veloren/server/src/sys/agent.rs
Vincent Foulon 45fb9f3211 Address comments
- make Behavior's capabilities and state private
 - Typo in a comment
 - add basic tests

Apply 1 suggestion(s) to 1 file(s)

Remove comments in agent.rs
2021-04-07 22:02:42 +02:00

2572 lines
121 KiB
Rust

use crate::rtsim::{Entity as RtSimData, RtSim};
use common::{
comp::{
self,
agent::{AgentEvent, Tactic, Target, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME},
buff::{BuffKind, Buffs},
compass::{Direction, Distance},
dialogue::{MoodContext, MoodState, Subject},
group,
inventory::{item::ItemTag, slot::EquipSlot},
invite::{InviteKind, InviteResponse},
item::{
tool::{ToolKind, UniqueKind},
ItemDesc, ItemKind,
},
skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill},
Agent, Alignment, Behavior, BehaviorCapability, BehaviorState, Body, CharacterState,
ControlAction, ControlEvent, Controller, Energy, Health, InputKind, Inventory,
LightEmitter, MountState, Ori, PhysicsState, Pos, Scale, Stats, UnresolvedChatMsg, Vel,
},
event::{Emitter, EventBus, ServerEvent},
path::TraversalConfig,
resources::{DeltaTime, Time, TimeOfDay},
rtsim::{Memory, MemoryItem, RtSimEntity, RtSimEvent},
states::utils::StageSection,
terrain::{Block, TerrainGrid},
time::DayPeriod,
trade::{TradeAction, TradePhase, TradeResult},
uid::{Uid, UidAllocator},
util::Dir,
vol::ReadVol,
};
use common_base::prof_span;
use common_ecs::{Job, Origin, ParMode, Phase, System};
use rand::{thread_rng, Rng};
use rayon::iter::ParallelIterator;
use specs::{
saveload::{Marker, MarkerAllocator},
shred::ResourceId,
Entities, Entity as EcsEntity, Join, ParJoin, Read, ReadExpect, ReadStorage, SystemData, World,
Write, WriteExpect, WriteStorage,
};
use std::{f32::consts::PI, sync::Arc, time::Duration};
use vek::*;
struct AgentData<'a> {
entity: &'a EcsEntity,
rtsim_entity: Option<&'a RtSimData>,
uid: &'a Uid,
pos: &'a Pos,
vel: &'a Vel,
ori: &'a Ori,
energy: &'a Energy,
body: Option<&'a Body>,
inventory: &'a Inventory,
stats: &'a Stats,
physics_state: &'a PhysicsState,
alignment: Option<&'a Alignment>,
traversal_config: TraversalConfig,
scale: f32,
flees: bool,
damage: f32,
light_emitter: Option<&'a LightEmitter>,
glider_equipped: bool,
is_gliding: bool,
health: Option<&'a Health>,
char_state: &'a CharacterState,
}
#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
uid_allocator: Read<'a, UidAllocator>,
dt: Read<'a, DeltaTime>,
time: Read<'a, Time>,
group_manager: Read<'a, group::GroupManager>,
energies: ReadStorage<'a, Energy>,
positions: ReadStorage<'a, Pos>,
velocities: ReadStorage<'a, Vel>,
orientations: ReadStorage<'a, Ori>,
scales: ReadStorage<'a, Scale>,
healths: ReadStorage<'a, Health>,
inventories: ReadStorage<'a, Inventory>,
stats: ReadStorage<'a, Stats>,
physics_states: ReadStorage<'a, PhysicsState>,
char_states: ReadStorage<'a, CharacterState>,
uids: ReadStorage<'a, Uid>,
groups: ReadStorage<'a, group::Group>,
terrain: ReadExpect<'a, TerrainGrid>,
alignments: ReadStorage<'a, Alignment>,
bodies: ReadStorage<'a, Body>,
mount_states: ReadStorage<'a, MountState>,
time_of_day: Read<'a, TimeOfDay>,
light_emitter: ReadStorage<'a, LightEmitter>,
world: ReadExpect<'a, Arc<world::World>>,
rtsim_entities: ReadStorage<'a, RtSimEntity>,
buffs: ReadStorage<'a, Buffs>,
}
// This is 3.1 to last longer than the last damage timer (3.0 seconds)
const DAMAGE_MEMORY_DURATION: f64 = 0.1;
const FLEE_DURATION: f32 = 3.0;
const MAX_FOLLOW_DIST: f32 = 12.0;
const MAX_CHASE_DIST: f32 = 250.0;
const MAX_FLEE_DIST: f32 = 20.0;
const LISTEN_DIST: f32 = 16.0;
const SEARCH_DIST: f32 = 48.0;
const SIGHT_DIST: f32 = 80.0;
const SNEAK_COEFFICIENT: f32 = 0.25;
const AVG_FOLLOW_DIST: f32 = 6.0;
const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
/// This system will allow NPCs to modify their controller
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadData<'a>,
Write<'a, EventBus<ServerEvent>>,
WriteStorage<'a, Agent>,
WriteStorage<'a, Controller>,
WriteExpect<'a, RtSim>,
WriteStorage<'a, Behavior>,
);
const NAME: &'static str = "agent";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
fn run(
job: &mut Job<Self>,
(read_data, event_bus, mut agents, mut controllers, mut rtsim, mut behaviors): Self::SystemData,
) {
let rtsim = &mut *rtsim;
job.cpu_stats.measure(ParMode::Rayon);
(
&read_data.entities,
(&read_data.energies, read_data.healths.maybe()),
(
&read_data.positions,
&read_data.velocities,
&read_data.orientations,
),
read_data.bodies.maybe(),
&read_data.inventories,
&read_data.stats,
&read_data.physics_states,
&read_data.uids,
&mut agents,
&mut controllers,
read_data.light_emitter.maybe(),
read_data.groups.maybe(),
read_data.mount_states.maybe(),
&read_data.char_states,
&mut behaviors,
)
.par_join()
.filter(|(_, _, _, _, _, _, _, _, _, _, _, _, mount_state, _, _)| {
// Skip mounted entities
mount_state
.map(|ms| *ms == MountState::Unmounted)
.unwrap_or(true)
})
.for_each_init(
|| {
prof_span!(guard, "agent rayon job");
guard
},
|_guard,
(
entity,
(energy, health),
(pos, vel, ori),
body,
inventory,
stats,
physics_state,
uid,
agent,
controller,
light_emitter,
groups,
_,
char_state,
behavior,
)| {
//// Hack, replace with better system when groups are more sophisticated
//// Override alignment if in a group unless entity is owned already
let alignment = if !matches!(
&read_data.alignments.get(entity),
&Some(Alignment::Owned(_))
) {
groups
.and_then(|g| read_data.group_manager.group_info(*g))
.and_then(|info| read_data.uids.get(info.leader))
.copied()
.map(Alignment::Owned)
.or(read_data.alignments.get(entity).copied())
} else {
read_data.alignments.get(entity).copied()
};
controller.reset();
let mut event_emitter = event_bus.emitter();
// Default to looking in orientation direction (can be overridden below)
controller.inputs.look_dir = ori.look_dir();
let scale = read_data.scales.get(entity).map(|s| s.0).unwrap_or(1.0);
let glider_equipped = inventory
.equipped(EquipSlot::Glider)
.as_ref()
.map_or(false, |item| {
matches!(item.kind(), comp::item::ItemKind::Glider(_))
});
let is_gliding = matches!(
read_data.char_states.get(entity),
Some(CharacterState::GlideWield) | Some(CharacterState::Glide)
) && !physics_state.on_ground;
// This controls how picky NPCs are about their pathfinding. Giants are larger
// and so can afford to be less precise when trying to move around
// the world (especially since they would otherwise get stuck on
// obstacles that smaller entities would not).
