mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
1896 lines
75 KiB
Rust
1896 lines
75 KiB
Rust
use crate::{
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consts::{
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AVG_FOLLOW_DIST, DEFAULT_ATTACK_RANGE, IDLE_HEALING_ITEM_THRESHOLD, PARTIAL_PATH_DIST,
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SEPARATION_BIAS, SEPARATION_DIST, STD_AWARENESS_DECAY_RATE,
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},
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data::{AgentData, AttackData, Path, ReadData, Tactic, TargetData},
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util::{
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aim_projectile, are_our_owners_hostile, entities_have_line_of_sight, get_attacker,
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get_entity_by_id, is_dead_or_invulnerable, is_dressed_as_cultist, is_invulnerable,
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is_village_guard, is_villager,
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},
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};
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use common::{
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combat::perception_dist_multiplier_from_stealth,
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comp::{
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self,
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ability::MAX_ABILITIES,
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agent::{Sound, SoundKind, Target},
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inventory::slot::EquipSlot,
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item::{
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tool::{AbilitySpec, ToolKind},
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ConsumableKind, Effects, Item, ItemDesc, ItemKind,
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},
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item_drop,
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projectile::ProjectileConstructor,
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Agent, Alignment, Body, CharacterState, Content, ControlAction, ControlEvent, Controller,
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HealthChange, InputKind, InventoryAction, Pos, Scale, UnresolvedChatMsg, UtteranceKind,
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},
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consts::MAX_MOUNT_RANGE,
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effect::{BuffEffect, Effect},
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event::{Emitter, ServerEvent},
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path::TraversalConfig,
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rtsim::NpcActivity,
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states::basic_beam,
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terrain::Block,
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time::DayPeriod,
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util::Dir,
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vol::ReadVol,
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};
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use itertools::Itertools;
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use rand::{thread_rng, Rng};
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use specs::{saveload::Marker, Entity as EcsEntity};
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use vek::*;
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#[cfg(feature = "use-dyn-lib")]
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use {crate::LIB, std::ffi::CStr};
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impl<'a> AgentData<'a> {
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////////////////////////////////////////
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// Action Nodes
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////////////////////////////////////////
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pub fn glider_fall(&self, controller: &mut Controller, read_data: &ReadData) {
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if read_data.is_riders.contains(*self.entity) {
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controller.push_event(ControlEvent::Unmount);
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}
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controller.push_action(ControlAction::GlideWield);
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let flight_direction =
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Vec3::from(self.vel.0.xy().try_normalized().unwrap_or_else(Vec2::zero));
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let flight_ori = Quaternion::from_scalar_and_vec3((1.0, flight_direction));
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let ori = self.ori.look_vec();
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let look_dir = if ori.z > 0.0 {
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flight_ori.rotated_x(-0.1)
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} else {
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flight_ori.rotated_x(0.1)
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};
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let (_, look_dir) = look_dir.into_scalar_and_vec3();
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controller.inputs.look_dir = Dir::from_unnormalized(look_dir).unwrap_or_else(Dir::forward);
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}
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pub fn fly_upward(&self, controller: &mut Controller, read_data: &ReadData) {
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if read_data.is_riders.contains(*self.entity) {
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controller.push_event(ControlEvent::Unmount);
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}
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controller.push_basic_input(InputKind::Fly);
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controller.inputs.move_z = 1.0;
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}
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/// Directs the entity to path and move toward the target
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/// If path is not Full, the entity will path to a location 50 units along
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/// the vector between the entity and the target. The speed multiplier
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/// multiplies the movement speed by a value less than 1.0.
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/// A `None` value implies a multiplier of 1.0.
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/// Returns `false` if the pathfinding algorithm fails to return a path
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pub fn path_toward_target(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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tgt_pos: Vec3<f32>,
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read_data: &ReadData,
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path: Path,
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speed_multiplier: Option<f32>,
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) -> bool {
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if read_data.is_riders.contains(*self.entity) {
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controller.push_event(ControlEvent::Unmount);
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}
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let partial_path_tgt_pos = |pos_difference: Vec3<f32>| {
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self.pos.0
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+ PARTIAL_PATH_DIST * pos_difference.try_normalized().unwrap_or_else(Vec3::zero)
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};
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let pos_difference = tgt_pos - self.pos.0;
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let pathing_pos = match path {
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Path::Separate => {
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let mut sep_vec: Vec3<f32> = Vec3::<f32>::zero();
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for entity in read_data
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.cached_spatial_grid
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.0
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.in_circle_aabr(self.pos.0.xy(), SEPARATION_DIST)
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{
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if let (Some(alignment), Some(other_alignment)) =
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(self.alignment, read_data.alignments.get(entity))
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{
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if Alignment::passive_towards(*alignment, *other_alignment) {
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if let (Some(pos), Some(body), Some(other_body)) = (
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read_data.positions.get(entity),
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self.body,
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read_data.bodies.get(entity),
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) {
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let dist_xy = self.pos.0.xy().distance(pos.0.xy());
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let spacing = body.spacing_radius() + other_body.spacing_radius();
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if dist_xy < spacing {
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let pos_diff = self.pos.0.xy() - pos.0.xy();
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sep_vec += pos_diff.try_normalized().unwrap_or_else(Vec2::zero)
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* ((spacing - dist_xy) / spacing);
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}
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}
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}
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}
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}
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partial_path_tgt_pos(
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sep_vec * SEPARATION_BIAS + pos_difference * (1.0 - SEPARATION_BIAS),
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)
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},
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Path::Full => tgt_pos,
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Path::Partial => partial_path_tgt_pos(pos_difference),
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};
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let speed_multiplier = speed_multiplier.unwrap_or(1.0).min(1.0);
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*read_data.terrain,
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self.pos.0,
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self.vel.0,
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pathing_pos,
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TraversalConfig {
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min_tgt_dist: 0.25,
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..self.traversal_config
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},
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) {
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controller.inputs.move_dir =
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bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed * speed_multiplier;
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self.jump_if(bearing.z > 1.5, controller);
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controller.inputs.move_z = bearing.z;
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true
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} else {
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false
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}
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}
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pub fn jump_if(&self, condition: bool, controller: &mut Controller) {
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if condition {
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controller.push_basic_input(InputKind::Jump);
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} else {
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controller.push_cancel_input(InputKind::Jump)
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}
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}
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pub fn idle(
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&self,
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agent: &mut Agent,
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controller: &mut Controller,
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read_data: &ReadData,
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event_emitter: &mut Emitter<ServerEvent>,
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rng: &mut impl Rng,
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) {
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enum ActionTimers {
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TimerIdle = 0,
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}
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agent
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.awareness
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.change_by(STD_AWARENESS_DECAY_RATE * read_data.dt.0);
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// Light lanterns at night
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// TODO Add a method to turn on NPC lanterns underground
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let lantern_equipped = self
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.inventory
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.equipped(EquipSlot::Lantern)
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.as_ref()
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.map_or(false, |item| {
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matches!(&*item.kind(), comp::item::ItemKind::Lantern(_))
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});
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let lantern_turned_on = self.light_emitter.is_some();
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let day_period = DayPeriod::from(read_data.time_of_day.0);
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// Only emit event for agents that have a lantern equipped
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if lantern_equipped && rng.gen_bool(0.001) {
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if day_period.is_dark() && !lantern_turned_on {
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// Agents with turned off lanterns turn them on randomly once it's
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// nighttime and keep them on.
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// Only emit event for agents that sill need to
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// turn on their lantern.
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controller.push_event(ControlEvent::EnableLantern)
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} else if lantern_turned_on && day_period.is_light() {
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// agents with turned on lanterns turn them off randomly once it's
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// daytime and keep them off.
