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45fb9f3211
- 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
2572 lines
121 KiB
Rust
2572 lines
121 KiB
Rust
use crate::rtsim::{Entity as RtSimData, RtSim};
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use common::{
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comp::{
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self,
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agent::{AgentEvent, Tactic, Target, DEFAULT_INTERACTION_TIME, TRADE_INTERACTION_TIME},
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buff::{BuffKind, Buffs},
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compass::{Direction, Distance},
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dialogue::{MoodContext, MoodState, Subject},
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group,
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inventory::{item::ItemTag, slot::EquipSlot},
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invite::{InviteKind, InviteResponse},
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item::{
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tool::{ToolKind, UniqueKind},
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ItemDesc, ItemKind,
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},
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skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill},
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Agent, Alignment, Behavior, BehaviorCapability, BehaviorState, Body, CharacterState,
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ControlAction, ControlEvent, Controller, Energy, Health, InputKind, Inventory,
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LightEmitter, MountState, Ori, PhysicsState, Pos, Scale, Stats, UnresolvedChatMsg, Vel,
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},
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event::{Emitter, EventBus, ServerEvent},
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path::TraversalConfig,
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resources::{DeltaTime, Time, TimeOfDay},
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rtsim::{Memory, MemoryItem, RtSimEntity, RtSimEvent},
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states::utils::StageSection,
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terrain::{Block, TerrainGrid},
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time::DayPeriod,
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trade::{TradeAction, TradePhase, TradeResult},
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uid::{Uid, UidAllocator},
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util::Dir,
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vol::ReadVol,
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};
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use common_base::prof_span;
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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use rand::{thread_rng, Rng};
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use rayon::iter::ParallelIterator;
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use specs::{
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saveload::{Marker, MarkerAllocator},
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shred::ResourceId,
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Entities, Entity as EcsEntity, Join, ParJoin, Read, ReadExpect, ReadStorage, SystemData, World,
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Write, WriteExpect, WriteStorage,
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};
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use std::{f32::consts::PI, sync::Arc, time::Duration};
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use vek::*;
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struct AgentData<'a> {
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entity: &'a EcsEntity,
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rtsim_entity: Option<&'a RtSimData>,
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uid: &'a Uid,
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pos: &'a Pos,
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vel: &'a Vel,
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ori: &'a Ori,
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energy: &'a Energy,
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body: Option<&'a Body>,
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inventory: &'a Inventory,
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stats: &'a Stats,
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physics_state: &'a PhysicsState,
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alignment: Option<&'a Alignment>,
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traversal_config: TraversalConfig,
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scale: f32,
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flees: bool,
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damage: f32,
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light_emitter: Option<&'a LightEmitter>,
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glider_equipped: bool,
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is_gliding: bool,
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health: Option<&'a Health>,
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char_state: &'a CharacterState,
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}
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#[derive(SystemData)]
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pub struct ReadData<'a> {
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entities: Entities<'a>,
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uid_allocator: Read<'a, UidAllocator>,
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dt: Read<'a, DeltaTime>,
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time: Read<'a, Time>,
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group_manager: Read<'a, group::GroupManager>,
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energies: ReadStorage<'a, Energy>,
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positions: ReadStorage<'a, Pos>,
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velocities: ReadStorage<'a, Vel>,
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orientations: ReadStorage<'a, Ori>,
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scales: ReadStorage<'a, Scale>,
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healths: ReadStorage<'a, Health>,
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inventories: ReadStorage<'a, Inventory>,
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stats: ReadStorage<'a, Stats>,
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physics_states: ReadStorage<'a, PhysicsState>,
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char_states: ReadStorage<'a, CharacterState>,
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uids: ReadStorage<'a, Uid>,
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groups: ReadStorage<'a, group::Group>,
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terrain: ReadExpect<'a, TerrainGrid>,
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alignments: ReadStorage<'a, Alignment>,
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bodies: ReadStorage<'a, Body>,
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mount_states: ReadStorage<'a, MountState>,
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time_of_day: Read<'a, TimeOfDay>,
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light_emitter: ReadStorage<'a, LightEmitter>,
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world: ReadExpect<'a, Arc<world::World>>,
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rtsim_entities: ReadStorage<'a, RtSimEntity>,
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buffs: ReadStorage<'a, Buffs>,
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}
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// This is 3.1 to last longer than the last damage timer (3.0 seconds)
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const DAMAGE_MEMORY_DURATION: f64 = 0.1;
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const FLEE_DURATION: f32 = 3.0;
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const MAX_FOLLOW_DIST: f32 = 12.0;
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const MAX_CHASE_DIST: f32 = 250.0;
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const MAX_FLEE_DIST: f32 = 20.0;