let node_tolerance = scale * 1.5;
let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
let traversal_config = TraversalConfig {
node_tolerance,
slow_factor,
on_ground: physics_state.on_ground,
in_liquid: physics_state.in_liquid.is_some(),
min_tgt_dist: 1.0,
can_climb: body.map(|b| b.can_climb()).unwrap_or(false),
can_fly: body.map(|b| b.can_fly().is_some()).unwrap_or(false),
};
if traversal_config.can_fly {
// hack (kinda): Never turn off flight for entities that can fly at all,
// since it results in stuttering and falling back to the ground.
// If we need to be able to have entities (dragons maybe?) both fly and
// run/jump, we probably need to refactor to avoid resetting the controller
// every frame.
controller
.actions
.push(ControlAction::basic_input(InputKind::Fly));
}
let flees = alignment
.map(|a| !matches!(a, Alignment::Enemy | Alignment::Owned(_)))
.unwrap_or(true);
let damage = health.map_or(1.0, |h| h.current() as f32 / h.maximum() as f32);
let rtsim_entity = read_data
.rtsim_entities
.get(entity)
.and_then(|rtsim_ent| rtsim.get_entity(rtsim_ent.0));
// Package all this agent's data into a convenient struct
let data = AgentData {
entity: &entity,
rtsim_entity,
uid,
pos,
vel,
ori,
energy,
body,
inventory,
stats,
physics_state,
alignment: alignment.as_ref(),
traversal_config,
scale,
flees,
damage,
light_emitter,
glider_equipped,
is_gliding,
health: read_data.healths.get(entity),
char_state,
};
///////////////////////////////////////////////////////////
// Behavior tree
///////////////////////////////////////////////////////////
// The behavior tree is meant to make decisions for agents
// *but should not* mutate any data (only action nodes
// should do that). Each path should lead to one (and only
// one) action node. This makes bugfinding much easier and
// debugging way easier. If you don't think so, try
// debugging the agent code before this MR
// (https://gitlab.com/veloren/veloren/-/merge_requests/1801).
// Each tick should arrive at one (1) action node which
// then determines what the agent does. If this makes you
// uncomfortable, consider dt the response time of the
// NPC. To make the tree easier to read, subtrees can be
// created as methods on `AgentData`. Action nodes are
// also methods on the `AgentData` struct. Action nodes
// are the only parts of this tree that should provide
// inputs.
// If falling fast and can glide, save yourself!
if data.glider_equipped && !data.physics_state.on_ground {
// toggle glider when vertical velocity is above some threshold (here ~
// glider fall vertical speed)
data.glider_fall(agent, controller, &read_data);
} else if let Some(Target {
target, hostile, ..
}) = agent.target
{
if let Some(tgt_health) = read_data.healths.get(target) {
// If the target is hostile (either based on alignment or if
// the target just attacked
if !tgt_health.is_dead {
if hostile {
data.hostile_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
// Target is something worth following methinks
} else if let Some(Alignment::Owned(_)) = data.alignment {
if let Some(tgt_pos) = read_data.positions.get(target) {
let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
// If really far away drop everything and follow
if dist_sqrd > (2.0 * MAX_FOLLOW_DIST).powi(2) {
agent.bearing = Vec2::zero();
data.follow(
agent,
controller,
&read_data.terrain,
tgt_pos,
);
// Attack target's attacker
} else if tgt_health.last_change.0 < 5.0
&& tgt_health.last_change.1.amount < 0
{
if let comp::HealthSource::Damage {
by: Some(by), ..
} = tgt_health.last_change.1.cause
{
if let Some(attacker) = read_data
.uid_allocator
.retrieve_entity_internal(by.id())
{
agent.target = Some(Target {
target: attacker,
hostile: true,
selected_at: read_data.time.0,
});
if let Some(tgt_pos) =
read_data.positions.get(attacker)
{
if should_stop_attacking(
read_data.healths.get(attacker),
read_data.buffs.get(attacker),
) {
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
data.idle(
agent, controller, &read_data,
);
} else {
data.attack(
agent,
controller,
&read_data.terrain,
tgt_pos,
read_data.bodies.get(attacker),
&read_data.dt,
&read_data,
);
}
}
}
}
// Follow owner if too far away and not
// fighting
} else if dist_sqrd > MAX_FOLLOW_DIST.powi(2) {
data.follow(
agent,
controller,
&read_data.terrain,
tgt_pos,
);
// Otherwise just idle
} else {
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
}
}
} else {
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
}
} else {
agent.target = None;
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
}
} else {
agent.target = None;
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
}
} else {
// Target an entity that's attacking us if the attack was recent and we
// have a health component
match health {
Some(health) if health.last_change.0 < DAMAGE_MEMORY_DURATION => {
if let comp::HealthSource::Damage { by: Some(by), .. } =
health.last_change.1.cause
{
if let Some(attacker) =
read_data.uid_allocator.retrieve_entity_internal(by.id())
{
if let Some(tgt_pos) = read_data.positions.get(attacker) {
// If the target is dead or in a safezone, remove the
// target
// and idle.