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controller.push_event(ControlEvent::DisableLantern)
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}
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};
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if let Some(body) = self.body {
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let attempt_heal = if matches!(body, Body::Humanoid(_)) {
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self.damage < IDLE_HEALING_ITEM_THRESHOLD
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} else {
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true
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};
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if attempt_heal && self.heal_self(agent, controller, true) {
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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return;
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}
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} else {
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.01;
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return;
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}
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agent.action_state.timers[ActionTimers::TimerIdle as usize] = 0.0;
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'activity: {
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match agent.rtsim_controller.activity {
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Some(NpcActivity::Goto(travel_to, speed_factor)) => {
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// If it has an rtsim destination and can fly, then it should.
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// If it is flying and bumps something above it, then it should move down.
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if self.traversal_config.can_fly
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&& !read_data
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.terrain
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.ray(self.pos.0, self.pos.0 + (Vec3::unit_z() * 3.0))
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.until(Block::is_solid)
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.cast()
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.1
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.map_or(true, |b| b.is_some())
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{
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controller.push_basic_input(InputKind::Fly);
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} else {
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controller.push_cancel_input(InputKind::Fly)
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}
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let chase_tgt = if self.traversal_config.can_fly {
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read_data.terrain.try_find_space(travel_to.as_())
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} else {
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read_data.terrain.try_find_ground(travel_to.as_())
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}
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.map(|pos| pos.as_())
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.unwrap_or(travel_to);
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if let Some((bearing, speed)) = agent.chaser.chase(
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&*read_data.terrain,
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self.pos.0,
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self.vel.0,
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chase_tgt,
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TraversalConfig {
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min_tgt_dist: self.traversal_config.min_tgt_dist * 1.25,
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..self.traversal_config
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},
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) {
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controller.inputs.move_dir =
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bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
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* speed.min(speed_factor);
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self.jump_if(bearing.z > 1.5 || self.traversal_config.can_fly, controller);
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controller.inputs.climb = Some(comp::Climb::Up);
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//.filter(|_| bearing.z > 0.1 || self.physics_state.in_liquid().is_some());
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let height_offset = bearing.z
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+ if self.traversal_config.can_fly {
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// NOTE: costs 4 us (imbris)
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let obstacle_ahead = read_data
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.terrain
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.ray(
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self.pos.0 + Vec3::unit_z(),
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self.pos.0
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+ bearing.try_normalized().unwrap_or_else(Vec3::unit_y)
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* 80.0
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+ Vec3::unit_z(),
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)
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.until(Block::is_solid)
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.cast()
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.1
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.map_or(true, |b| b.is_some());
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let mut ground_too_close = self
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.body
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.map(|body| {
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#[cfg(feature = "worldgen")]
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let height_approx = self.pos.0.z
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- read_data
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.world
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.sim()
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.get_alt_approx(
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self.pos.0.xy().map(|x: f32| x as i32),
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)
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.unwrap_or(0.0);
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#[cfg(not(feature = "worldgen"))]
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let height_approx = self.pos.0.z;
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height_approx < body.flying_height()
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})
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.unwrap_or(false);
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const NUM_RAYS: usize = 5;
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// NOTE: costs 15-20 us (imbris)
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for i in 0..=NUM_RAYS {
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let magnitude = self.body.map_or(20.0, |b| b.flying_height());
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// Lerp between a line straight ahead and straight down to
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// detect a
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// wedge of obstacles we might fly into (inclusive so that both
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// vectors are sampled)
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if let Some(dir) = Lerp::lerp(
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-Vec3::unit_z(),
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Vec3::new(bearing.x, bearing.y, 0.0),
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i as f32 / NUM_RAYS as f32,
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)
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.try_normalized()
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{
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ground_too_close |= read_data
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.terrain
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.ray(self.pos.0, self.pos.0 + magnitude * dir)
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.until(|b: &Block| b.is_solid() || b.is_liquid())
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.cast()
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.1
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.map_or(false, |b| b.is_some())
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}
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}
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if obstacle_ahead || ground_too_close {
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5.0 //fly up when approaching obstacles
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} else {
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-2.0
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} //flying things should slowly come down from the stratosphere
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} else {
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0.05 //normal land traveller offset
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};
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if let Some(pid) = agent.position_pid_controller.as_mut() {
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pid.sp = self.pos.0.z + height_offset * Vec3::unit_z();
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controller.inputs.move_z = pid.calc_err();
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} else {
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controller.inputs.move_z = height_offset;
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}
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// Put away weapon
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if rng.gen_bool(0.1)
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&& matches!(
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read_data.char_states.get(*self.entity),
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Some(CharacterState::Wielding(_))
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)
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{
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controller.push_action(ControlAction::Unwield);
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}
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}
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break 'activity; // Don't fall through to idle wandering
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},
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Some(NpcActivity::Gather(_resources)) => {
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// TODO: Implement
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controller.push_action(ControlAction::Dance);
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break 'activity; // Don't fall through to idle wandering
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},
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Some(NpcActivity::Dance) => {
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controller.push_action(ControlAction::Dance);
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break 'activity; // Don't fall through to idle wandering
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},
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Some(NpcActivity::HuntAnimals) => {
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if rng.gen::<f32>() < 0.1 {
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self.choose_target(
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agent,
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controller,
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read_data,
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event_emitter,
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AgentData::is_hunting_animal,
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);
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}
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},
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None => {},
|
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}
|
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|
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// Idle NPCs should try to jump on the shoulders of their owner, sometimes.
