadruped_low) => match quadruped_low.species { quadruped_low::Species::Crocodile => 1.0, quadruped_low::Species::Alligator => 1.0, quadruped_low::Species::Salamander => 0.8, quadruped_low::Species::Monitor => 0.9, quadruped_low::Species::Asp => 0.9, quadruped_low::Species::Tortoise => 1.0, quadruped_low::Species::Rocksnapper => 1.0, quadruped_low::Species::Pangolin => 0.6, quadruped_low::Species::Maneater => 1.0, }, Body::BirdMedium(_) => 1.0, Body::BirdSmall(_) => 0.4, Body::FishMedium(_) => 0.15, Body::FishSmall(_) => 0.0, Body::BipedLarge(_) => 1.0, Body::Object(_) => 1.0, Body::Golem(_) => 1.0, Body::Critter(critter) => match critter.species { critter::Species::Axolotl => 1.0, critter::Species::Turtle => 1.0, critter::Species::Fungome => 1.0, _ => 0.4, }, Body::Dragon(_) => 1.0, }, } } } #[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, pub psyche: Psyche, } 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, body: &Body) -> Self { let patrol_origin = Some(origin); Agent { patrol_origin, can_speak, psyche: Psyche::from(body), ..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 { matches!(self, Activity::Follow { .. }) } pub fn is_attack(&self) -> bool { matches!(self, Activity::Attack { .. }) } } impl Default for Activity { fn default() -> Self { Activity::Idle(Vec2::zero()) } }