mirror of
https://gitlab.com/veloren/veloren.git
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376 lines
12 KiB
Rust
376 lines
12 KiB
Rust
use crate::{
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comp::{humanoid, quadruped_low, quadruped_medium, quadruped_small, Body},
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path::Chaser,
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rtsim::RtSimController,
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trade::{PendingTrade, ReducedInventory, SiteId, SitePrices, TradeId, TradeResult},
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uid::Uid,
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};
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use specs::{Component, Entity as EcsEntity};
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use specs_idvs::IdvStorage;
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use std::collections::VecDeque;
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use vek::*;
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use super::dialogue::Subject;
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pub const DEFAULT_INTERACTION_TIME: f32 = 3.0;
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pub const TRADE_INTERACTION_TIME: f32 = 300.0;
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#[derive(Eq, PartialEq)]
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pub enum Tactic {
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Melee,
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Axe,
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Hammer,
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Sword,
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Bow,
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Staff,
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StoneGolem,
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CircleCharge { radius: u32, circle_time: u32 },
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QuadLowRanged,
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TailSlap,
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QuadLowQuick,
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QuadLowBasic,
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QuadLowBeam,
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QuadMedJump,
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QuadMedBasic,
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Lavadrake,
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Theropod,
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Turret,
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FixedTurret,
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RotatingTurret,
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Mindflayer,
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BirdLargeBreathe,
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BirdLargeFire,
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Minotaur,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub enum Alignment {
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/// Wild animals and gentle giants
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Wild,
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/// Dungeon cultists and bandits
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Enemy,
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/// Friendly folk in villages
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Npc,
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/// Farm animals and pets of villagers
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Tame,
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/// Pets you've tamed with a collar
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Owned(Uid),
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/// Passive objects like training dummies
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Passive,
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}
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impl Alignment {
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// Always attacks
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pub fn hostile_towards(self, other: Alignment) -> bool {
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match (self, other) {
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(Alignment::Enemy, Alignment::Enemy) => false,
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(Alignment::Enemy, Alignment::Wild) => false,
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(Alignment::Wild, Alignment::Enemy) => false,
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(Alignment::Wild, Alignment::Wild) => false,
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(Alignment::Npc, Alignment::Wild) => false,
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(Alignment::Npc, Alignment::Enemy) => true,
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(_, Alignment::Enemy) => true,
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(Alignment::Enemy, _) => true,
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_ => false,
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}
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}
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// Never attacks
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pub fn passive_towards(self, other: Alignment) -> bool {
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match (self, other) {
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(Alignment::Enemy, Alignment::Enemy) => true,
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(Alignment::Owned(a), Alignment::Owned(b)) if a == b => true,
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(Alignment::Npc, Alignment::Npc) => true,
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(Alignment::Npc, Alignment::Tame) => true,
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(Alignment::Enemy, Alignment::Wild) => true,
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(Alignment::Wild, Alignment::Enemy) => true,
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(Alignment::Tame, Alignment::Npc) => true,
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(Alignment::Tame, Alignment::Tame) => true,
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(_, Alignment::Passive) => true,
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_ => false,
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}
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}
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// TODO: Remove this hack
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pub fn is_friendly_to_players(&self) -> bool {
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matches!(self, Alignment::Npc | Alignment::Tame | Alignment::Owned(_))
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}
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}
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impl Component for Alignment {
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type Storage = IdvStorage<Self>;
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}
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bitflags::bitflags! {
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#[derive(Default)]
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pub struct BehaviorCapability: u8 {
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const SPEAK = 0b00000001;
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}
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}
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bitflags::bitflags! {
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#[derive(Default)]
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pub struct BehaviorState: u8 {
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const TRADING = 0b00000001;
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const TRADING_ISSUER = 0b00000010;
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}
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}
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/// # Behavior Component
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/// This component allow an Entity to register one or more behavior tags.
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/// These tags act as flags of what an Entity can do, or what it is doing.