|
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if read_data.is_riders.contains(*self.entity) {
|
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if rng.gen_bool(0.0001) {
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controller.push_event(ControlEvent::Unmount);
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} else {
|
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break 'activity;
|
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}
|
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} else if let Some(Alignment::Owned(owner_uid)) = self.alignment
|
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&& let Some(owner) = get_entity_by_id(owner_uid.id(), read_data)
|
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&& let Some(pos) = read_data.positions.get(owner)
|
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&& pos.0.distance_squared(self.pos.0) < MAX_MOUNT_RANGE.powi(2)
|
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&& rng.gen_bool(0.01)
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{
|
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controller.push_event(ControlEvent::Mount(*owner_uid));
|
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break 'activity;
|
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}
|
|
|
|
// Bats should fly
|
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// Use a proportional controller as the bouncing effect mimics bat flight
|
|
if self.traversal_config.can_fly
|
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&& self
|
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.inventory
|
|
.equipped(EquipSlot::ActiveMainhand)
|
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.as_ref()
|
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.map_or(false, |item| {
|
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item.ability_spec().map_or(false, |a_s| match &*a_s {
|
|
AbilitySpec::Custom(spec) => {
|
|
matches!(
|
|
spec.as_str(),
|
|
"Simple Flying Melee"
|
|
| "Flame Wyvern"
|
|
| "Frost Wyvern"
|
|
| "Cloud Wyvern"
|
|
| "Sea Wyvern"
|
|
| "Weald Wyvern"
|
|
)
|
|
},
|
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_ => false,
|
|
})
|
|
})
|
|
{
|
|
// Bats don't like the ground, so make sure they are always flying
|
|
controller.push_basic_input(InputKind::Fly);
|
|
// Use a proportional controller with a coefficient of 1.0 to
|
|
// maintain altitude
|
|
let alt = read_data
|
|
.terrain
|
|
.ray(self.pos.0, self.pos.0 - (Vec3::unit_z() * 7.0))
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.0;
|
|
let set_point = 5.0;
|
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let error = set_point - alt;
|
|
controller.inputs.move_z = error;
|
|
// If on the ground, jump
|
|
if self.physics_state.on_ground.is_some() {
|
|
controller.push_basic_input(InputKind::Jump);
|
|
}
|
|
}
|
|
agent.bearing += Vec2::new(rng.gen::<f32>() - 0.5, rng.gen::<f32>() - 0.5) * 0.1
|
|
- agent.bearing * 0.003
|
|
- agent.patrol_origin.map_or(Vec2::zero(), |patrol_origin| {
|
|
(self.pos.0 - patrol_origin).xy() * 0.0002
|
|
});
|
|
|
|
// Stop if we're too close to a wall
|
|
// or about to walk off a cliff
|
|
// NOTE: costs 1 us (imbris) <- before cliff raycast added
|
|
agent.bearing *= 0.1
|
|
+ if read_data
|
|
.terrain
|
|
.ray(
|
|
self.pos.0 + Vec3::unit_z(),
|
|
self.pos.0
|
|
+ Vec3::from(agent.bearing)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
* 5.0
|
|
+ Vec3::unit_z(),
|
|
)
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_none())
|
|
&& read_data
|
|
.terrain
|
|
.ray(
|
|
self.pos.0
|
|
+ Vec3::from(agent.bearing)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y),
|
|
self.pos.0
|
|
+ Vec3::from(agent.bearing)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
- Vec3::unit_z() * 4.0,
|
|
)
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.0
|
|
< 3.0
|
|
{
|
|
0.9
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
if agent.bearing.magnitude_squared() > 0.5f32.powi(2) {
|
|
controller.inputs.move_dir = agent.bearing * 0.65;
|
|
}
|
|
|
|
// Put away weapon
|
|
if rng.gen_bool(0.1)
|
|
&& matches!(
|
|
read_data.char_states.get(*self.entity),
|
|
Some(CharacterState::Wielding(_))
|
|
)
|
|
{
|
|
controller.push_action(ControlAction::Unwield);
|
|
}
|
|
|
|
if rng.gen::<f32>() < 0.0015 {
|
|
controller.push_utterance(UtteranceKind::Calm);
|
|
}
|
|
|
|
// Sit
|
|
if rng.gen::<f32>() < 0.0035 {
|
|
controller.push_action(ControlAction::Sit);
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn follow(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
tgt_pos: &Pos,
|
|
) {
|
|
if read_data.is_riders.contains(*self.entity) {
|
|
controller.push_event(ControlEvent::Unmount);
|
|
}
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: AVG_FOLLOW_DIST,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
|
|
controller.inputs.move_dir = bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
|
|
* speed.min(0.2 + (dist_sqrd - AVG_FOLLOW_DIST.powi(2)) / 8.0);
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
|
|
pub fn look_toward(
|
|
&self,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
target: EcsEntity,
|
|
) -> bool {
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height(self.scale));
|
|
let tgt_eye_offset = read_data.bodies.get(target).map_or(0.0, |b| {
|
|
b.eye_height(read_data.scales.get(target).map_or(1.0, |s| s.0))
|
|
});
|
|
if let Some(dir) = Dir::from_unnormalized(
|
|
Vec3::new(tgt_pos.0.x, tgt_pos.0.y, tgt_pos.0.z + tgt_eye_offset)
|
|
- Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
) {
|
|
controller.inputs.look_dir = dir;
|
|
}
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
pub fn flee(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
tgt_pos: &Pos,
|
|
) {
|
|
if read_data.is_riders.contains(*self.entity) {
|
|
controller.push_event(ControlEvent::Unmount);
|
|
}
|
|
|
|
if let Some(body) = self.body {
|
|
if body.can_strafe() && !self.is_gliding {
|
|
controller.push_action(ControlAction::Unwield);
|
|
}
|
|
}
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
// Away from the target (ironically)
|
|
self.pos.0
|
|
+ (self.pos.0 - tgt_pos.0)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
* 50.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(bearing.z > 1.5, controller);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
|
|
/// Attempt to consume a healing item, and return whether any healing items
|
|
/// were queued. Callers should use this to implement a delay so that
|
|
/// the healing isn't interrupted. If `relaxed` is `true`, we allow eating
|
|
/// food and prioritise healing.
|
|
pub fn heal_self(
|
|
&self,
|
|
_agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
relaxed: bool,
|
|
) -> bool {
|
|
// Wait for potion sickness to wear off if potions are less than 50% effective.
|
|
let heal_multiplier = self.stats.map_or(1.0, |s| s.heal_multiplier);
|
|
if heal_multiplier < 0.5 {
|
|
return false;
|
|
}
|
|
// (healing_value, heal_reduction)
|
|
let effect_healing_value = |effect: &Effect| -> (f32, f32) {
|
|
let mut value = 0.0;
|
|
let mut heal_reduction = 0.0;
|
|
match effect {
|
|
Effect::Health(HealthChange { amount, .. }) => {
|
|
value += *amount;
|
|
},
|
|
Effect::Buff(BuffEffect { kind, data, .. }) => {
|
|
if let Some(duration) = data.duration {
|
|
for effect in kind.effects(data, self.stats, self.health) {
|
|
match effect {
|
|
comp::BuffEffect::HealthChangeOverTime { rate, kind, .. } => {
|
|
let amount = match kind {
|
|
comp::ModifierKind::Additive => rate * duration.0 as f32,
|
|
comp::ModifierKind::Fractional => {
|
|
(1.0 + rate).powf(duration.0 as f32)
|
|
},
|
|
};
|
|
|
|
value += amount;
|
|
},
|
|
comp::BuffEffect::HealReduction(amount) => {
|
|
heal_reduction =
|
|
heal_reduction + amount - heal_reduction * amount;
|
|
},
|
|
_ => {},
|
|
}
|
|
}
|
|
value += data.strength * data.duration.map_or(0.0, |d| d.0 as f32);
|
|
}
|
|
},
|
|
|
|
_ => {},
|
|
}
|
|
|
|
(value, heal_reduction)
|
|
};
|
|
let healing_value = |item: &Item| {
|
|
let mut value = 0.0;
|
|
let mut heal_multiplier_value = 1.0;
|
|
|
|
if let ItemKind::Consumable { kind, effects, .. } = &*item.kind() {
|
|
if matches!(kind, ConsumableKind::Drink)
|
|
|| (relaxed && matches!(kind, ConsumableKind::Food))
|
|
{
|
|
match effects {
|
|
Effects::Any(effects) => {
|
|
// Add the average of all effects.
|
|
for effect in effects.iter() {
|
|
let (add, red) = effect_healing_value(effect);
|
|
value += add / effects.len() as f32;
|
|
heal_multiplier_value *= 1.0 - red / effects.len() as f32;
|
|
}
|
|
},
|
|
Effects::All(_) | Effects::One(_) => {
|
|
for effect in effects.effects() {
|
|
let (add, red) = effect_healing_value(effect);
|
|
value += add;
|
|
heal_multiplier_value *= 1.0 - red;
|
|
}
|
|
},
|
|
}
|
|
}
|
|
}
|
|
// Prefer non-potion sources of healing when under at least one stack of potion
|
|
// sickness, or when incurring potion sickness is unnecessary
|
|
if heal_multiplier_value < 1.0 && (heal_multiplier < 1.0 || relaxed) {
|
|
value *= 0.1;
|
|
}
|
|
value as i32
|
|
};
|
|
|
|
let item = self
|
|
.inventory
|
|
.slots_with_id()
|
|
.filter_map(|(id, slot)| match slot {
|
|
Some(item) if healing_value(item) > 0 => Some((id, item)),
|
|
_ => None,
|
|
})
|
|
.max_by_key(|(_, item)| {
|
|
if relaxed {
|
|
-healing_value(item)
|
|
} else {
|
|
healing_value(item)
|
|
}
|
|
});
|
|
|
|
if let Some((id, _)) = item {
|
|
use comp::inventory::slot::Slot;
|
|
controller.push_action(ControlAction::InventoryAction(InventoryAction::Use(
|
|
Slot::Inventory(id),
|
|
)));
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
pub fn choose_target(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<ServerEvent>,
|
|
is_enemy: fn(&Self, EcsEntity, &ReadData) -> bool,
|
|
) {
|
|
enum ActionStateTimers {
|
|
TimerChooseTarget = 0,
|
|
}
|
|
agent.action_state.timers[ActionStateTimers::TimerChooseTarget as usize] = 0.0;
|
|
let mut aggro_on = false;
|
|
|
|
// Search the area.
