use crate::terrain::TerrainGrid; use crate::{ comp::{self, agent::Activity, Agent, Alignment, Controller, MountState, Pos, Stats}, path::Chaser, state::Time, sync::UidAllocator, }; use rand::{seq::SliceRandom, thread_rng, Rng}; use specs::{ saveload::{Marker, MarkerAllocator}, Entities, Join, Read, 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 = ( Read<'a, UidAllocator>, Read<'a, Time>, Entities<'a>, ReadStorage<'a, Pos>, ReadStorage<'a, Stats>, ReadExpect<'a, TerrainGrid>, ReadStorage<'a, Alignment>, WriteStorage<'a, Agent>, WriteStorage<'a, Controller>, ReadStorage<'a, MountState>, ); fn run( &mut self, ( uid_allocator, time, entities, positions, stats, terrain, alignments, mut agents, mut controllers, mount_states, ): Self::SystemData, ) { for (entity, pos, alignment, agent, controller, mount_state) in ( &entities, &positions, alignments.maybe(), &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; const AVG_FOLLOW_DIST: f32 = 6.0; const MAX_FOLLOW_DIST: f32 = 12.0; const MAX_CHASE_DIST: f32 = 24.0; const SIGHT_DIST: f32 = 30.0; const MIN_ATTACK_DIST: f32 = 3.25; let mut do_idle = false; match &mut agent.activity { Activity::Idle(bearing) => { *bearing += Vec2::new( thread_rng().gen::() - 0.5, thread_rng().gen::() - 0.5, ) * 0.1 - *bearing * 0.01 - if let Some(patrol_origin) = agent.patrol_origin { Vec2::::from(pos.0 - patrol_origin) * 0.0002 } else { Vec2::zero() }; if bearing.magnitude_squared() > 0.25f32.powf(2.0) { inputs.move_dir = bearing.normalized() * 0.65; } /* // TODO: Improve pathfinding performance so that this is ok to do if let Some(patrol_origin) = agent.patrol_origin { if thread_rng().gen::() < 0.005 { *wander_pos = if thread_rng().gen::() < 0.7 { Some(patrol_origin.map(|e| { e + thread_rng().gen_range(-1.0, 1.0) * PATROL_DIST })) } else { None }; } if let Some(wp) = wander_pos { if let Some(bearing) = chaser.chase(&*terrain, pos.0, *wp, 2.0) { inputs.move_dir = Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero()); inputs.jump.set_state(bearing.z > 1.0); } else { *wander_pos = None; } } } */ // Sometimes try searching for new targets if thread_rng().gen::() < 0.1 { // Search for new targets let entities = (&entities, &positions, &stats, alignments.maybe()) .join() .filter(|(e, e_pos, e_stats, e_alignment)| { (e_pos.0 - pos.0).magnitude() < SIGHT_DIST && *e != entity && !e_stats.is_dead && alignment .and_then(|a| e_alignment.map(|b| a.hostile_towards(*b))) .unwrap_or(false) }) .map(|(e, _, _, _)| e) .collect::>(); if let Some(target) = (&entities).choose(&mut thread_rng()).cloned() { agent.activity = Activity::Attack(target, Chaser::default(), time.0); } } } Activity::Follow(target, chaser) => { if let (Some(tgt_pos), _tgt_stats) = (positions.get(*target), stats.get(*target)) { let dist = pos.0.distance(tgt_pos.0); // Follow, or return to idle if dist > AVG_FOLLOW_DIST { if let Some(bearing) = chaser.chase(&*terrain, pos.0, tgt_pos.0, AVG_FOLLOW_DIST) { inputs.move_dir = Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero()); inputs.jump.set_state(bearing.z > 1.0); } } else { do_idle = true; } } else { do_idle = true; } } Activity::Attack(target, chaser, _) => { if let (Some(tgt_pos), _tgt_stats) = (positions.get(*target), stats.get(*target)) { let dist = pos.0.distance(tgt_pos.0); if dist < MIN_ATTACK_DIST { // Close-range attack inputs.look_dir = tgt_pos.0 - pos.0; inputs.move_dir = Vec2::from(tgt_pos.0 - pos.0) .try_normalized() .unwrap_or(Vec2::unit_y()) * 0.01; inputs.primary.set_state(true); } else if dist < MAX_CHASE_DIST { // Long-range chase if let Some(bearing) = chaser.chase(&*terrain, pos.0, tgt_pos.0, 1.25) { inputs.move_dir = Vec2::from(bearing).try_normalized().unwrap_or(Vec2::zero()); inputs.jump.set_state(bearing.z > 1.0); } } else { do_idle = true; } } else { do_idle = true; } } } if do_idle { agent.activity = Activity::Idle(Vec2::zero()); } // --- Activity overrides (in reverse order of priority: most important goes last!) --- // Attack a target that's attacking us if let Some(stats) = stats.get(entity) { // Only if the attack was recent if stats.health.last_change.0 < 5.0 { if let comp::HealthSource::Attack { by } = stats.health.last_change.1.cause { if !agent.activity.is_attack() { if let Some(attacker) = uid_allocator.retrieve_entity_internal(by.id()) { agent.activity = Activity::Attack(attacker, Chaser::default(), time.0); } } } } } // Follow owner if we're too far, or if they're under attack if let Some(owner) = agent.owner { if let Some(owner_pos) = positions.get(owner) { let dist = pos.0.distance(owner_pos.0); if dist > MAX_FOLLOW_DIST && !agent.activity.is_follow() { agent.activity = Activity::Follow(owner, Chaser::default()); } // Attack owner's attacker if let Some(owner_stats) = stats.get(owner) { if owner_stats.health.last_change.0 < 5.0 { if let comp::HealthSource::Attack { by } = owner_stats.health.last_change.1.cause { if !agent.activity.is_attack() { if let Some(attacker) = uid_allocator.retrieve_entity_internal(by.id()) { agent.activity = Activity::Attack(attacker, Chaser::default(), time.0); } } } } } } } debug_assert!(inputs.move_dir.map(|e| !e.is_nan()).reduce_and()); debug_assert!(inputs.look_dir.map(|e| !e.is_nan()).reduce_and()); } } }