if should_stop_attacking(
read_data.healths.get(attacker),
read_data.buffs.get(attacker),
) {
agent.target = None;
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
} else {
agent.target = Some(Target {
target: attacker,
hostile: true,
selected_at: read_data.time.0,
});
data.attack(
agent,
controller,
&read_data.terrain,
tgt_pos,
read_data.bodies.get(attacker),
&read_data.dt,
&read_data,
);
// Remember this encounter if an RtSim entity
if let Some(tgt_stats) =
read_data.stats.get(attacker)
{
if data.rtsim_entity.is_some() {
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterFight {
name: tgt_stats.name.clone(),
},
time_to_forget: read_data.time.0
+ 300.0,
}),
);
}
}
}
} else {
agent.target = None;
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
}
}
} else {
agent.target = None;
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
}
},
_ => {
data.idle_tree(
agent,
behavior,
controller,
&read_data,
&mut event_emitter,
);
},
}
}
debug_assert!(controller.inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
debug_assert!(controller.inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
},
);
for (agent, rtsim_entity) in (&mut agents, &read_data.rtsim_entities).join() {
// Entity must be loaded in as it has an agent component :)
// React to all events in the controller
for event in core::mem::take(&mut agent.rtsim_controller.events) {
match event {
RtSimEvent::AddMemory(memory) => {
rtsim.insert_entity_memory(rtsim_entity.0, memory.clone())
},
RtSimEvent::SetMood(memory) => {
rtsim.set_entity_mood(rtsim_entity.0, memory.clone())
},
_ => {},
}
}
}
}
}
impl<'a> AgentData<'a> {
////////////////////////////////////////
// Subtrees
////////////////////////////////////////
fn idle_tree(
&self,
agent: &mut Agent,
behavior: &mut Behavior,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
// Set owner if no target
if agent.target.is_none() && thread_rng().gen_bool(0.1) {
if let Some(Alignment::Owned(owner)) = self.alignment {
if let Some(owner) = read_data.uid_allocator.retrieve_entity_internal(owner.id()) {
agent.target = Some(Target {
target: owner,
hostile: false,
selected_at: read_data.time.0,
});
}
}
}
// Interact if incoming messages
if !agent.inbox.is_empty() {
agent.action_timer = 0.1;
}
if agent.action_timer > 0.0 {
if agent.action_timer
< (if behavior.is(BehaviorState::TRADING) {
TRADE_INTERACTION_TIME
} else {
DEFAULT_INTERACTION_TIME
})
{
self.interact(agent, behavior, controller, &read_data, event_emitter);
} else {
agent.action_timer = 0.0;
agent.target = None;
controller.actions.push(ControlAction::Stand);
self.idle(agent, controller, &read_data);
}
} else if thread_rng().gen::<f32>() < 0.1 {
self.choose_target(agent, behavior, controller, &read_data, event_emitter);
} else {
self.idle(agent, controller, &read_data);
}
}
fn hostile_tree(
&self,
agent: &mut Agent,
behavior: &mut Behavior,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
if let Some(Target {
target,
selected_at,
..
}) = agent.target
{
if let Some(tgt_pos) = read_data.positions.get(target) {
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
// Should the agent flee?
if 1.0 - agent.psyche.aggro > self.damage && self.flees {
if agent.action_timer == 0.0 && behavior.can(BehaviorCapability::SPEAK) {
let msg = "npc.speech.villager_under_attack".to_string();
event_emitter
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
agent.action_timer = 0.01;
} else if agent.action_timer < FLEE_DURATION || dist_sqrd < MAX_FLEE_DIST {
self.flee(
agent,
controller,
&read_data.terrain,
tgt_pos,
&read_data.dt,
);
} else {
agent.action_timer = 0.0;
agent.target = None;
self.idle(agent, controller, &read_data);
}
// If not fleeing, attack the hostile
// entity!
} else {
// If the hostile entity is dead or in a safezone, return to idle
if should_stop_attacking(
read_data.healths.get(target),
read_data.buffs.get(target),
) {
agent.target = None;
if behavior.can(BehaviorCapability::SPEAK) {
let msg = "npc.speech.villager_enemy_killed".to_string();
event_emitter
.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
}
// Choose a new target every 10 seconds
// TODO: This should be more principled. Consider factoring
// health, combat rating, wielded
// weapon, etc, into the decision to change
// target.