|
|
// TODO: choose target by more than just distance
|
|
let common::CachedSpatialGrid(grid) = self.cached_spatial_grid;
|
|
|
|
let entities_nearby = grid
|
|
.in_circle_aabr(self.pos.0.xy(), agent.psyche.search_dist())
|
|
.collect_vec();
|
|
|
|
let can_ambush = |entity: EcsEntity, read_data: &ReadData| {
|
|
let self_different_from_entity = || {
|
|
read_data
|
|
.uids
|
|
.get(entity)
|
|
.map_or(false, |eu| eu != self.uid)
|
|
};
|
|
if agent.rtsim_controller.personality.will_ambush()
|
|
&& self_different_from_entity()
|
|
&& !self.passive_towards(entity, read_data)
|
|
{
|
|
let surrounding_humanoids = entities_nearby
|
|
.iter()
|
|
.filter(|e| read_data.bodies.get(**e).map_or(false, |b| b.is_humanoid()))
|
|
.collect_vec();
|
|
surrounding_humanoids.len() == 2
|
|
&& surrounding_humanoids.iter().any(|e| **e == entity)
|
|
} else {
|
|
false
|
|
}
|
|
};
|
|
|
|
let get_pos = |entity| read_data.positions.get(entity);
|
|
let get_enemy = |(entity, attack_target): (EcsEntity, bool)| {
|
|
if attack_target {
|
|
if is_enemy(self, entity, read_data) {
|
|
Some((entity, true))
|
|
} else if can_ambush(entity, read_data) {
|
|
controller.clone().push_utterance(UtteranceKind::Ambush);
|
|
self.chat_npc_if_allowed_to_speak(
|
|
Content::localized("npc-speech-ambush"),
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
aggro_on = true;
|
|
Some((entity, true))
|
|
} else if self.should_defend(entity, read_data) {
|
|
if let Some(attacker) = get_attacker(entity, read_data) {
|
|
if !self.passive_towards(attacker, read_data) {
|
|
// aggro_on: attack immediately, do not warn/menace.
|
|
aggro_on = true;
|
|
Some((attacker, true))
|
|
} else {
|
|
None
|
|
}
|
|
} else {
|
|
None
|
|
}
|
|
} else {
|
|
None
|
|
}
|
|
} else {
|
|
Some((entity, false))
|
|
}
|
|
};
|
|
let is_valid_target = |entity: EcsEntity| match read_data.bodies.get(entity) {
|
|
Some(Body::ItemDrop(item)) => {
|
|
//If the agent is humanoid, it will pick up all kinds of item drops. If the
|
|
// agent isn't humanoid, it will pick up only consumable item drops.
|
|
let wants_pickup = matches!(self.body, Some(Body::Humanoid(_)))
|
|
|| matches!(item, item_drop::Body::Consumable);
|
|
|
|
// The agent will attempt to pickup the item if it wants to pick it up and
|
|
// is allowed to
|
|
let attempt_pickup = wants_pickup
|
|
&& read_data
|
|
.loot_owners
|
|
.get(entity)
|
|
.map_or(true, |loot_owner| {
|
|
loot_owner.can_pickup(
|
|
*self.uid,
|
|
read_data.groups.get(entity),
|
|
self.alignment,
|
|
self.body,
|
|
None,
|
|
)
|
|
});
|
|
|
|
if attempt_pickup {
|
|
Some((entity, false))
|
|
} else {
|
|
None
|
|
}
|
|
},
|
|
_ => {
|
|
if read_data.healths.get(entity).map_or(false, |health| {
|
|
!health.is_dead && !is_invulnerable(entity, read_data)
|
|
}) {
|
|
Some((entity, true))
|
|
} else {
|
|
None
|
|
}
|
|
},
|
|
};
|
|
|
|
let is_detected = |entity: &EcsEntity, e_pos: &Pos, e_scale: Option<&Scale>| {
|
|
self.detects_other(agent, controller, entity, e_pos, e_scale, read_data)
|
|
};
|
|
|
|
let target = entities_nearby
|
|
.iter()
|
|
.filter_map(|e| is_valid_target(*e))
|
|
.filter_map(get_enemy)
|
|
.filter_map(|(entity, attack_target)| {
|
|
get_pos(entity).map(|pos| (entity, pos, attack_target))
|
|
})
|
|
.filter(|(entity, e_pos, _)| is_detected(entity, e_pos, read_data.scales.get(*entity)))
|
|
.min_by_key(|(_, e_pos, attack_target)| {
|
|
(
|
|
*attack_target,
|
|
(e_pos.0.distance_squared(self.pos.0) * 100.0) as i32,
|
|
)
|
|
})
|
|
.map(|(entity, _, attack_target)| (entity, attack_target));
|
|
|
|
if agent.target.is_none() && target.is_some() {
|
|
if aggro_on {
|
|
controller.push_utterance(UtteranceKind::Angry);
|
|
} else {
|
|
controller.push_utterance(UtteranceKind::Surprised);
|
|
}
|
|
}
|
|
|
|
agent.target = target.map(|(entity, attack_target)| Target {
|
|
target: entity,
|
|
hostile: attack_target,
|
|
selected_at: read_data.time.0,
|
|
aggro_on,
|
|
last_known_pos: get_pos(entity).map(|pos| pos.0),
|
|
})
|
|
}
|
|
|
|
pub fn attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
#[cfg(any(feature = "be-dyn-lib", feature = "use-dyn-lib"))]
|
|
let _rng = rng;
|
|
|
|
#[cfg(not(feature = "use-dyn-lib"))]
|
|
{
|
|
#[cfg(not(feature = "be-dyn-lib"))]
|
|
self.attack_inner(agent, controller, tgt_data, read_data, rng);
|
|
#[cfg(feature = "be-dyn-lib")]
|
|
self.attack_inner(agent, controller, tgt_data, read_data);
|
|
}
|
|
#[cfg(feature = "use-dyn-lib")]
|
|
{
|
|
let lock = LIB.lock().unwrap();
|
|
let lib = &lock.as_ref().unwrap().lib;
|
|
const ATTACK_FN: &[u8] = b"attack_inner\0";
|
|
|
|
let attack_fn: common_dynlib::Symbol<
|
|
fn(&Self, &mut Agent, &mut Controller, &TargetData, &ReadData),
|
|
> = unsafe { lib.get(ATTACK_FN) }.unwrap_or_else(|e| {
|
|
panic!(
|
|
"Trying to use: {} but had error: {:?}",
|
|
CStr::from_bytes_with_nul(ATTACK_FN)
|
|
.map(CStr::to_str)
|
|
.unwrap()
|
|
.unwrap(),
|
|
e
|
|
)
|
|
});
|
|
attack_fn(self, agent, controller, tgt_data, read_data);
|
|
}
|
|
}
|
|
|
|
#[cfg_attr(feature = "be-dyn-lib", export_name = "attack_inner")]
|
|
pub fn attack_inner(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
#[cfg(not(feature = "be-dyn-lib"))] rng: &mut impl Rng,
|
|
) {
|
|
#[cfg(feature = "be-dyn-lib")]
