use crate::{ comp::{humanoid, quadruped_low, quadruped_medium, quadruped_small, ship, Body, UtteranceKind}, path::Chaser, rtsim::RtSimController, trade::{PendingTrade, ReducedInventory, SiteId, SitePrices, TradeId, TradeResult}, uid::Uid, }; use serde::Deserialize; use specs::{Component, Entity as EcsEntity}; use specs_idvs::IdvStorage; use std::{collections::VecDeque, fmt}; use strum::IntoEnumIterator; use strum_macros::EnumIter; use vek::*; use super::dialogue::Subject; pub const DEFAULT_INTERACTION_TIME: f32 = 3.0; pub const TRADE_INTERACTION_TIME: f32 = 300.0; #[derive(Copy, Clone, Debug, PartialEq, Deserialize)] 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, } #[derive(Copy, Clone, Debug, PartialEq)] pub enum Mark { Merchant, Guard, } impl Alignment { // Always attacks pub fn hostile_towards(self, other: Alignment) -> bool { match (self, other) { (Alignment::Passive, _) => false, (_, Alignment::Passive) => false, (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; } bitflags::bitflags! { #[derive(Default)] pub struct BehaviorCapability: u8 { const SPEAK = 0b00000001; } } bitflags::bitflags! { #[derive(Default)] pub struct BehaviorState: u8 { const TRADING = 0b00000001; const TRADING_ISSUER = 0b00000010; } } /// # Behavior Component /// This component allow an Entity to register one or more behavior tags. /// These tags act as flags of what an Entity can do, or what it is doing. /// Behaviors Tags can be added and removed as the Entity lives, to update its /// state when needed #[derive(Default, Copy, Clone, Debug)] pub struct Behavior { capabilities: BehaviorCapability, state: BehaviorState, pub trade_site: Option, } impl From for Behavior { fn from(capabilities: BehaviorCapability) -> Self { Behavior { capabilities, state: BehaviorState::default(), trade_site: None, } } } impl Behavior { /// Builder function /// Set capabilities if Option is Some pub fn maybe_with_capabilities( mut self, maybe_capabilities: Option, ) -> Self { if let Some(capabilities) = maybe_capabilities { self.allow(capabilities) } self } /// Builder function /// Set trade_site if Option is Some pub fn with_trade_site(mut self, trade_site: Option) -> Self { self.trade_site = trade_site; self } /// Set capabilities to the Behavior pub fn allow(&mut self, capabilities: BehaviorCapability) { self.capabilities.set(capabilities, true) } /// Unset capabilities to the Behavior pub fn deny(&mut self, capabilities: BehaviorCapability) { self.capabilities.set(capabilities, false) } /// Check if the Behavior is able to do something pub fn can(&self, capabilities: BehaviorCapability) -> bool { self.capabilities.contains(capabilities) } /// Check if the Behavior is able to trade pub fn can_trade(&self) -> bool { self.trade_site.is_some() } /// Set a state to the Behavior pub fn set(&mut self, state: BehaviorState) { self.state.set(state, true) } /// Unset a state to the Behavior pub fn unset(&mut self, state: BehaviorState) { self.state.set(state, false) } /// Check if the Behavior has a specific state pub fn is(&self, state: BehaviorState) -> bool { self.state.contains(state) } } #[derive(Clone, Debug, Default)] pub struct Psyche { /// The proportion of health below which entities will start fleeing. /// 0.0 = never flees, 1.0 = always flees, 0.5 = flee at 50% health. pub flee_health: f32, /// The distance below which the agent will see enemies if it has line of /// sight. pub sight_dist: f32, /// The distance below which the agent can hear enemies without seeing them. pub listen_dist: f32, /// The distance below which the agent will attack enemies. Should be lower /// than `sight_dist`. `None` implied that the agent is always aggro /// towards enemies that it is aware of. pub aggro_dist: Option, } impl<'a> From<&'a Body> for Psyche { fn from(body: &'a Body) -> Self { Self { flee_health: match body { Body::Humanoid(humanoid) => match humanoid.species { humanoid::Species::Danari => 0.1, humanoid::Species::Dwarf => 0.2, humanoid::Species::Elf => 0.3, humanoid::Species::Human => 0.4, humanoid::Species::Orc => 0.1, humanoid::Species::Undead => 0.1, }, Body::QuadrupedSmall(quadruped_small) => match quadruped_small.species { quadruped_small::Species::Pig => 0.5, quadruped_small::Species::Fox => 0.7, quadruped_small::Species::Sheep => 0.5, quadruped_small::Species::Boar => 0.2, quadruped_small::Species::Jackalope => 0.6, quadruped_small::Species::Skunk => 0.4, quadruped_small::Species::Cat => 0.8, quadruped_small::Species::Batfox => 0.4, quadruped_small::Species::Raccoon => 0.6, quadruped_small::Species::Quokka => 0.6, quadruped_small::Species::Dodarock => 0.1, quadruped_small::Species::Holladon => 0.0, quadruped_small::Species::Hyena => 0.6, quadruped_small::Species::Rabbit => 0.9, quadruped_small::Species::Truffler => 0.2, quadruped_small::Species::Frog => 0.6, quadruped_small::Species::Hare => 0.8, quadruped_small::Species::Goat => 0.5, _ => 1.0, }, Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species { quadruped_medium::Species::Tuskram => 0.3, quadruped_medium::Species::Frostfang => 0.1, quadruped_medium::Species::Mouflon => 0.3, quadruped_medium::Species::Catoblepas => 0.2, quadruped_medium::Species::Deer => 0.4, quadruped_medium::Species::Hirdrasil => 0.3, quadruped_medium::Species::Donkey => 0.3, quadruped_medium::Species::Camel => 0.3, quadruped_medium::Species::Zebra => 0.3, quadruped_medium::Species::Antelope => 0.4, quadruped_medium::Species::Horse => 0.3, quadruped_medium::Species::Cattle => 0.3, quadruped_medium::Species::Darkhound => 0.1, quadruped_medium::Species::Dreadhorn => 0.2, quadruped_medium::Species::Snowleopard => 0.3, quadruped_medium::Species::Llama => 0.4, quadruped_medium::Species::Alpaca => 0.4, _ => 0.5, }, Body::QuadrupedLow(quadruped_low) => match quadruped_low.species { quadruped_low::Species::Salamander => 0.3, quadruped_low::Species::Monitor => 0.3, quadruped_low::Species::Asp => 0.1, quadruped_low::Species::Pangolin => 0.6, _ => 0.4, }, Body::BipedSmall(_) => 0.5, Body::BirdMedium(_) => 0.5, Body::BirdLarge(_) => 0.1, Body::FishMedium(_) => 0.85, Body::FishSmall(_) => 1.0, Body::BipedLarge(_) => 0.0, Body::Object(_) => 0.0, Body::Golem(_) => 0.0, Body::Theropod(_) => 0.0, Body::Dragon(_) => 0.0, Body::Ship(_) => 0.0, }, sight_dist: 40.0, listen_dist: 30.0, aggro_dist: match body { Body::Humanoid(_) => Some(20.0), _ => None, // Always aggressive if detected }, } } } impl Psyche { /// The maximum distance that targets might be detected by this agent. pub fn search_dist(&self) -> f32 { self.sight_dist.max(self.listen_dist) } } #[derive(Clone, Debug)] /// Events that affect agent behavior from other entities/players/environment pub enum AgentEvent { /// Engage in conversation with entity with Uid Talk(Uid, Subject), TradeInvite(Uid), TradeAccepted(Uid), FinishedTrade(TradeResult), UpdatePendingTrade( // This data structure is large so box it to keep AgentEvent small Box<( TradeId, PendingTrade, SitePrices, [Option; 2], )>, ), ServerSound(Sound), Hurt, } #[derive(Copy, Clone, Debug)] pub struct Sound { pub kind: SoundKind, pub pos: Vec3, pub vol: f32, pub time: f64, } impl Sound { pub fn new(kind: SoundKind, pos: Vec3, vol: f32, time: f64) -> Self { Sound { kind, pos, vol, time, } } pub fn with_new_vol(mut self, new_vol: f32) -> Self { self.vol = new_vol; self } } #[derive(Copy, Clone, Debug)] pub enum SoundKind { Unknown, Movement, Melee, Projectile, Explosion, Beam, Shockwave, Utterance(UtteranceKind, Body), } #[derive(Clone, Copy, Debug)] pub struct Target { pub target: EcsEntity, /// Whether the target is hostile pub hostile: bool, /// The time at which the target was selected pub selected_at: f64, /// Whether the target has come close enough to trigger aggro. pub aggro_on: bool, } #[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, EnumIter)] pub enum TimerAction { Interact, } /// A time used for managing agent-related timeouts. The timer is designed to /// keep track of the start of any number of previous actions. However, /// starting/progressing an action will end previous actions. Therefore, the /// timer should be used for actions that are mutually-exclusive. #[derive(Clone, Debug)] pub struct Timer { action_starts: Vec>, last_action: Option, } impl Default for Timer { fn default() -> Self { Self { action_starts: TimerAction::iter().map(|_| None).collect(), last_action: None, } } } impl Timer { fn idx_for(action: TimerAction) -> usize { TimerAction::iter() .enumerate() .find(|(_, a)| a == &action) .unwrap() .0 // Can't fail, EnumIter is exhaustive } /// Reset the timer for the given action, returning true if the timer was /// not already reset. pub fn reset(&mut self, action: TimerAction) -> bool { std::mem::replace(&mut self.action_starts[Self::idx_for(action)], None).is_some() } /// Start the timer for the given action, even if it was already started. pub fn start(&mut self, time: f64, action: TimerAction) { self.action_starts[Self::idx_for(action)] = Some(time); self.last_action = Some(action); } /// Continue timing the given action, starting it if it was not already /// started. pub fn progress(&mut self, time: f64, action: TimerAction) { if self.last_action != Some(action) { self.start(time, action); } } /// Return the time that the given action was last performed at. pub fn time_of_last(&self, action: TimerAction) -> Option { self.action_starts[Self::idx_for(action)] } /// Return `true` if the time since the action was last started exceeds the /// given timeout. pub fn time_since_exceeds(&self, time: f64, action: TimerAction, timeout: f64) -> bool { self.time_of_last(action) .map_or(true, |last_time| (time - last_time).max(0.0) > timeout) } /// Return `true` while the time since the action was last started is less /// than the given period. Once the time has elapsed, reset the timer. pub fn timeout_elapsed( &mut self, time: f64, action: TimerAction, timeout: f64, ) -> Option { if self.time_since_exceeds(time, action, timeout) { Some(self.reset(action)) } else { self.progress(time, action); None } } } #[allow(clippy::type_complexity)] #[derive(Clone, Debug)] pub struct Agent { pub rtsim_controller: RtSimController, pub patrol_origin: Option>, pub target: Option, pub chaser: Chaser, pub behavior: Behavior, pub psyche: Psyche, pub inbox: VecDeque, pub action_state: ActionState, pub timer: Timer, pub bearing: Vec2, pub sounds_heard: Vec, pub awareness: f32, pub position_pid_controller: Option, Vec3) -> f32, 16>>, } #[derive(Clone, Debug, Default)] pub struct ActionState { pub timer: f32, pub counter: f32, pub condition: bool, pub int_counter: u8, } impl Agent { pub fn from_body(body: &Body) -> Self { Agent { rtsim_controller: RtSimController::default(), patrol_origin: None, target: None, chaser: Chaser::default(), behavior: Behavior::default(), psyche: Psyche::from(body), inbox: VecDeque::new(), action_state: ActionState::default(), timer: Timer::default(), bearing: Vec2::zero(), sounds_heard: Vec::new(), awareness: 0.0, position_pid_controller: None, } } pub fn with_patrol_origin(mut self, origin: Vec3) -> Self { self.patrol_origin = Some(origin); self } pub fn with_behavior(mut self, behavior: Behavior) -> Self { self.behavior = behavior; self } pub fn with_no_flee(mut self, no_flee: bool) -> Self { if no_flee { self.set_no_flee(); } self } pub fn set_no_flee(&mut self) { self.psyche.flee_health = 0.0; } // TODO: Get rid of this method, it does weird things pub fn with_destination(mut self, pos: Vec3) -> Self { self.psyche.flee_health = 0.0; self.rtsim_controller = RtSimController::with_destination(pos); self.behavior.allow(BehaviorCapability::SPEAK); self } #[allow(clippy::type_complexity)] pub fn with_position_pid_controller( mut self, pid: PidController, Vec3) -> f32, 16>, ) -> Self { self.position_pid_controller = Some(pid); self } pub fn with_aggro_no_warn(mut self) -> Self { self.psyche.aggro_dist = None; self } } impl Component for Agent { type Storage = IdvStorage; } #[cfg(test)] mod tests { use super::{Behavior, BehaviorCapability, BehaviorState}; /// Test to verify that Behavior is working correctly at its most basic /// usages #[test] pub fn behavior_basic() { let mut b = Behavior::default(); // test capabilities assert!(!b.can(BehaviorCapability::SPEAK)); b.allow(BehaviorCapability::SPEAK); assert!(b.can(BehaviorCapability::SPEAK)); b.deny(BehaviorCapability::SPEAK); assert!(!b.can(BehaviorCapability::SPEAK)); // test states assert!(!b.is(BehaviorState::TRADING)); b.set(BehaviorState::TRADING); assert!(b.is(BehaviorState::TRADING)); b.unset(BehaviorState::TRADING); assert!(!b.is(BehaviorState::TRADING)); // test `from` let b = Behavior::from(BehaviorCapability::SPEAK); assert!