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/// Behaviors Tags can be added and removed as the Entity lives, to update its
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/// state when needed
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#[derive(Default, Copy, Clone, Debug)]
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pub struct Behavior {
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capabilities: BehaviorCapability,
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state: BehaviorState,
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pub trade_site: Option<SiteId>,
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}
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impl From<BehaviorCapability> for Behavior {
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fn from(capabilities: BehaviorCapability) -> Self {
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Behavior {
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capabilities,
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state: BehaviorState::default(),
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trade_site: None,
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}
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}
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}
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impl Behavior {
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/// Builder function
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/// Set capabilities if Option is Some
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pub fn maybe_with_capabilities(
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mut self,
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maybe_capabilities: Option<BehaviorCapability>,
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) -> Self {
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if let Some(capabilities) = maybe_capabilities {
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self.allow(capabilities)
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}
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self
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}
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/// Builder function
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/// Set trade_site if Option is Some
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pub fn with_trade_site(mut self, trade_site: Option<SiteId>) -> Self {
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self.trade_site = trade_site;
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self
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}
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/// Set capabilities to the Behavior
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pub fn allow(&mut self, capabilities: BehaviorCapability) {
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self.capabilities.set(capabilities, true)
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}
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/// Unset capabilities to the Behavior
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pub fn deny(&mut self, capabilities: BehaviorCapability) {
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self.capabilities.set(capabilities, false)
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}
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/// Check if the Behavior is able to do something
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pub fn can(&self, capabilities: BehaviorCapability) -> bool {
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self.capabilities.contains(capabilities)
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}
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/// Check if the Behavior is able to trade
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pub fn can_trade(&self) -> bool { self.trade_site.is_some() }
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/// Set a state to the Behavior
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pub fn set(&mut self, state: BehaviorState) { self.state.set(state, true) }
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/// Unset a state to the Behavior
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pub fn unset(&mut self, state: BehaviorState) { self.state.set(state, false) }
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/// Check if the Behavior has a specific state
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pub fn is(&self, state: BehaviorState) -> bool { self.state.contains(state) }
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}
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#[derive(Clone, Debug, Default)]
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pub struct Psyche {
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pub aggro: f32, // 0.0 = always flees, 1.0 = always attacks, 0.5 = flee at 50% health
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}
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impl<'a> From<&'a Body> for Psyche {
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fn from(body: &'a Body) -> Self {
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Self {
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aggro: match body {
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Body::Humanoid(humanoid) => match humanoid.species {
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humanoid::Species::Danari => 0.9,
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humanoid::Species::Dwarf => 0.8,
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humanoid::Species::Elf => 0.7,
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humanoid::Species::Human => 0.6,
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humanoid::Species::Orc => 0.9,
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humanoid::Species::Undead => 0.9,
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},
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Body::QuadrupedSmall(quadruped_small) => match quadruped_small.species {
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quadruped_small::Species::Pig => 0.5,
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quadruped_small::Species::Fox => 0.3,
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quadruped_small::Species::Sheep => 0.5,
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quadruped_small::Species::Boar => 0.8,
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quadruped_small::Species::Jackalope => 0.4,
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quadruped_small::Species::Skunk => 0.6,
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quadruped_small::Species::Cat => 0.2,
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quadruped_small::Species::Batfox => 0.6,
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quadruped_small::Species::Raccoon => 0.4,
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quadruped_small::Species::Quokka => 0.4,
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quadruped_small::Species::Dodarock => 0.9,
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quadruped_small::Species::Holladon => 1.0,
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quadruped_small::Species::Hyena => 0.4,
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quadruped_small::Species::Rabbit => 0.1,
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quadruped_small::Species::Truffler => 0.8,
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quadruped_small::Species::Frog => 0.4,
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quadruped_small::Species::Hare => 0.2,
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quadruped_small::Species::Goat => 0.5,
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_ => 0.0,
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},
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Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
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quadruped_medium::Species::Tuskram => 0.7,
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quadruped_medium::Species::Frostfang => 0.9,
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quadruped_medium::Species::Mouflon => 0.7,
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quadruped_medium::Species::Catoblepas => 0.8,
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quadruped_medium::Species::Deer => 0.6,
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quadruped_medium::Species::Hirdrasil => 0.7,
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quadruped_medium::Species::Donkey => 0.7,
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quadruped_medium::Species::Camel => 0.7,
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quadruped_medium::Species::Zebra => 0.7,
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quadruped_medium::Species::Antelope => 0.6,
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quadruped_medium::Species::Horse => 0.7,
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quadruped_medium::Species::Cattle => 0.7,
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quadruped_medium::Species::Darkhound => 0.9,
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quadruped_medium::Species::Dreadhorn => 0.8,
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quadruped_medium::Species::Snowleopard => 0.7,