|
|
let rng = &mut thread_rng();
|
|
|
|
if read_data.is_riders.contains(*self.entity) {
|
|
controller.push_event(ControlEvent::Unmount);
|
|
}
|
|
|
|
let tool_tactic = |tool_kind| match tool_kind {
|
|
ToolKind::Bow => Tactic::Bow,
|
|
ToolKind::Staff => Tactic::Staff,
|
|
ToolKind::Sceptre => Tactic::Sceptre,
|
|
ToolKind::Hammer => Tactic::Hammer,
|
|
ToolKind::Sword | ToolKind::Blowgun => Tactic::Sword,
|
|
ToolKind::Axe => Tactic::Axe,
|
|
_ => Tactic::SimpleMelee,
|
|
};
|
|
|
|
let tactic = self
|
|
.inventory
|
|
.equipped(EquipSlot::ActiveMainhand)
|
|
.as_ref()
|
|
.map(|item| {
|
|
if let Some(ability_spec) = item.ability_spec() {
|
|
match &*ability_spec {
|
|
AbilitySpec::Custom(spec) => match spec.as_str() {
|
|
"Oni" | "Sword Simple" => Tactic::SwordSimple,
|
|
"Staff Simple" => Tactic::Staff,
|
|
"Simple Flying Melee" => Tactic::SimpleFlyingMelee,
|
|
"Bow Simple" | "Boreal Bow" => Tactic::Bow,
|
|
"Stone Golem" => Tactic::StoneGolem,
|
|
"Quad Med Quick" => Tactic::CircleCharge {
|
|
radius: 3,
|
|
circle_time: 2,
|
|
},
|
|
"Quad Med Jump" => Tactic::QuadMedJump,
|
|
"Quad Med Charge" => Tactic::CircleCharge {
|
|
radius: 6,
|
|
circle_time: 1,
|
|
},
|
|
"Quad Med Basic" => Tactic::QuadMedBasic,
|
|
"Quad Med Hoof" => Tactic::QuadMedHoof,
|
|
"Roshwalr" => Tactic::Roshwalr,
|
|
"Asp" | "Maneater" => Tactic::QuadLowRanged,
|
|
"Quad Low Breathe" | "Quad Low Beam" | "Basilisk" => {
|
|
Tactic::QuadLowBeam
|
|
},
|
|
"Organ" => Tactic::OrganAura,
|
|
"Quad Low Tail" | "Husk Brute" => Tactic::TailSlap,
|
|
"Quad Low Quick" => Tactic::QuadLowQuick,
|
|
"Quad Low Basic" => Tactic::QuadLowBasic,
|
|
"Theropod Basic" | "Theropod Bird" | "Theropod Small" => {
|
|
Tactic::Theropod
|
|
},
|
|
// Arthropods
|
|
"Antlion" => Tactic::ArthropodMelee,
|
|
"Tarantula" | "Horn Beetle" => Tactic::ArthropodAmbush,
|
|
"Weevil" | "Black Widow" => Tactic::ArthropodRanged,
|
|
"Theropod Charge" => Tactic::CircleCharge {
|
|
radius: 6,
|
|
circle_time: 1,
|
|
},
|
|
"Turret" => Tactic::Turret,
|
|
"Haniwa Sentry" => Tactic::RotatingTurret,
|
|
"Bird Large Breathe" => Tactic::BirdLargeBreathe,
|
|
"Bird Large Fire" => Tactic::BirdLargeFire,
|
|
"Bird Large Basic" => Tactic::BirdLargeBasic,
|
|
"Flame Wyvern" | "Frost Wyvern" | "Cloud Wyvern" | "Sea Wyvern"
|
|
| "Weald Wyvern" => Tactic::Wyvern,
|
|
"Bird Medium Basic" => Tactic::BirdMediumBasic,
|
|
"Mindflayer" => Tactic::Mindflayer,
|
|
"Minotaur" => Tactic::Minotaur,
|
|
"Cyclops" => Tactic::Cyclops,
|
|
"Dullahan" => Tactic::Dullahan,
|
|
"Clay Golem" => Tactic::ClayGolem,
|
|
"Tidal Warrior" => Tactic::TidalWarrior,
|
|
"Tidal Totem"
|
|
| "Tornado"
|
|
| "Gnarling Totem Red"
|
|
| "Gnarling Totem Green"
|
|
| "Gnarling Totem White" => Tactic::RadialTurret,
|
|
"Yeti" => Tactic::Yeti,
|
|
"Harvester" => Tactic::Harvester,
|
|
"Cardinal" => Tactic::Cardinal,
|
|
"Dagon" => Tactic::Dagon,
|
|
"Gnarling Dagger" => Tactic::SimpleBackstab,
|
|
"Gnarling Blowgun" => Tactic::ElevatedRanged,
|
|
"Deadwood" => Tactic::Deadwood,
|
|
"Mandragora" => Tactic::Mandragora,
|
|
"Wood Golem" => Tactic::WoodGolem,
|
|
"Gnarling Chieftain" => Tactic::GnarlingChieftain,
|
|
"Frost Gigas" => Tactic::FrostGigas,
|
|
"Boreal Hammer" => Tactic::BorealHammer,
|
|
"Adlet Hunter" => Tactic::AdletHunter,
|
|
"Adlet Icepicker" => Tactic::AdletIcepicker,
|
|
"Adlet Tracker" => Tactic::AdletTracker,
|
|
"Ice Drake" => Tactic::IceDrake,
|
|
"Frostfang" => Tactic::RandomAbilities {
|
|
primary: 1,
|
|
secondary: 3,
|
|
abilities: [0; MAX_ABILITIES],
|
|
},
|
|
"Tursus Claws" => Tactic::RandomAbilities {
|
|
primary: 2,
|
|
secondary: 1,
|
|
abilities: [4, 0, 0, 0, 0],
|
|
},
|
|
_ => Tactic::SimpleMelee,
|
|
},
|
|
AbilitySpec::Tool(tool_kind) => tool_tactic(*tool_kind),
|
|
}
|
|
} else if let ItemKind::Tool(tool) = &*item.kind() {
|
|
tool_tactic(tool.kind)
|
|
} else {
|
|
Tactic::SimpleMelee
|
|
}
|
|
})
|
|
.unwrap_or(Tactic::SimpleMelee);
|
|
|
|
// Wield the weapon as running towards the target
|
|
controller.push_action(ControlAction::Wield);
|
|
|
|
let min_attack_dist = (self.body.map_or(0.5, |b| b.max_radius()) + DEFAULT_ATTACK_RANGE)
|
|
* self.scale
|
|
+ tgt_data.body.map_or(0.5, |b| b.max_radius()) * tgt_data.scale.map_or(1.0, |s| s.0);
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_data.pos.0);
|
|
let angle = self
|
|
.ori
|
|
.look_vec()
|
|
.angle_between(tgt_data.pos.0 - self.pos.0)
|
|
.to_degrees();
|
|
let angle_xy = self
|
|
.ori
|
|
.look_vec()
|
|
.xy()
|
|
.angle_between((tgt_data.pos.0 - self.pos.0).xy())
|
|
.to_degrees();
|
|
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height(self.scale));
|
|
|
|
let tgt_eye_height = tgt_data
|
|
.body
|
|
.map_or(0.0, |b| b.eye_height(tgt_data.scale.map_or(1.0, |s| s.0)));
|
|
let tgt_eye_offset = tgt_eye_height +
|
|
// Special case for jumping attacks to jump at the body
|
|
// of the target and not the ground around the target
|
|
// For the ranged it is to shoot at the feet and not
|
|
// the head to get splash damage
|
|
if tactic == Tactic::QuadMedJump {
|
|
1.0
|
|
} else if matches!(tactic, Tactic::QuadLowRanged) {
|
|
-1.0
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
// FIXME:
|
|
// 1) Retrieve actual projectile speed!
