veloren/common/src/sys/agent.rs
Joshua Barretto 3f2e22f039 Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00

165 lines
6.3 KiB
Rust

use crate::comp::{
Agent, CharacterState, Controller, MountState, MovementState::Glide, Pos, Stats,
};
use rand::{seq::SliceRandom, thread_rng};
use specs::{Entities, Join, 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 = (
Entities<'a>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Stats>,
ReadStorage<'a, CharacterState>,
WriteStorage<'a, Agent>,
WriteStorage<'a, Controller>,
ReadStorage<'a, MountState>,
);
fn run(
&mut self,
(entities, positions, stats, character_states, mut agents, mut controllers, mount_states): Self::SystemData,
) {
for (entity, pos, agent, controller, mount_state) in (
&entities,
&positions,
&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();
match agent {
Agent::Wanderer(bearing) => {
*bearing += Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
* 0.1
- *bearing * 0.01
- pos.0 * 0.0002;
if bearing.magnitude_squared() > 0.001 {
controller.move_dir = bearing.normalized();
}
}
Agent::Pet { target, offset } => {
// Run towards target.
match positions.get(*target) {
Some(tgt_pos) => {
let tgt_pos = tgt_pos.0 + *offset;
if tgt_pos.z > pos.0.z + 1.0 {
controller.jump = true;
}
// Move towards the target.
let dist: f32 = Vec2::from(tgt_pos - pos.0).magnitude();
controller.move_dir = if dist > 5.0 {
Vec2::from(tgt_pos - pos.0).normalized()
} else if dist < 1.5 && dist > 0.001 {
Vec2::from(pos.0 - tgt_pos).normalized()
} else {
Vec2::zero()
};
}
_ => controller.move_dir = Vec2::zero(),
}
// Change offset occasionally.
if rand::random::<f32>() < 0.003 {
*offset =
Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
* 10.0;
}
}
Agent::Enemy { bearing, target } => {
const SIGHT_DIST: f32 = 30.0;
const MIN_ATTACK_DIST: f32 = 3.5;
let mut choose_new = false;
if let Some((Some(target_pos), Some(target_stats), Some(target_character))) =
target.map(|target| {
(
positions.get(target),
stats.get(target),
character_states.get(target),
)
})
{
controller.look_dir = target_pos.0 - pos.0;
let dist = Vec2::<f32>::from(target_pos.0 - pos.0).magnitude();
if target_stats.is_dead {
choose_new = true;
} else if dist < MIN_ATTACK_DIST && dist > 0.001 {
// Fight (and slowly move closer)
controller.move_dir =
Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.01;
controller.primary = true;
} else if dist < SIGHT_DIST {
controller.move_dir =
Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.96;
if rand::random::<f32>() < 0.02 {
controller.roll = true;
}
if target_character.movement == Glide && target_pos.0.z > pos.0.z + 5.0
{
controller.glide = true;
controller.jump = true;
}
} else {
choose_new = true;
}
} else {
*bearing +=
Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
* 0.1
- *bearing * 0.005;
controller.move_dir = if bearing.magnitude_squared() > 0.001 {
bearing.normalized()
} else {
Vec2::zero()
};
choose_new = true;
}
if choose_new && rand::random::<f32>() < 0.1 {
let entities = (&entities, &positions, &stats)
.join()
.filter(|(e, e_pos, e_stats)| {
(e_pos.0 - pos.0).magnitude() < SIGHT_DIST
&& *e != entity
&& !e_stats.is_dead
})
.map(|(e, _, _)| e)
.collect::<Vec<_>>();
let mut rng = thread_rng();
*target = (&entities).choose(&mut rng).cloned();
}
}
}
}
}
}