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const LISTEN_DIST: f32 = 16.0;
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const SEARCH_DIST: f32 = 48.0;
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const SIGHT_DIST: f32 = 80.0;
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const SNEAK_COEFFICIENT: f32 = 0.25;
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const AVG_FOLLOW_DIST: f32 = 6.0;
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const RETARGETING_THRESHOLD_SECONDS: f64 = 10.0;
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/// This system will allow NPCs to modify their controller
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#[derive(Default)]
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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ReadData<'a>,
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Write<'a, EventBus<ServerEvent>>,
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WriteStorage<'a, Agent>,
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WriteStorage<'a, Controller>,
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WriteExpect<'a, RtSim>,
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WriteStorage<'a, Behavior>,
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);
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const NAME: &'static str = "agent";
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const ORIGIN: Origin = Origin::Server;
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const PHASE: Phase = Phase::Create;
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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fn run(
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job: &mut Job<Self>,
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(read_data, event_bus, mut agents, mut controllers, mut rtsim, mut behaviors): Self::SystemData,
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) {
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let rtsim = &mut *rtsim;
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job.cpu_stats.measure(ParMode::Rayon);
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(
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&read_data.entities,
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(&read_data.energies, read_data.healths.maybe()),
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(
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&read_data.positions,
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&read_data.velocities,
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&read_data.orientations,
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),
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read_data.bodies.maybe(),
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&read_data.inventories,
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&read_data.stats,
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&read_data.physics_states,
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&read_data.uids,
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&mut agents,
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&mut controllers,
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read_data.light_emitter.maybe(),
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read_data.groups.maybe(),
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read_data.mount_states.maybe(),
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&read_data.char_states,
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&mut behaviors,
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)
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.par_join()
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.filter(|(_, _, _, _, _, _, _, _, _, _, _, _, mount_state, _, _)| {
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// Skip mounted entities
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mount_state
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.map(|ms| *ms == MountState::Unmounted)
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.unwrap_or(true)
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})
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.for_each_init(
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|| {
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prof_span!(guard, "agent rayon job");
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guard
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},
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|_guard,
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(
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entity,
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(energy, health),
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(pos, vel, ori),
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body,
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inventory,
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stats,
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physics_state,
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uid,
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agent,
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controller,
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light_emitter,
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groups,
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_,
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char_state,
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behavior,
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)| {
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//// Hack, replace with better system when groups are more sophisticated
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//// Override alignment if in a group unless entity is owned already
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let alignment = if !matches!(
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&read_data.alignments.get(entity),
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&Some(Alignment::Owned(_))
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) {
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groups
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.and_then(|g| read_data.group_manager.group_info(*g))
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.and_then(|info| read_data.uids.get(info.leader))
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.copied()
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.map(Alignment::Owned)
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.or(read_data.alignments.get(entity).copied())
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} else {
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read_data.alignments.get(entity).copied()
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};
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controller.reset();
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let mut event_emitter = event_bus.emitter();
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// Default to looking in orientation direction (can be overridden below)
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controller.inputs.look_dir = ori.look_dir();
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let scale = read_data.scales.get(entity).map(|s| s.0).unwrap_or(1.0);
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let glider_equipped = inventory
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.equipped(EquipSlot::Glider)
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.as_ref()
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.map_or(false, |item| {
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matches!(item.kind(), comp::item::ItemKind::Glider(_))
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});
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let is_gliding = matches!(
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read_data.char_states.get(entity),
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Some(CharacterState::GlideWield) | Some(CharacterState::Glide)
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) && !physics_state.on_ground;
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// This controls how picky NPCs are about their pathfinding. Giants are larger
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// and so can afford to be less precise when trying to move around
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// the world (especially since they would otherwise get stuck on
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// obstacles that smaller entities would not).