|
|
// We have to assume projectiles are faster than base speed because there are
|
|
// skills that increase it, and in most cases this will cause agents to
|
|
// overshoot
|
|
//
|
|
// 2) We use eye_offset-s which isn't actually ideal.
|
|
// Some attacks (beam for example) may use different offsets,
|
|
// we should probably use offsets from corresponding states.
|
|
//
|
|
// 3) Should we even have this big switch?
|
|
// Not all attacks may want their direction overwritten.
|
|
// And this is quite hard to debug when you don't see it in actual
|
|
// attack handler.
|
|
if let Some(dir) = match self.char_state {
|
|
CharacterState::ChargedRanged(c) if dist_sqrd > 0.0 => {
|
|
let charge_factor =
|
|
c.timer.as_secs_f32() / c.static_data.charge_duration.as_secs_f32();
|
|
let projectile_speed = c.static_data.initial_projectile_speed
|
|
+ charge_factor * c.static_data.scaled_projectile_speed;
|
|
aim_projectile(
|
|
projectile_speed,
|
|
self.pos.0
|
|
+ self.body.map_or(Vec3::zero(), |body| {
|
|
body.projectile_offsets(self.ori.look_vec(), self.scale)
|
|
}),
|
|
Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
),
|
|
)
|
|
},
|
|
CharacterState::BasicRanged(c) => {
|
|
let offset_z = match c.static_data.projectile {
|
|
// Aim fireballs at feet instead of eyes for splash damage
|
|
ProjectileConstructor::Fireball {
|
|
damage: _,
|
|
radius: _,
|
|
energy_regen: _,
|
|
min_falloff: _,
|
|
} => 0.0,
|
|
_ => tgt_eye_offset,
|
|
};
|
|
let projectile_speed = c.static_data.projectile_speed;
|
|
aim_projectile(
|
|
projectile_speed,
|
|
self.pos.0
|
|
+ self.body.map_or(Vec3::zero(), |body| {
|
|
body.projectile_offsets(self.ori.look_vec(), self.scale)
|
|
}),
|
|
Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + offset_z,
|
|
),
|
|
)
|
|
},
|
|
CharacterState::RepeaterRanged(c) => {
|
|
let projectile_speed = c.static_data.projectile_speed;
|
|
aim_projectile(
|
|
projectile_speed,
|
|
self.pos.0
|
|
+ self.body.map_or(Vec3::zero(), |body| {
|
|
body.projectile_offsets(self.ori.look_vec(), self.scale)
|
|
}),
|
|
Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
),
|
|
)
|
|
},
|
|
CharacterState::LeapMelee(_)
|
|
if matches!(tactic, Tactic::Hammer | Tactic::BorealHammer | Tactic::Axe) =>
|
|
{
|
|
let direction_weight = match tactic {
|
|
Tactic::Hammer | Tactic::BorealHammer => 0.1,
|
|
Tactic::Axe => 0.3,
|
|
_ => unreachable!("Direction weight called on incorrect tactic."),
|
|
};
|
|
|
|
let tgt_pos = tgt_data.pos.0;
|
|
let self_pos = self.pos.0;
|
|
|
|
let delta_x = (tgt_pos.x - self_pos.x) * direction_weight;
|
|
let delta_y = (tgt_pos.y - self_pos.y) * direction_weight;
|
|
|
|
Dir::from_unnormalized(Vec3::new(delta_x, delta_y, -1.0))
|
|
},
|
|
CharacterState::BasicBeam(_) => {
|
|
let aim_from = self.body.map_or(self.pos.0, |body| {
|
|
self.pos.0
|
|
+ basic_beam::beam_offsets(
|
|
body,
|
|
controller.inputs.look_dir,
|
|
self.ori.look_vec(),
|
|
// Try to match animation by getting some context
|
|
self.vel.0 - self.physics_state.ground_vel,
|
|
self.physics_state.on_ground,
|
|
)
|
|
});
|
|
let aim_to = Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
);
|
|
Dir::from_unnormalized(aim_to - aim_from)
|
|
},
|
|
_ => {
|
|
let aim_from = Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset);
|
|
let aim_to = Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
);
|
|
Dir::from_unnormalized(aim_to - aim_from)
|
|
},
|
|
} {
|
|
controller.inputs.look_dir = dir;
|
|
}
|
|
|
|
let attack_data = AttackData {
|
|
min_attack_dist,
|
|
dist_sqrd,
|
|
angle,
|
|
angle_xy,
|
|
};
|
|
|
|
// Match on tactic. Each tactic has different controls depending on the distance
|
|
// from the agent to the target.
|
|
match tactic {
|
|
Tactic::SimpleFlyingMelee => self.handle_simple_flying_melee(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::SimpleMelee => {
|
|
self.handle_simple_melee(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Axe => {
|
|
self.handle_axe_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Hammer => {
|
|
self.handle_hammer_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Sword => {
|
|
self.handle_sword_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Bow => {
|
|
self.handle_bow_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Staff => {
|
|
self.handle_staff_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Sceptre => self.handle_sceptre_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::StoneGolem => {
|
|
self.handle_stone_golem_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::CircleCharge {
|
|
radius,
|
|
circle_time,
|
|
} => self.handle_circle_charge_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
radius,
|
|
circle_time,
|
|
rng,
|
|
),
|
|
Tactic::QuadLowRanged => self.handle_quadlow_ranged_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::TailSlap => {
|
|
self.handle_tail_slap_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::QuadLowQuick => self.handle_quadlow_quick_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadLowBasic => self.handle_quadlow_basic_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadMedJump => self.handle_quadmed_jump_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadMedBasic => self.handle_quadmed_basic_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadMedHoof => self.handle_quadmed_hoof_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadLowBeam => self.handle_quadlow_beam_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Roshwalr => {
|
|
self.handle_roshwalr_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::OrganAura => {
|
|
self.handle_organ_aura_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Theropod => {
|
|
self.handle_theropod_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::ArthropodMelee => self.handle_arthropod_melee_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::ArthropodAmbush => self.handle_arthropod_ambush_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::ArthropodRanged => self.handle_arthropod_ranged_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Turret => {
|
|
self.handle_turret_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::FixedTurret => self.handle_fixed_turret_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::RotatingTurret => {
|
|
self.handle_rotating_turret_attack(agent, controller, tgt_data, read_data)
|
|
},
|
|
Tactic::Mindflayer => self.handle_mindflayer_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::BirdLargeFire => self.handle_birdlarge_fire_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
// Mostly identical to BirdLargeFire but tweaked for flamethrower instead of shockwave
|
|
Tactic::BirdLargeBreathe => self.handle_birdlarge_breathe_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::BirdLargeBasic => self.handle_birdlarge_basic_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Wyvern => {
|
|
self.handle_wyvern_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::BirdMediumBasic => {
|
|
self.handle_simple_melee(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Minotaur => {
|
|
self.handle_minotaur_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Cyclops => {
|
|
self.handle_cyclops_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Dullahan => {
|
|
self.handle_dullahan_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::ClayGolem => {
|
|
self.handle_clay_golem_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::TidalWarrior => self.handle_tidal_warrior_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::RadialTurret => self.handle_radial_turret_attack(controller),
|
|
Tactic::Yeti => {
|
|
self.handle_yeti_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Harvester => {
|
|
self.handle_harvester_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Cardinal => self.handle_cardinal_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::Dagon => {
|
|
self.handle_dagon_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::SimpleBackstab => {
|
|
self.handle_simple_backstab(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::ElevatedRanged => {
|
|
self.handle_elevated_ranged(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Deadwood => {
|
|
self.handle_deadwood(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Mandragora => {
|
|
self.handle_mandragora(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::WoodGolem => {
|
|
self.handle_wood_golem(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::GnarlingChieftain => self.handle_gnarling_chieftain(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::FrostGigas => {
|
|
self.handle_frostgigas_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::BorealHammer => self.handle_boreal_hammer_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::SwordSimple => self.handle_sword_simple_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::AdletHunter => {
|
|
self.handle_adlet_hunter(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::AdletIcepicker => {
|
|
self.handle_adlet_icepicker(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::AdletTracker => {
|
|
self.handle_adlet_tracker(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::IceDrake => {
|
|
self.handle_icedrake(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::RandomAbilities {
|
|
primary,
|
|
secondary,
|
|
abilities,
|
|
} => self.handle_random_abilities(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
primary,
|
|
secondary,
|
|
abilities,
|
|
),
|
|
}
|
|
}
|
|
|
|
pub fn handle_sounds_heard(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<ServerEvent>,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
agent.forget_old_sounds(read_data.time.0);
|
|
|
|
if is_invulnerable(*self.entity, read_data) {
|
|
self.idle(agent, controller, read_data, event_emitter, rng);
|
|
return;
|
|
}
|
|
|
|
if let Some(sound) = agent.sounds_heard.last() {
|
|
let sound_pos = Pos(sound.pos);
|
|
let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
|
|
// NOTE: There is an implicit distance requirement given that sound volume
|
|
// dissipates as it travels, but we will not want to flee if a sound is super
|
|
// loud but heard from a great distance, regardless of how loud it was.