} else if read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS {
self.choose_target(agent, behavior, controller, &read_data, event_emitter);
} else if dist_sqrd < SIGHT_DIST.powi(2) {
self.attack(
agent,
controller,
&read_data.terrain,
tgt_pos,
read_data.bodies.get(target),
&read_data.dt,
&read_data,
);
} else {
agent.target = None;
self.idle(agent, controller, &read_data);
}
}
}
}
}
////////////////////////////////////////
// Action Nodes
////////////////////////////////////////
fn glider_fall(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
if self.vel.0.z < -26.0 {
controller.actions.push(ControlAction::GlideWield);
if let Some(Target { target, .. }) = agent.target {
if let Some(tgt_pos) = read_data.positions.get(target) {
controller.inputs.move_dir = (self.pos.0 - tgt_pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::zero);
}
}
}
}
fn idle(&self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData) {
// Light lanterns at night
// TODO Add a method to turn on NPC lanterns underground
let lantern_equipped = self
.inventory
.equipped(EquipSlot::Lantern)
.as_ref()
.map_or(false, |item| {
matches!(item.kind(), comp::item::ItemKind::Lantern(_))
});
let lantern_turned_on = self.light_emitter.is_some();
let day_period = DayPeriod::from(read_data.time_of_day.0);
// Only emit event for agents that have a lantern equipped
if lantern_equipped && thread_rng().gen_bool(0.001) {
if day_period.is_dark() && !lantern_turned_on {
// Agents with turned off lanterns turn them on randomly once it's
// nighttime and keep them on
// Only emit event for agents that sill need to
// turn on their lantern
controller.events.push(ControlEvent::EnableLantern)
} else if lantern_turned_on && day_period.is_light() {
// agents with turned on lanterns turn them off randomly once it's
// daytime and keep them off
controller.events.push(ControlEvent::DisableLantern)
}
};
agent.action_timer = 0.0;
if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
// if it has an rtsim destination and can fly then it should
// if it is flying and bumps something above it then it should move down
if self.traversal_config.can_fly
&& !read_data
.terrain
.ray(self.pos.0, self.pos.0 + (Vec3::unit_z() * 3.0))
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some())
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Fly));
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Fly))
}
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
self.vel.0,
*travel_to,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
* speed.min(agent.rtsim_controller.speed_factor);
self.jump_if(controller, bearing.z > 1.5 || self.traversal_config.can_fly);
controller.inputs.climb = Some(comp::Climb::Up);
//.filter(|_| bearing.z > 0.1 || self.physics_state.in_liquid.is_some());
controller.inputs.move_z = bearing.z
+ if self.traversal_config.can_fly {
let obstacle_ahead = read_data
.terrain
.ray(
self.pos.0 + Vec3::unit_z(),
self.pos.0
+ bearing.try_normalized().unwrap_or_else(Vec3::unit_y) * 80.0
+ Vec3::unit_z(),
)
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some());
let mut ground_too_close = self
.body
.map(|body| {
let height_approx = self.pos.0.y
- read_data
.world
.sim()
.get_alt_approx(self.pos.0.xy().map(|x: f32| x as i32))
.unwrap_or(0.0);
height_approx < body.flying_height()
})
.unwrap_or(false);
const NUM_RAYS: usize = 5;
for i in 0..=NUM_RAYS {
let magnitude = self.body.map_or(20.0, |b| b.flying_height());
// Lerp between a line straight ahead and straight down to detect a
// wedge of obstacles we might fly into (inclusive so that both vectors
// are sampled)
if let Some(dir) = Lerp::lerp(
-Vec3::unit_z(),
Vec3::new(bearing.x, bearing.y, 0.0),
i as f32 / NUM_RAYS as f32,
)
.try_normalized()
{
ground_too_close |= read_data
.terrain
.ray(self.pos.0, self.pos.0 + magnitude * dir)
.until(|b: &Block| b.is_solid() || b.is_liquid())
.cast()
.1
.map_or(false, |b| b.is_some())
}
}
if obstacle_ahead || ground_too_close {
1.0 //fly up when approaching obstacles
} else {
-0.1
} //flying things should slowly come down from the stratosphere
} else {
0.05 //normal land traveller offset
};
// Put away weapon
if thread_rng().gen_bool(0.1)
&& matches!(
read_data.char_states.get(*self.entity),
Some(CharacterState::Wielding)
)
{
controller.actions.push(ControlAction::Unwield);
}
}
} else {
agent.bearing += Vec2::new(
thread_rng().gen::<f32>() - 0.5,
thread_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
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())
{
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 thread_rng().gen_bool(0.1)
&& matches!(
read_data.char_states.get(*self.entity),
Some(CharacterState::Wielding)
)
{
controller.actions.push(ControlAction::Unwield);
}
// Sit
if thread_rng().gen::<f32>() < 0.0035 {
controller.actions.push(ControlAction::Sit);
}
}
}
fn interact(
&self,
agent: &mut Agent,
behavior: &mut Behavior,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
// TODO: Process group invites
// TODO: Add Group AgentEvent
// let accept = false; // set back to "matches!(alignment, Alignment::Npc)"
// when we got better NPC recruitment mechanics if accept {
// // Clear agent comp
// //*agent = Agent::default();
// controller
// .events
// .push(ControlEvent::InviteResponse(InviteResponse::Accept));
// } else {
// controller
// .events
// .push(ControlEvent::InviteResponse(InviteResponse::Decline));
// }
agent.action_timer += read_data.dt.0;
let msg = agent.inbox.pop_back();
match msg {
Some(AgentEvent::Talk(by, subject)) => {
if behavior.can(BehaviorCapability::SPEAK) {
if let Some(target) = read_data.uid_allocator.retrieve_entity_internal(by.id())
{
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
if self.look_toward(controller, read_data, &target) {
controller.actions.push(ControlAction::Stand);
controller.actions.push(ControlAction::Talk);
match subject {
Subject::Regular => {
if let (
Some((_travel_to, destination_name)),
Some(rtsim_entity),
) = (&agent.rtsim_controller.travel_to, &self.rtsim_entity)
{
let msg =
if let Some(tgt_stats) = read_data.stats.get(target) {
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterInteraction {
name: tgt_stats.name.clone(),
},
time_to_forget: read_data.time.0 + 600.0,
}),
);
if rtsim_entity
.brain
.remembers_character(&tgt_stats.name)
{
format!(
"Greetings fair {}! It has been far too \
long since last I saw you.",
&tgt_stats.name
)
} else {
format!(
"I'm heading to {}! Want to come along?",
destination_name
)
}
} else {
format!(
"I'm heading to {}! Want to come along?",
destination_name
)
};
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
} else if behavior.can(BehaviorCapability::TRADE) {
let msg = "npc.speech.merchant_advertisement".to_string();
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
} else {
let msg = "npc.speech.villager".to_string();
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
}
},
Subject::Trade => {
if behavior.can(BehaviorCapability::TRADE) {
if !behavior.is(BehaviorState::TRADING) {
controller.events.push(ControlEvent::InitiateInvite(
by,
InviteKind::Trade,
));
let msg =
"npc.speech.merchant_advertisement".to_string();
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
} else {
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_busy".to_string(),
),
));
}
} else {
// TODO: maybe make some travellers willing to trade with
// simpler goods like potions
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.villager_decline_trade".to_string(),
),
));
}
},
Subject::Mood => {
if let Some(rtsim_entity) = self.rtsim_entity {
if !rtsim_entity.brain.remembers_mood() {
// TODO: the following code will need a rework to
// implement more mood contexts
// This require that town NPCs becomes rtsim_entities to
// work fully.
