mirror of
https://gitlab.com/veloren/veloren.git
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3f2e22f039
With an additional approximation to allow for the same size jumps given different framerates.
165 lines
6.3 KiB
Rust
165 lines
6.3 KiB
Rust
use crate::comp::{
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Agent, CharacterState, Controller, MountState, MovementState::Glide, Pos, Stats,
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};
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use rand::{seq::SliceRandom, thread_rng};
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use specs::{Entities, Join, ReadStorage, System, WriteStorage};
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use vek::*;
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/// This system will allow NPCs to modify their controller
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Stats>,
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ReadStorage<'a, CharacterState>,
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WriteStorage<'a, Agent>,
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WriteStorage<'a, Controller>,
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ReadStorage<'a, MountState>,
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);
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fn run(
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&mut self,
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(entities, positions, stats, character_states, mut agents, mut controllers, mount_states): Self::SystemData,
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) {
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for (entity, pos, agent, controller, mount_state) in (
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&entities,
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&positions,
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&mut agents,
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&mut controllers,
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mount_states.maybe(),
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)
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.join()
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{
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// Skip mounted entities
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if mount_state
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.map(|ms| {
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if let MountState::Unmounted = ms {
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false
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} else {
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true
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}
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})
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.unwrap_or(false)
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{
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continue;
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}
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controller.reset();
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match agent {
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Agent::Wanderer(bearing) => {
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*bearing += Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
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* 0.1
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- *bearing * 0.01
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- pos.0 * 0.0002;
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if bearing.magnitude_squared() > 0.001 {
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controller.move_dir = bearing.normalized();
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}
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}
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Agent::Pet { target, offset } => {
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// Run towards target.
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match positions.get(*target) {
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Some(tgt_pos) => {
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let tgt_pos = tgt_pos.0 + *offset;
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if tgt_pos.z > pos.0.z + 1.0 {
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controller.jump = true;
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}
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// Move towards the target.
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let dist: f32 = Vec2::from(tgt_pos - pos.0).magnitude();
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controller.move_dir = if dist > 5.0 {
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Vec2::from(tgt_pos - pos.0).normalized()
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} else if dist < 1.5 && dist > 0.001 {
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Vec2::from(pos.0 - tgt_pos).normalized()
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} else {
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Vec2::zero()
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};
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}
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_ => controller.move_dir = Vec2::zero(),
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}
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// Change offset occasionally.
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if rand::random::<f32>() < 0.003 {
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*offset =
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Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
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* 10.0;
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}
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}
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Agent::Enemy { bearing, target } => {
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const SIGHT_DIST: f32 = 30.0;
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const MIN_ATTACK_DIST: f32 = 3.5;
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let mut choose_new = false;
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if let Some((Some(target_pos), Some(target_stats), Some(target_character))) =
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target.map(|target| {
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(
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positions.get(target),
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stats.get(target),
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character_states.get(target),
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)
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})
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{
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controller.look_dir = target_pos.0 - pos.0;
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let dist = Vec2::<f32>::from(target_pos.0 - pos.0).magnitude();
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if target_stats.is_dead {
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choose_new = true;
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} else if dist < MIN_ATTACK_DIST && dist > 0.001 {
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// Fight (and slowly move closer)
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controller.move_dir =
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Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.01;
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controller.primary = true;
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} else if dist < SIGHT_DIST {
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controller.move_dir =
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Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.96;
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if rand::random::<f32>() < 0.02 {
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controller.roll = true;
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}
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if target_character.movement == Glide && target_pos.0.z > pos.0.z + 5.0
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{
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controller.glide = true;
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controller.jump = true;
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}
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} else {
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choose_new = true;
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}
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} else {
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*bearing +=
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Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
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* 0.1
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- *bearing * 0.005;
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controller.move_dir = if bearing.magnitude_squared() > 0.001 {
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bearing.normalized()
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} else {
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Vec2::zero()
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};
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choose_new = true;
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}
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if choose_new && rand::random::<f32>() < 0.1 {
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let entities = (&entities, &positions, &stats)
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.join()
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.filter(|(e, e_pos, e_stats)| {
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(e_pos.0 - pos.0).magnitude() < SIGHT_DIST
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&& *e != entity
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&& !e_stats.is_dead
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})
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.map(|(e, _, _)| e)
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.collect::<Vec<_>>();
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let mut rng = thread_rng();
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*target = (&entities).choose(&mut rng).cloned();
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}
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}
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}
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}
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}
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}
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