|
|
// `is_close` is this limiter.
|
|
let is_close = dist_sqrd < 35.0_f32.powi(2);
|
|
|
|
let sound_was_loud = sound.vol >= 10.0;
|
|
let sound_was_threatening = sound_was_loud
|
|
|| matches!(sound.kind, SoundKind::Utterance(UtteranceKind::Scream, _));
|
|
|
|
let has_enemy_alignment = matches!(self.alignment, Some(Alignment::Enemy));
|
|
// FIXME: We need to be able to change the name of a guard without breaking this
|
|
// logic. The `Mark` enum from common::agent could be used to match with
|
|
// `agent::Mark::Guard`
|
|
let is_village_guard = read_data
|
|
.stats
|
|
.get(*self.entity)
|
|
.map_or(false, |stats| stats.name == *"Guard".to_string());
|
|
let follows_threatening_sounds = has_enemy_alignment || is_village_guard;
|
|
|
|
if sound_was_threatening && is_close {
|
|
if !self.below_flee_health(agent) && follows_threatening_sounds {
|
|
self.follow(agent, controller, read_data, &sound_pos);
|
|
} else if self.below_flee_health(agent) || !follows_threatening_sounds {
|
|
self.flee(agent, controller, read_data, &sound_pos);
|
|
} else {
|
|
self.idle(agent, controller, read_data, event_emitter, rng);
|
|
}
|
|
} else {
|
|
self.idle(agent, controller, read_data, event_emitter, rng);
|
|
}
|
|
} else {
|
|
self.idle(agent, controller, read_data, event_emitter, rng);
|
|
}
|
|
}
|
|
|
|
pub fn attack_target_attacker(
|
|
&self,
|
|
agent: &mut Agent,
|
|
read_data: &ReadData,
|
|
controller: &mut Controller,
|
|
event_emitter: &mut Emitter<ServerEvent>,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
if let Some(Target { target, .. }) = agent.target {
|
|
if let Some(tgt_health) = read_data.healths.get(target) {
|
|
if let Some(by) = tgt_health.last_change.damage_by() {
|
|
if let Some(attacker) = get_entity_by_id(by.uid().0, read_data) {
|
|
if agent.target.is_none() {
|
|
controller.push_utterance(UtteranceKind::Angry);
|
|
}
|
|
|
|
let attacker_pos = read_data.positions.get(attacker).map(|pos| pos.0);
|
|
agent.target = Some(Target::new(
|
|
attacker,
|
|
true,
|
|
read_data.time.0,
|
|
true,
|
|
attacker_pos,
|
|
));
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(attacker) {
|
|
if is_dead_or_invulnerable(attacker, read_data) {
|
|
agent.target = Some(Target::new(
|
|
target,
|
|
false,
|
|
read_data.time.0,
|
|
false,
|
|
Some(tgt_pos.0),
|
|
));
|
|
|
|
self.idle(agent, controller, read_data, event_emitter, rng);
|
|
} else {
|
|
let target_data = TargetData::new(tgt_pos, target, read_data);
|
|
// TODO: Reimplement this in rtsim
|
|
// if let Some(tgt_name) =
|
|
// read_data.stats.get(target).map(|stats| stats.name.clone())
|
|
// {
|
|
// agent.add_fight_to_memory(&tgt_name, read_data.time.0)
|
|
// }
|
|
self.attack(agent, controller, &target_data, read_data, rng);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: Pass a localisation key instead of `Content` to avoid allocating if
|
|
// we're not permitted to speak.
|
|
pub fn chat_npc_if_allowed_to_speak(
|
|
&self,
|
|
msg: Content,
|
|
agent: &Agent,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
) -> bool {
|
|
if agent.allowed_to_speak() {
|
|
self.chat_npc(msg, event_emitter);
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
pub fn chat_npc(&self, content: Content, event_emitter: &mut Emitter<'_, ServerEvent>) {
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
*self.uid, content,
|
|
)));
|
|
}
|
|
|
|
fn emit_scream(&self, time: f64, event_emitter: &mut Emitter<'_, ServerEvent>) {
|
|
if let Some(body) = self.body {
|
|
event_emitter.emit(ServerEvent::Sound {
|
|
sound: Sound::new(
|
|
SoundKind::Utterance(UtteranceKind::Scream, *body),
|
|
self.pos.0,
|
|
13.0,
|
|
time,
|
|
),
|
|
});
|
|
}
|
|
}
|
|
|
|
pub fn cry_out(
|
|
&self,
|
|
agent: &Agent,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
read_data: &ReadData,
|
|
) {
|
|
let has_enemy_alignment = matches!(self.alignment, Some(Alignment::Enemy));
|
|
|
|
if has_enemy_alignment {
|
|
// FIXME: If going to use "cultist + low health + fleeing" string, make sure
|
|
// they are each true.
|
|
self.chat_npc_if_allowed_to_speak(
|
|
Content::localized("npc-speech-cultist_low_health_fleeing"),
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
} else if is_villager(self.alignment) {
|
|
self.chat_npc_if_allowed_to_speak(
|
|
Content::localized("npc-speech-villager_under_attack"),
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
self.emit_scream(read_data.time.0, event_emitter);
|
|
}
|
|
}
|
|
|
|
pub fn exclaim_relief_about_enemy_dead(
|
|
&self,
|
|
agent: &Agent,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
) {
|
|
if is_villager(self.alignment) {
|
|
self.chat_npc_if_allowed_to_speak(
|
|
Content::localized("npc-speech-villager_enemy_killed"),
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
}
|
|
}
|
|
|
|
pub fn below_flee_health(&self, agent: &Agent) -> bool {
|
|
self.damage.min(1.0) < agent.psyche.flee_health
|
|
}
|
|
|
|
pub fn is_more_dangerous_than_target(
|
|
&self,
|
|
entity: EcsEntity,
|
|
target: Target,
|
|
read_data: &ReadData,
|
|
) -> bool {
|
|
let entity_pos = read_data.positions.get(entity);
|
|
let target_pos = read_data.positions.get(target.target);
|
|
|
|
entity_pos.map_or(false, |entity_pos| {
|
|
target_pos.map_or(true, |target_pos| {
|
|
// Fuzzy factor that makes it harder for players to cheese enemies by making
|
|
// them quickly flip aggro between two players.