match rand::random::<u32>() % 3 {
0 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Good(
MoodContext::GoodWeather,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
1 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Neutral(
MoodContext::EverydayLife,
),
},
time_to_forget: read_data.time.0 + 21200.0,
}),
),
2 => agent.rtsim_controller.events.push(
RtSimEvent::SetMood(Memory {
item: MemoryItem::Mood {
state: MoodState::Bad(
MoodContext::GoodWeather,
),
},
time_to_forget: read_data.time.0 + 86400.0,
}),
),
_ => {}, // will never happen
}
}
if let Some(memory) = rtsim_entity.brain.get_mood() {
let msg = match &memory.item {
MemoryItem::Mood { state } => state.describe(),
_ => "".to_string(),
};
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
}
}
},
Subject::Location(location) => {
if let Some(tgt_pos) = read_data.positions.get(target) {
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(
*self.uid,
format!(
"{} ? I think it's {} {} from here!",
location.name,
Distance::from_dir(
location.origin.as_::<f32>()
- tgt_pos.0.xy()
)
.name(),
Direction::from_dir(
location.origin.as_::<f32>()
- tgt_pos.0.xy()
)
.name()
),
),
));
}
},
Subject::Person(person) => {
if let Some(src_pos) = read_data.positions.get(target) {
let msg = if let Some(person_pos) = person.origin {
let distance = Distance::from_dir(
person_pos.xy() - src_pos.0.xy(),
);
match distance {
Distance::NextTo | Distance::Near => {
format!(
"{} ? I think he's {} {} from here!",
person.name(),
distance.name(),
Direction::from_dir(
person_pos.xy() - src_pos.0.xy(),
)
.name()
)
},
_ => {
format!(
"{} ? I think he's gone visiting another \
town. Come back later!",
person.name()
)
},
}
} else {
format!(
"{} ? Sorry, I don't know where you can find him.",
person.name()
)
};
event_emitter.emit(ServerEvent::Chat(
UnresolvedChatMsg::npc(*self.uid, msg),
));
}
},
Subject::Work => {},
}
}
}
}
},
Some(AgentEvent::TradeInvite(with)) => {
if behavior.can(BehaviorCapability::TRADE) {
if !behavior.is(BehaviorState::TRADING) {
// stand still and looking towards the trading player
controller.actions.push(ControlAction::Stand);
controller.actions.push(ControlAction::Talk);
if let Some(target) =
read_data.uid_allocator.retrieve_entity_internal(with.id())
{
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
}
controller
.events
.push(ControlEvent::InviteResponse(InviteResponse::Accept));
behavior.unset(BehaviorState::TRADING_ISSUER);
behavior.set(BehaviorState::TRADING);
} else {
controller
.events
.push(ControlEvent::InviteResponse(InviteResponse::Decline));
if behavior.can(BehaviorCapability::SPEAK) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_busy".to_string(),
)));
}
}
} else {
// TODO: Provide a hint where to find the closest merchant?
controller
.events
.push(ControlEvent::InviteResponse(InviteResponse::Decline));
if behavior.can(BehaviorCapability::SPEAK) {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.villager_decline_trade".to_string(),
)));
}
}
},
Some(AgentEvent::TradeAccepted(with)) => {
if !behavior.is(BehaviorState::TRADING) {
if let Some(target) =
read_data.uid_allocator.retrieve_entity_internal(with.id())
{
agent.target = Some(Target {
target,
hostile: false,
selected_at: read_data.time.0,
});
}
behavior.set(BehaviorState::TRADING);
behavior.set(BehaviorState::TRADING_ISSUER);
}
},
Some(AgentEvent::FinishedTrade(result)) => {
if behavior.is(BehaviorState::TRADING) {
match result {
TradeResult::Completed => {
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_trade_successful".to_string(),
)))
},
_ => event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
*self.uid,
"npc.speech.merchant_trade_declined".to_string(),
))),
}
behavior.unset(BehaviorState::TRADING);
}
},
Some(AgentEvent::UpdatePendingTrade(boxval)) => {
let (tradeid, pending, prices, inventories) = *boxval;
if behavior.is(BehaviorState::TRADING) {
let who: usize = if behavior.is(BehaviorState::TRADING_ISSUER) {
0
} else {
1
};
let balance0: f32 =
prices.balance(&pending.offers, &inventories, 1 - who, true);
let balance1: f32 = prices.balance(&pending.offers, &inventories, who, false);
tracing::debug!("UpdatePendingTrade({}, {})", balance0, balance1);
if balance0 >= balance1 {
// If the trade is favourable to us, only send an accept message if we're
// not already accepting (since otherwise, spamclicking the accept button
// results in lagging and moving to the review phase of an unfavorable trade
// (although since the phase is included in the message, this shouldn't
// result in fully accepting an unfavourable trade))
if !pending.accept_flags[who] {
event_emitter.emit(ServerEvent::ProcessTradeAction(
*self.entity,
tradeid,
TradeAction::Accept(pending.phase),
));
}
} else {
if balance1 > 0.0 {
let msg = format!(
"That only covers {:.1}% of my costs!",
balance0 / balance1 * 100.0
);
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
*self.uid, msg,
)));
}
if pending.phase != TradePhase::Mutate {
// we got into the review phase but without balanced goods, decline
behavior.unset(BehaviorState::TRADING);
event_emitter.emit(ServerEvent::ProcessTradeAction(
*self.entity,
tradeid,
TradeAction::Decline,
));
}
}
}
},
None => {
if behavior.can(BehaviorCapability::SPEAK) {
// no new events, continue looking towards the last interacting player for some
// time
if let Some(Target { target, .. }) = &agent.target {
self.look_toward(controller, read_data, target);
} else {
agent.action_timer = 0.0;
}
}
},
}
}
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());
let tgt_eye_offset = read_data
.bodies
.get(*target)
.map_or(0.0, |b| b.eye_height());
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
}
}
fn flee(
&self,
agent: &mut Agent,
controller: &mut Controller,
terrain: &TerrainGrid,
tgt_pos: &Pos,
dt: &DeltaTime,
) {
if let Some(body) = self.body {
if body.can_strafe() && !self.is_gliding {
controller.actions.push(ControlAction::Unwield);
}
}
if let Some((bearing, speed)) = agent.chaser.chase(
&*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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
agent.action_timer += dt.0;
}
fn choose_target(
&self,
agent: &mut Agent,
behavior: &mut Behavior,
controller: &mut Controller,
read_data: &ReadData,
event_emitter: &mut Emitter<'_, ServerEvent>,
) {
agent.action_timer = 0.0;
// Search for new targets (this looks expensive, but it's only run occasionally)
// TODO: Replace this with a better system that doesn't consider *all* entities