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_ => 0.5,
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},
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Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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quadruped_low::Species::Salamander => 0.7,
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quadruped_low::Species::Monitor => 0.7,
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quadruped_low::Species::Asp => 0.9,
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quadruped_low::Species::Pangolin => 0.4,
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_ => 0.6,
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},
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Body::BipedSmall(_) => 0.5,
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Body::BirdMedium(_) => 0.5,
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Body::BirdLarge(_) => 0.9,
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Body::FishMedium(_) => 0.15,
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Body::FishSmall(_) => 0.0,
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Body::BipedLarge(_) => 1.0,
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Body::Object(_) => 1.0,
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Body::Golem(_) => 1.0,
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Body::Theropod(_) => 1.0,
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Body::Dragon(_) => 1.0,
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Body::Ship(_) => 1.0,
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},
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}
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}
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}
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#[derive(Clone, Debug)]
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/// Events that affect agent behavior from other entities/players/environment
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pub enum AgentEvent {
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/// Engage in conversation with entity with Uid
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Talk(Uid, Subject),
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TradeInvite(Uid),
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TradeAccepted(Uid),
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FinishedTrade(TradeResult),
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UpdatePendingTrade(
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// this data structure is large so box it to keep AgentEvent small
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Box<(
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TradeId,
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PendingTrade,
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SitePrices,
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[Option<ReducedInventory>; 2],
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)>,
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),
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// Add others here
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}
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#[derive(Clone, Debug)]
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pub struct Target {
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pub target: EcsEntity,
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pub hostile: bool,
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pub selected_at: f64,
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}
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#[derive(Clone, Debug, Default)]
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pub struct Agent {
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pub rtsim_controller: RtSimController,
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pub patrol_origin: Option<Vec3<f32>>,
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pub target: Option<Target>,
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pub chaser: Chaser,
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pub behavior: Behavior,
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pub psyche: Psyche,
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pub inbox: VecDeque<AgentEvent>,
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pub action_state: ActionState,
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pub bearing: Vec2<f32>,
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}
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#[derive(Clone, Debug, Default)]
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pub struct ActionState {
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pub action_timer: f32,
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pub action_float: f32,
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pub action_bool: bool,
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}
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impl Agent {
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pub fn with_patrol_origin(mut self, origin: Vec3<f32>) -> Self {
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self.patrol_origin = Some(origin);
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self
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}
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pub fn with_destination(mut self, pos: Vec3<f32>) -> Self {
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self.psyche = Psyche { aggro: 1.0 };
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self.rtsim_controller = RtSimController::with_destination(pos);
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self.behavior.allow(BehaviorCapability::SPEAK);
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self
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}
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pub fn new(
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patrol_origin: Option<Vec3<f32>>,
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body: &Body,
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behavior: Behavior,
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no_flee: bool,
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) -> Self {
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Agent {
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patrol_origin,
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psyche: if no_flee {
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Psyche { aggro: 1.0 }
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} else {
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Psyche::from(body)
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},
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behavior,
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..Default::default()
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}
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}
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}
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impl Component for Agent {
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type Storage = IdvStorage<Self>;
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}
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#[cfg(test)]
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mod tests {
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use super::{Behavior, BehaviorCapability, BehaviorState};
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/// Test to verify that Behavior is working correctly at its most basic
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/// usages
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#[test]
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pub fn behavior_basic() {
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let mut b = Behavior::default();
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// test capabilities
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assert!(!b.can(BehaviorCapability::SPEAK));
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b.allow(BehaviorCapability::SPEAK);
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assert!(b.can(BehaviorCapability::SPEAK));
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b.deny(BehaviorCapability::SPEAK);
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assert!(!b.can(BehaviorCapability::SPEAK));
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// test states
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assert!(!b.is(BehaviorState::TRADING));
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b.set(BehaviorState::TRADING);
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assert!(b.is(BehaviorState::TRADING));
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b.unset(BehaviorState::TRADING);
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assert!(!b.is(BehaviorState::TRADING));
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// test `from`
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let b = Behavior::from(BehaviorCapability::SPEAK);
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assert!(b.can(BehaviorCapability::SPEAK));
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}
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}
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