|
|
// It does this by only switching aggro if the entity is closer to the enemy by
|
|
// a specific proportional threshold.
|
|
const FUZZY_DIST_COMPARISON: f32 = 0.8;
|
|
|
|
let is_target_further = target_pos.0.distance(entity_pos.0)
|
|
< target_pos.0.distance(entity_pos.0) * FUZZY_DIST_COMPARISON;
|
|
let is_entity_hostile = read_data
|
|
.alignments
|
|
.get(entity)
|
|
.zip(self.alignment)
|
|
.map_or(false, |(entity, me)| me.hostile_towards(*entity));
|
|
|
|
// Consider entity more dangerous than target if entity is closer or if target
|
|
// had not triggered aggro.
|
|
!target.aggro_on || (is_target_further && is_entity_hostile)
|
|
})
|
|
})
|
|
}
|
|
|
|
pub fn is_enemy(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
|
|
let other_alignment = read_data.alignments.get(entity);
|
|
|
|
(entity != *self.entity)
|
|
&& !self.passive_towards(entity, read_data)
|
|
&& (are_our_owners_hostile(self.alignment, other_alignment, read_data)
|
|
|| (is_villager(self.alignment) && is_dressed_as_cultist(entity, read_data)))
|
|
}
|
|
|
|
pub fn is_hunting_animal(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
|
|
(entity != *self.entity)
|
|
&& !self.friendly_towards(entity, read_data)
|
|
&& matches!(read_data.bodies.get(entity), Some(Body::QuadrupedSmall(_)))
|
|
}
|
|
|
|
fn should_defend(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
|
|
let entity_alignment = read_data.alignments.get(entity);
|
|
|
|
let we_are_friendly = entity_alignment.map_or(false, |entity_alignment| {
|
|
self.alignment.map_or(false, |alignment| {
|
|
!alignment.hostile_towards(*entity_alignment)
|
|
})
|
|
});
|
|
let we_share_species = read_data.bodies.get(entity).map_or(false, |entity_body| {
|
|
self.body.map_or(false, |body| {
|
|
entity_body.is_same_species_as(body)
|
|
|| (entity_body.is_humanoid() && body.is_humanoid())
|
|
})
|
|
});
|
|
let self_owns_entity =
|
|
matches!(entity_alignment, Some(Alignment::Owned(ouid)) if *self.uid == *ouid);
|
|
|
|
(we_are_friendly && we_share_species)
|
|
|| (is_village_guard(*self.entity, read_data) && is_villager(entity_alignment))
|
|
|| self_owns_entity
|
|
}
|
|
|
|
fn passive_towards(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
|
|
if let (Some(self_alignment), Some(other_alignment)) =
|
|
(self.alignment, read_data.alignments.get(entity))
|
|
{
|
|
self_alignment.passive_towards(*other_alignment)
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
fn friendly_towards(&self, entity: EcsEntity, read_data: &ReadData) -> bool {
|
|
if let (Some(self_alignment), Some(other_alignment)) =
|
|
(self.alignment, read_data.alignments.get(entity))
|
|
{
|
|
self_alignment.friendly_towards(*other_alignment)
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
pub fn can_see_entity(
|
|
&self,
|
|
agent: &Agent,
|
|
controller: &Controller,
|
|
other: EcsEntity,
|
|
other_pos: &Pos,
|
|
other_scale: Option<&Scale>,
|
|
read_data: &ReadData,
|
|
) -> bool {
|
|
let other_stealth_multiplier = {
|
|
let other_inventory = read_data.inventories.get(other);
|
|
let other_char_state = read_data.char_states.get(other);
|
|
|
|
perception_dist_multiplier_from_stealth(other_inventory, other_char_state, self.msm)
|
|
};
|
|
|
|
let within_sight_dist = {
|
|
let sight_dist = agent.psyche.sight_dist * other_stealth_multiplier;
|
|
let dist_sqrd = other_pos.0.distance_squared(self.pos.0);
|
|
|
|
dist_sqrd < sight_dist.powi(2)
|
|
};
|
|
|
|
let within_fov = (other_pos.0 - self.pos.0)
|
|
.try_normalized()
|
|
.map_or(false, |v| v.dot(*controller.inputs.look_dir) > 0.15);
|
|
|
|
let other_body = read_data.bodies.get(other);
|
|
|
|
(within_sight_dist)
|
|
&& within_fov
|
|
&& entities_have_line_of_sight(
|
|
self.pos,
|
|
self.body,
|
|
self.scale,
|
|
other_pos,
|
|
other_body,
|
|
other_scale,
|
|
read_data,
|
|
)
|
|
}
|
|
|
|
pub fn detects_other(
|
|
&self,
|
|
agent: &Agent,
|
|
controller: &Controller,
|
|
other: &EcsEntity,
|
|
other_pos: &Pos,
|
|
other_scale: Option<&Scale>,
|
|
read_data: &ReadData,
|
|
) -> bool {
|
|
self.can_sense_directly_near(other_pos)
|
|
|| self.can_see_entity(agent, controller, *other, other_pos, other_scale, read_data)
|
|
}
|
|
|
|
pub fn can_sense_directly_near(&self, e_pos: &Pos) -> bool {
|
|
let chance = thread_rng().gen_bool(0.3);
|
|
e_pos.0.distance_squared(self.pos.0) < 5_f32.powi(2) && chance
|
|
}
|
|
|
|
pub fn menacing(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
target: EcsEntity,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<ServerEvent>,
|
|
rng: &mut impl Rng,
|
|
remembers_fight_with_target: bool,
|
|
) {
|
|
let max_move = 0.5;
|
|
let move_dir = controller.inputs.move_dir;
|
|
let move_dir_mag = move_dir.magnitude();
|
|
let small_chance = rng.gen::<f32>() < read_data.dt.0 * 0.25;
|
|
let mut chat = |content: Content| {
|
|
self.chat_npc_if_allowed_to_speak(content, agent, event_emitter);
|
|
};
|
|
let mut chat_villager_remembers_fighting = || {
|
|
let tgt_name = read_data.stats.get(target).map(|stats| stats.name.clone());
|
|
|
|
// TODO: Localise
|
|
if let Some(tgt_name) = tgt_name {
|
|
chat(Content::Plain(format!(
|
|
"{}! How dare you cross me again!",
|
|
&tgt_name
|
|
)));
|
|
} else {
|
|
chat(Content::Plain(
|
|
"You! How dare you cross me again!".to_string(),
|
|
));
|
|
}
|
|
};
|
|
|
|
self.look_toward(controller, read_data, target);
|
|
controller.push_action(ControlAction::Wield);
|
|
|
|
if move_dir_mag > max_move {
|
|
controller.inputs.move_dir = max_move * move_dir / move_dir_mag;
|
|
}
|
|
|
|
if small_chance {
|
|
controller.push_utterance(UtteranceKind::Angry);
|
|
if is_villager(self.alignment) {
|
|
if remembers_fight_with_target {
|
|
chat_villager_remembers_fighting();
|
|
} else if is_dressed_as_cultist(target, read_data) {
|
|
chat(Content::localized("npc-speech-villager_cultist_alarm"));
|
|
} else {
|
|
chat(Content::localized("npc-speech-menacing"));
|
|
}
|
|
} else {
|
|
chat(Content::localized("npc-speech-menacing"));
|
|
}
|
|
}
|
|
}
|
|
}
|