let target = (&read_data.entities, &read_data.positions, &read_data.healths, &read_data.stats, &read_data.inventories, read_data.alignments.maybe(), read_data.char_states.maybe())
.join()
.filter(|(e, e_pos, e_health, e_stats, e_inventory, e_alignment, char_state)| {
let mut search_dist = SEARCH_DIST;
let mut listen_dist = LISTEN_DIST;
if char_state.map_or(false, |c_s| c_s.is_stealthy()) {
// TODO: make sneak more effective based on a stat like e_stats.fitness
search_dist *= SNEAK_COEFFICIENT;
listen_dist *= SNEAK_COEFFICIENT;
}
((e_pos.0.distance_squared(self.pos.0) < search_dist.powi(2) &&
// Within our view
(e_pos.0 - self.pos.0).try_normalized().map(|v| v.dot(*controller.inputs.look_dir) > 0.15).unwrap_or(true))
// Within listen distance
|| e_pos.0.distance_squared(self.pos.0) < listen_dist.powi(2)) // TODO implement proper sound system for agents
&& e != self.entity
&& !e_health.is_dead
&& (try_owner_alignment(self.alignment, &read_data).and_then(|a| try_owner_alignment(*e_alignment, &read_data).map(|b| a.hostile_towards(*b))).unwrap_or(false) || (
if let Some(rtsim_entity) = &self.rtsim_entity {
if rtsim_entity.brain.remembers_fight_with_character(&e_stats.name) {
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterFight { name: e_stats.name.clone() },
time_to_forget: read_data.time.0 + 300.0,
})
);
let msg = format!("{}! How dare you cross me again!", e_stats.name.clone());
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
true
} else {
false
}
} else {
false
}
) ||
(
self.alignment.map_or(false, |alignment| {
if matches!(alignment, Alignment::Npc) && e_inventory.equipped_items().filter(|item| item.tags().contains(&ItemTag::Cultist)).count() > 2 {
if behavior.can(BehaviorCapability::SPEAK) {
if self.rtsim_entity.is_some() {
agent.rtsim_controller.events.push(
RtSimEvent::AddMemory(Memory {
item: MemoryItem::CharacterFight { name: e_stats.name.clone() },
time_to_forget: read_data.time.0 + 300.0,
})
);
}
let msg = "npc.speech.villager_cultist_alarm".to_string();
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(*self.uid, msg)));
}
true
} else {
false
}
})
))
})
// Can we even see them?
.filter(|(_, e_pos, _, _, _, _, _)| read_data.terrain
.ray(self.pos.0 + Vec3::unit_z(), e_pos.0 + Vec3::unit_z())
.until(Block::is_opaque)
.cast()
.0 >= e_pos.0.distance(self.pos.0))
.min_by_key(|(_, e_pos, _, _, _, _, _)| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32) // TODO choose target by more than just distance
.map(|(e, _, _, _, _, _, _)| e);
if let Some(target) = target {
agent.target = Some(Target {
target,
hostile: true,
selected_at: read_data.time.0,
})
} else {
agent.target = None;
}
}
fn jump_if(&self, controller: &mut Controller, condition: bool) {
if condition {
controller
.actions
.push(ControlAction::basic_input(InputKind::Jump));
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
}
#[allow(clippy::too_many_arguments)]
fn attack(
&self,
agent: &mut Agent,
controller: &mut Controller,
terrain: &TerrainGrid,
tgt_pos: &Pos,
tgt_body: Option<&Body>,
dt: &DeltaTime,
read_data: &ReadData,
) {
let min_attack_dist = self.body.map_or(3.0, |b| b.radius() * self.scale + 2.0);
let tactic = match self
.inventory
.equipped(EquipSlot::Mainhand)
.as_ref()
.and_then(|item| {
if let ItemKind::Tool(tool) = &item.kind() {
Some(&tool.kind)
} else {
None
}
}) {
Some(ToolKind::Bow) | Some(ToolKind::BowSimple) => Tactic::Bow,
Some(ToolKind::Staff) | Some(ToolKind::StaffSimple) => Tactic::Staff,
Some(ToolKind::Hammer) => Tactic::Hammer,
Some(ToolKind::Sword)
| Some(ToolKind::Spear)
| Some(ToolKind::SwordSimple)
| Some(ToolKind::AxeSimple) => Tactic::Sword,
Some(ToolKind::Axe) => Tactic::Axe,
Some(ToolKind::Unique(UniqueKind::StoneGolemFist)) => Tactic::StoneGolemBoss,
Some(ToolKind::Unique(UniqueKind::QuadMedQuick)) => Tactic::CircleCharge {
radius: 3,
circle_time: 2,
},
Some(ToolKind::Unique(UniqueKind::QuadMedCharge)) => Tactic::CircleCharge {
radius: 12,
circle_time: 1,
},
Some(ToolKind::Unique(UniqueKind::TheropodCharge)) => Tactic::CircleCharge {
radius: 6,
circle_time: 1,
},
Some(ToolKind::Unique(UniqueKind::QuadMedJump)) => Tactic::QuadMedJump,
Some(ToolKind::Unique(UniqueKind::QuadMedBasic)) => Tactic::QuadMedBasic,
Some(ToolKind::Unique(UniqueKind::QuadLowRanged)) => Tactic::QuadLowRanged,
Some(ToolKind::Unique(UniqueKind::QuadLowTail)) => Tactic::TailSlap,
Some(ToolKind::Unique(UniqueKind::QuadLowQuick)) => Tactic::QuadLowQuick,
Some(ToolKind::Unique(UniqueKind::QuadLowBasic)) => Tactic::QuadLowBasic,
Some(ToolKind::Unique(UniqueKind::QuadLowBreathe))
| Some(ToolKind::Unique(UniqueKind::QuadLowBeam)) => Tactic::Lavadrake,
Some(ToolKind::Unique(UniqueKind::TheropodBasic)) => Tactic::Theropod,
Some(ToolKind::Unique(UniqueKind::TheropodBird)) => Tactic::Theropod,
Some(ToolKind::Unique(UniqueKind::ObjectTurret)) => Tactic::Turret,
Some(ToolKind::Unique(UniqueKind::MindflayerStaff)) => Tactic::Mindflayer,
_ => Tactic::Melee,
};
// Wield the weapon as running towards the target
controller.actions.push(ControlAction::Wield);
let eye_offset = self.body.map_or(0.0, |b| b.eye_height());
let tgt_eye_offset = tgt_body.map_or(0.0, |b| b.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
};
// Hacky distance offset for ranged weapons. This is
// intentionally hacky for now before we make ranged
// NPCs lead targets and implement varying aiming
// skill
let distance_offset = match tactic {
Tactic::Bow => {
0.0004 /* Yay magic numbers */ * self.pos.0.distance_squared(tgt_pos.0)
},
Tactic::Staff => {
0.0015 /* Yay magic numbers */ * self.pos.0.distance_squared(tgt_pos.0)
},
Tactic::QuadLowRanged => {
0.03 /* Yay magic numbers */ * self.pos.0.distance_squared(tgt_pos.0)
},
_ => 0.0,
};
// Apply the distance and eye offsets to make the
// look_dir the vector from projectile launch to
// target point
if let Some(dir) = Dir::from_unnormalized(
Vec3::new(
tgt_pos.0.x,
tgt_pos.0.y,
tgt_pos.0.z + tgt_eye_offset + distance_offset,
) - Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
) {
controller.inputs.look_dir = dir;
}
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
// Match on tactic. Each tactic has different controls
// depending on the distance from the agent to the target
match tactic {
Tactic::Melee => {
if dist_sqrd < min_attack_dist.powi(2) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
controller.inputs.move_dir = Vec2::zero();
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
}
} else {
agent.target = None;