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let node_tolerance = scale * 1.5;
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let slow_factor = body.map(|b| b.base_accel() / 250.0).unwrap_or(0.0).min(1.0);
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let traversal_config = TraversalConfig {
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node_tolerance,
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slow_factor,
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on_ground: physics_state.on_ground,
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in_liquid: physics_state.in_liquid.is_some(),
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min_tgt_dist: 1.0,
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can_climb: body.map(|b| b.can_climb()).unwrap_or(false),
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can_fly: body.map(|b| b.can_fly().is_some()).unwrap_or(false),
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};
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if traversal_config.can_fly {
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// hack (kinda): Never turn off flight for entities that can fly at all,
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// since it results in stuttering and falling back to the ground.
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// If we need to be able to have entities (dragons maybe?) both fly and
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// run/jump, we probably need to refactor to avoid resetting the controller
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// every frame.
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Fly));
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}
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let flees = alignment
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.map(|a| !matches!(a, Alignment::Enemy | Alignment::Owned(_)))
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.unwrap_or(true);
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let damage = health.map_or(1.0, |h| h.current() as f32 / h.maximum() as f32);
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let rtsim_entity = read_data
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.rtsim_entities
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.get(entity)
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.and_then(|rtsim_ent| rtsim.get_entity(rtsim_ent.0));
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// Package all this agent's data into a convenient struct
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let data = AgentData {
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entity: &entity,
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rtsim_entity,
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uid,
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pos,
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vel,
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ori,
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energy,
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body,
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inventory,
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stats,
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physics_state,
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alignment: alignment.as_ref(),
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traversal_config,
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scale,
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flees,
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damage,
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light_emitter,
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glider_equipped,
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is_gliding,
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health: read_data.healths.get(entity),
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char_state,
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};
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///////////////////////////////////////////////////////////
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// Behavior tree
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///////////////////////////////////////////////////////////
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// The behavior tree is meant to make decisions for agents
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// *but should not* mutate any data (only action nodes
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// should do that). Each path should lead to one (and only
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// one) action node. This makes bugfinding much easier and
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// debugging way easier. If you don't think so, try
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// debugging the agent code before this MR
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// (https://gitlab.com/veloren/veloren/-/merge_requests/1801).
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// Each tick should arrive at one (1) action node which
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// then determines what the agent does. If this makes you
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// uncomfortable, consider dt the response time of the
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// NPC. To make the tree easier to read, subtrees can be
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// created as methods on `AgentData`. Action nodes are
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// also methods on the `AgentData` struct. Action nodes
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// are the only parts of this tree that should provide
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// inputs.
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// If falling fast and can glide, save yourself!
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if data.glider_equipped && !data.physics_state.on_ground {
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// toggle glider when vertical velocity is above some threshold (here ~
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// glider fall vertical speed)
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data.glider_fall(agent, controller, &read_data);
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} else if let Some(Target {
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target, hostile, ..