(b.can(BehaviorCapability::SPEAK)); } } /// PID controllers are used for automatically adapting nonlinear controls (like /// buoyancy for airships) to target specific outcomes (i.e. a specific height) #[derive(Clone)] pub struct PidController, Vec3) -> f32, const NUM_SAMPLES: usize> { /// The coefficient of the proportional term pub kp: f32, /// The coefficient of the integral term pub ki: f32, /// The coefficient of the derivative term pub kd: f32, /// The setpoint that the process has as its goal pub sp: Vec3, /// A ring buffer of the last NUM_SAMPLES measured process variables pv_samples: [(f64, Vec3); NUM_SAMPLES], /// The index into the ring buffer of process variables pv_idx: usize, /// The total integral error integral_error: f64, /// The error function, to change how the difference between the setpoint /// and process variables are calculated e: F, } impl, Vec3) -> f32, const NUM_SAMPLES: usize> fmt::Debug for PidController { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { f.debug_struct("PidController") .field("kp", &self.kp) .field("ki", &self.ki) .field("kd", &self.kd) .field("sp", &self.sp) .field("pv_samples", &self.pv_samples) .field("pv_idx", &self.pv_idx) .finish() } } impl, Vec3) -> f32, const NUM_SAMPLES: usize> PidController { /// Constructs a PidController with the specified weights, setpoint, /// starting time, and error function pub fn new(kp: f32, ki: f32, kd: f32, sp: Vec3, time: f64, e: F) -> Self { Self { kp, ki, kd, sp, pv_samples: [(time, sp); NUM_SAMPLES], pv_idx: 0, integral_error: 0.0, e, } } /// Adds a measurement of the process variable to the ringbuffer pub fn add_measurement(&mut self, time: f64, pv: Vec3) { self.pv_idx += 1; self.pv_idx %= NUM_SAMPLES; self.pv_samples[self.pv_idx] = (time, pv); self.update_integral_err(); } /// The amount to set the control variable to is a weighed sum of the /// proportional error, the integral error, and the derivative error. /// https://en.wikipedia.org/wiki/PID_controller#Mathematical_form pub fn calc_err(&self) -> f32 { self.kp * self.proportional_err() + self.ki * self.integral_err() + self.kd * self.derivative_err() } /// The proportional error is the error function applied to the set point /// and the most recent process variable measurement pub fn proportional_err(&self) -> f32 { (self.e)(self.sp, self.pv_samples[self.pv_idx].1) } /// The integral error is the error function integrated over all previous /// values, updated per point. The trapezoid rule for numerical integration /// was chosen because it's fairly easy to calculate and sufficiently /// accurate. https://en.wikipedia.org/wiki/Trapezoidal_rule#Uniform_grid pub fn integral_err(&self) -> f32 { self.integral_error as f32 } fn update_integral_err(&mut self) { let f = |x| (self.e)(self.sp, x) as f64; let (a, x0) = self.pv_samples[(self.pv_idx + NUM_SAMPLES - 1) % NUM_SAMPLES]; let (b, x1) = self.pv_samples[self.pv_idx]; let dx = b - a; // Discard updates with too long between them, likely caused by either // initialization or latency, since they're likely to be spurious if dx < 5.0 { self.integral_error += dx * (f(x1) + f(x0)) / 2.0; } } /// The derivative error is the numerical derivative of the error function /// based on the most recent 2 samples. Using more than 2 samples might /// improve the accuracy of the estimate of the derivative, but it would be /// an estimate of the derivative error further in the past. /// https://en.wikipedia.org/wiki/Numerical_differentiation#Finite_differences pub fn derivative_err(&self) -> f32 { let f = |x| (self.e)(self.sp, x); let (a, x0) = self.pv_samples[(self.pv_idx + NUM_SAMPLES - 1) % NUM_SAMPLES]; let (b, x1) = self.pv_samples[self.pv_idx]; let h = b - a; (f(x1) - f(x0)) / h as f32 } } /// Get the PID coefficients associated with some Body, since it will likely /// need to be tuned differently for each body type pub fn pid_coefficients(body: &Body) -> (f32, f32, f32) { match body { Body::Ship(ship::Body::DefaultAirship) => { let kp = 1.0; let ki = 0.1; let kd = 1.2; (kp, ki, kd) }, Body::Ship(ship::Body::AirBalloon) => { let kp = 1.0; let ki = 0.1; let kd = 0.8; (kp, ki, kd) }, // default to a pure-proportional controller, which is the first step when tuning _ => (1.0, 0.0, 0.0), } }