}
},
Tactic::Axe => {
if dist_sqrd < min_attack_dist.powi(2) {
controller.inputs.move_dir = Vec2::zero();
if agent.action_timer > 6.0 {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_timer = 0.0;
} else if agent.action_timer > 4.0 && self.energy.current() > 10 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
} else if self
.stats
.skill_set
.has_skill(Skill::Axe(AxeSkill::UnlockLeap))
&& self.energy.current() > 800
&& thread_rng().gen_bool(0.5)
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_timer += dt.0;
} else {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
}
} else {
agent.target = None;
}
},
Tactic::Hammer => {
if dist_sqrd < min_attack_dist.powi(2) {
controller.inputs.move_dir = Vec2::zero();
if agent.action_timer > 4.0 {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_timer = 0.0;
} else if agent.action_timer > 2.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
} else if self
.stats
.skill_set
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
&& self.energy.current() > 700
&& thread_rng().gen_bool(0.9)
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_timer += dt.0;
} else {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
if self
.stats
.skill_set
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
&& agent.action_timer > 5.0
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_timer = 0.0;
} else {
agent.action_timer += dt.0;
}
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
}
} else {
agent.target = None;
}
},
Tactic::Sword => {
if dist_sqrd < min_attack_dist.powi(2) {
controller.inputs.move_dir = Vec2::zero();
if self
.stats
.skill_set
.has_skill(Skill::Sword(SwordSkill::UnlockSpin))
&& agent.action_timer < 2.0
&& self.energy.current() > 600
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_timer += dt.0;
} else if agent.action_timer > 2.0 {
agent.action_timer = 0.0;
} else {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
if agent.action_timer > 4.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer = 0.0;
} else {
agent.action_timer += dt.0;
}
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
}
} else {
agent.target = None;
}
},
Tactic::Bow => {
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < (2.0 * min_attack_dist).powi(2)
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.move_dir = bearing
.xy()
.rotated_z(thread_rng().gen_range(0.5..1.57))
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
if agent.action_timer > 4.0 {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_timer = 0.0;
} else if agent.action_timer > 2.0 && self.energy.current() > 300 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
} else if self
.stats
.skill_set
.has_skill(Skill::Bow(BowSkill::UnlockRepeater))
&& self.energy.current() > 400
&& thread_rng().gen_bool(0.8)
{
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_timer += dt.0;
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
}
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
}
} else if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::Staff => {
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < min_attack_dist.powi(2)
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) {
if agent.action_timer < 1.5 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
agent.action_timer += dt.0;
} else if agent.action_timer < 3.0 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
agent.action_timer += dt.0;
} else {
agent.action_timer = 0.0;
}
if self
.stats
.skill_set
.has_skill(Skill::Staff(StaffSkill::UnlockShockwave))
&& self.energy.current() > 800
&& thread_rng().gen::<f32>() > 0.8
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
} else if self.energy.current() > 10 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
} else {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.move_dir = bearing
.xy()
.rotated_z(thread_rng().gen_range(-1.57..-0.5))
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Roll));
}
} else if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::StoneGolemBoss => {
if dist_sqrd < min_attack_dist.powi(2) {
// 2.0 is temporary correction factor to allow them to melee with their
// large hitbox
controller.inputs.move_dir = Vec2::zero();
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
//controller.inputs.primary.set_state(true);
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if self.vel.0.is_approx_zero() {
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
}
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
if agent.action_timer > 5.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer = 0.0;
} else {
agent.action_timer += dt.0;
}
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
}
} else {
agent.target = None;
}
},
Tactic::CircleCharge {
radius,
circle_time,
} => {
if dist_sqrd < min_attack_dist.powi(2) && thread_rng().gen_bool(0.5) {
controller.inputs.move_dir = Vec2::zero();
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else if dist_sqrd < (radius as f32 * min_attack_dist).powi(2) {
controller.inputs.move_dir = (self.pos.0 - tgt_pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
} else if dist_sqrd < ((radius as f32 + 1.0) * min_attack_dist).powi(2)
&& dist_sqrd > (radius as f32 * min_attack_dist).powi(2)
{
if agent.action_timer < circle_time as f32 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
agent.action_timer += dt.0;
} else if agent.action_timer < circle_time as f32 + 0.5 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
} else if agent.action_timer < 2.0 * circle_time as f32 + 0.5 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
agent.action_timer += dt.0;
} else if agent.action_timer < 2.0 * circle_time as f32 + 1.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
} else {
agent.action_timer = 0.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::QuadLowRanged => {
if dist_sqrd < (3.0 * min_attack_dist).powi(2) {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
if agent.action_timer > 5.0 {
agent.action_timer = 0.0;
} else if agent.action_timer > 2.5 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(1.75 * PI)
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
agent.action_timer += dt.0;
} else {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(0.25 * PI)
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
agent.action_timer += dt.0;
}
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
} else {
agent.target = None;
}
},
Tactic::TailSlap => {