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}) = agent.target
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{
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if let Some(tgt_health) = read_data.healths.get(target) {
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// If the target is hostile (either based on alignment or if
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// the target just attacked
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if !tgt_health.is_dead {
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if hostile {
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data.hostile_tree(
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agent,
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behavior,
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controller,
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&read_data,
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&mut event_emitter,
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);
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// Target is something worth following methinks
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} else if let Some(Alignment::Owned(_)) = data.alignment {
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if let Some(tgt_pos) = read_data.positions.get(target) {
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let dist_sqrd = pos.0.distance_squared(tgt_pos.0);
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// If really far away drop everything and follow
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if dist_sqrd > (2.0 * MAX_FOLLOW_DIST).powi(2) {
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agent.bearing = Vec2::zero();
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data.follow(
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agent,
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controller,
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&read_data.terrain,
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tgt_pos,
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);
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// Attack target's attacker
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} else if tgt_health.last_change.0 < 5.0
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&& tgt_health.last_change.1.amount < 0
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{
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if let comp::HealthSource::Damage {
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by: Some(by), ..
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} = tgt_health.last_change.1.cause
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{
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if let Some(attacker) = read_data
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.uid_allocator
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.retrieve_entity_internal(by.id())
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{
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agent.target = Some(Target {
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target: attacker,
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hostile: true,
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selected_at: read_data.time.0,
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});
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if let Some(tgt_pos) =
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read_data.positions.get(attacker)
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{
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if should_stop_attacking(
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read_data.healths.get(attacker),
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read_data.buffs.get(attacker),
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) {
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agent.target = Some(Target {
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target,
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hostile: false,
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selected_at: read_data.time.0,
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});
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data.idle(
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agent, controller, &read_data,
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);
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} else {
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data.attack(
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agent,
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controller,
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&read_data.terrain,
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tgt_pos,
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read_data.bodies.get(attacker),
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&read_data.dt,
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&read_data,
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);
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}
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}
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}
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}
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// Follow owner if too far away and not
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// fighting
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} else if dist_sqrd > MAX_FOLLOW_DIST.powi(2) {
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data.follow(
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agent,
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controller,
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&read_data.terrain,
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tgt_pos,
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);
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// Otherwise just idle
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} else {
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data.idle_tree(
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agent,
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behavior,
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controller,
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&read_data,
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&mut event_emitter,
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);
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}
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}
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} else {
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data.idle_tree(
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agent,
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behavior,
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controller,
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&read_data,
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&mut event_emitter,
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);
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}
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} else {
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agent.target = None;
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data.idle_tree(
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agent,
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behavior,
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controller,
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&read_data,
|
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&mut event_emitter,
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);
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}
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} else {
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agent.target = None;
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data.idle_tree(
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|
agent,
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|
behavior,
|
|
controller,
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&read_data,
|
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&mut event_emitter,
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);
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}
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} else {
|
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// Target an entity that's attacking us if the attack was recent and we
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// have a health component
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|
match health {
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Some(health) if health.last_change.0 < DAMAGE_MEMORY_DURATION => {
|
|
if let comp::HealthSource::Damage { by: Some(by), .. } =
|
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health.last_change.1.cause
|
|
{
|
|
if let Some(attacker) =
|
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read_data.uid_allocator.retrieve_entity_internal(by.id())
|
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{
|
|
if let Some(tgt_pos) = read_data.positions.get(attacker) {
|
|
// If the target is dead or in a safezone, remove the
|
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// target
|
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// and idle.
|
|
if should_stop_attacking(
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read_data.healths.get(attacker),
|
|
read_data.buffs.get(attacker),
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) {
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agent.target = None;
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data.idle_tree(
|
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agent,
|
|
behavior,
|
|
controller,
|
|
&read_data,
|
|
&mut event_emitter,
|
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);
|
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} else {
|
|
agent.target = Some(Target {
|
|
target: attacker,
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|
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(
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|
RtSimEvent::AddMemory(Memory {
|
|
item: MemoryItem::CharacterFight {
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|
name: tgt_stats.name.clone(),
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|
},
|
|
time_to_forget: read_data.time.0
|
|
+ 300.0,
|
|
}),
|
|
);
|
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}
|
|
}
|
|
}
|
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} else {
|
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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
|
|
}
|