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
if agent.action_timer > 4.0 {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Primary));
agent.action_timer = 0.0;
} else if agent.action_timer > 1.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
} else {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
}
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.try_normalized()
.unwrap_or_else(Vec2::unit_y)
* 0.1;
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::QuadLowQuick => {
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
} else if dist_sqrd < (3.0 * min_attack_dist).powi(2)
&& dist_sqrd > (2.0 * min_attack_dist).powi(2)
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::QuadLowBasic => {
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
controller.inputs.move_dir = Vec2::zero();
if agent.action_timer > 5.0 {
agent.action_timer = 0.0;
} else if agent.action_timer > 2.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
} else {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::QuadMedJump => {
if dist_sqrd < (1.5 * min_attack_dist).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
} else if dist_sqrd < (5.0 * min_attack_dist).powi(2) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.0,
TraversalConfig {
min_tgt_dist: 1.25,
..self.traversal_config
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
self.jump_if(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
}
} else {
agent.target = None;
}
},
Tactic::QuadMedBasic => {
if dist_sqrd < min_attack_dist.powi(2) {
controller.inputs.move_dir = Vec2::zero();
if agent.action_timer < 2.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
agent.action_timer += dt.0;
} else if agent.action_timer < 3.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
} else {
agent.action_timer = 0.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::Lavadrake | Tactic::QuadLowBeam => {
if dist_sqrd < (2.5 * min_attack_dist).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
} else if dist_sqrd < (7.0 * min_attack_dist).powi(2) {
if agent.action_timer < 2.0 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
} else if agent.action_timer < 4.0 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
agent.action_timer += dt.0;
} else if agent.action_timer < 6.0 {
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
agent.action_timer += dt.0;
} else {
agent.action_timer = 0.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::Theropod => {
if dist_sqrd < (2.0 * min_attack_dist).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
} else {
agent.target = None;
}
},
Tactic::Turret => {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else {
agent.target = None;
}
},
Tactic::FixedTurret => {
controller.inputs.look_dir = self.ori.look_dir();
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else {
agent.target = None;
}
},
Tactic::RotatingTurret => {
controller.inputs.look_dir = Dir::new(
Quaternion::from_xyzw(self.ori.look_dir().x, self.ori.look_dir().y, 0.0, 0.0)
.rotated_z(6.0 * dt.0 as f32)
.into_vec3()
.try_normalized()
.unwrap_or_default(),
);
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else {
agent.target = None;
}
},
Tactic::Mindflayer => {
const MINDFLAYER_ATTACK_DIST: f32 = 16.0;
const MINION_SUMMON_THRESHOLD: f32 = 0.20;
let health_fraction = self.health.map_or(0.5, |h| h.fraction());
// Extreme hack to set action_timer at start of combat
if agent.action_timer < MINION_SUMMON_THRESHOLD
&& health_fraction > MINION_SUMMON_THRESHOLD
{
agent.action_timer = health_fraction - MINION_SUMMON_THRESHOLD;
}
let mindflayer_is_far = dist_sqrd > MINDFLAYER_ATTACK_DIST.powi(2);
if agent.action_timer > health_fraction {
// Summon minions at particular thresholds of health
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(1)));
if matches!(self.char_state, CharacterState::BasicSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
agent.action_timer -= MINION_SUMMON_THRESHOLD;
}
} else if mindflayer_is_far {
// If too far from target, blink to them.
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target_entity: agent
.target
.as_ref()
.and_then(|t| read_data.uids.get(t.target))
.copied(),
select_pos: None,
});
} else {
// If close to target, use either primary or secondary ability
if matches!(self.char_state, CharacterState::BasicBeam(c) if c.timer < Duration::from_secs(10) && !matches!(c.stage_section, StageSection::Recover))
{
// If already using primary, keep using primary until 10 consecutive seconds
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else if matches!(self.char_state, CharacterState::SpinMelee(c) if c.consecutive_spins < 50 && !matches!(c.stage_section, StageSection::Recover))
{
// If already using secondary, keep using secondary until 10 consecutive
// seconds
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
} else if thread_rng().gen_bool(health_fraction.into()) {
// Else if at high health, use primary
controller
.actions
.push(ControlAction::basic_input(InputKind::Primary));
} else {
// Else use secondary
controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
}
}
// Move towards target
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
self.pos.0,
self.vel.0,
tgt_pos.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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
},
}
}
fn follow(
&self,
agent: &mut Agent,
controller: &mut Controller,
terrain: &TerrainGrid,
tgt_pos: &Pos,
) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*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(controller, bearing.z > 1.5);
controller.inputs.move_z = bearing.z;
}
}
}
fn can_see_tgt(terrain: &TerrainGrid, pos: &Pos, tgt_pos: &Pos, dist_sqrd: f32) -> bool {
terrain
.ray(pos.0 + Vec3::unit_z(), tgt_pos.0 + Vec3::unit_z())
.until(Block::is_opaque)
.cast()
.0
.powi(2)
>= dist_sqrd
}
// If target is dead or has invulnerability buff, returns true
fn should_stop_attacking(health: Option<&Health>, buffs: Option<&Buffs>) -> bool {
health.map_or(true, |a| a.is_dead)
|| buffs.map_or(false, |b| b.kinds.contains_key(&BuffKind::Invulnerability))
}
/// Attempts to get alignment of owner if entity has Owned alignment
fn try_owner_alignment<'a>(
alignment: Option<&'a Alignment>,
read_data: &'a ReadData,
) -> Option<&'a Alignment> {
if let Some(Alignment::Owned(owner_uid)) = alignment {
if let Some(owner) = read_data
.uid_allocator
.retrieve_entity_internal(owner_uid.id())
{
return read_data.alignments.get(owner);
}
}
alignment
}