mirror of
https://gitlab.com/veloren/veloren.git
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506 lines
17 KiB
Rust
506 lines
17 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, fmt};
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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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pub const MAX_LISTEN_DIST: f32 = 100.0;
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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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ServerSound(Sound),
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}
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#[derive(Copy, Clone, Debug)]
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pub struct Sound {
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pub kind: SoundKind,
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pub pos: Vec3<f32>,
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pub vol: f32,
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pub time: f64,
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}
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impl Sound {
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pub fn new(kind: SoundKind, pos: Vec3<f32>, vol: f32, time: f64) -> Self {
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Sound {
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kind,
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pos,
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vol,
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time,
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}
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}
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pub fn with_new_vol(mut self, new_vol: f32) -> Self {
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self.vol = new_vol;
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self
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}
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}
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#[derive(Copy, Clone, Debug)]
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pub enum SoundKind {
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Unknown,
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Movement,
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Melee,
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Projectile,
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Explosion,
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Beam,
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Shockwave,
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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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#[allow(clippy::type_complexity)]
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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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pub sounds_heard: Vec<Sound>,
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pub awareness: f32,
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pub pid_controller: Option<PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>>,
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}
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#[derive(Clone, Debug, Default)]
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pub struct ActionState {
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pub timer: f32,
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pub counter: f32,
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pub condition: bool,
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pub int_counter: u8,
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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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#[allow(clippy::type_complexity)]
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pub fn with_pid_controller(
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mut self,
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pid: PidController<fn(Vec3<f32>, Vec3<f32>) -> f32, 16>,
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) -> Self {
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self.pid_controller = Some(pid);
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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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/// PID controllers are used for automatically adapting nonlinear controls (like
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/// buoyancy for airships) to target specific outcomes (i.e. a specific height)
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#[derive(Clone)]
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pub struct PidController<F: Fn(Vec3<f32>, Vec3<f32>) -> f32, const NUM_SAMPLES: usize> {
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/// The coefficient of the proportional term
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pub kp: f32,
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/// The coefficient of the integral term
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pub ki: f32,
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/// The coefficient of the derivative term
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pub kd: f32,
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/// The setpoint that the process has as its goal
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pub sp: Vec3<f32>,
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/// A ring buffer of the last NUM_SAMPLES measured process variables
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pv_samples: [(f64, Vec3<f32>); NUM_SAMPLES],
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/// The index into the ring buffer of process variables
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pv_idx: usize,
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/// The error function, to change how the difference between the setpoint
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/// and process variables are calculated
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e: F,
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}
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impl<F: Fn(Vec3<f32>, Vec3<f32>) -> f32, const NUM_SAMPLES: usize> fmt::Debug
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for PidController<F, NUM_SAMPLES>
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{
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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f.debug_struct("PidController")
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.field("kp", &self.kp)
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.field("ki", &self.ki)
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.field("kd", &self.kd)
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.field("sp", &self.sp)
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.field("pv_samples", &self.pv_samples)
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.field("pv_idx", &self.pv_idx)
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.finish()
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}
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}
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impl<F: Fn(Vec3<f32>, Vec3<f32>) -> f32, const NUM_SAMPLES: usize> PidController<F, NUM_SAMPLES> {
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/// Constructs a PidController with the specified weights, setpoint,
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/// starting time, and error function
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pub fn new(kp: f32, ki: f32, kd: f32, sp: Vec3<f32>, time: f64, e: F) -> Self {
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Self {
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kp,
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ki,
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kd,
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sp,
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pv_samples: [(time, Vec3::zero()); NUM_SAMPLES],
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pv_idx: 0,
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e,
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}
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}
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/// Adds a measurement of the process variable to the ringbuffer
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pub fn add_measurement(&mut self, time: f64, pv: Vec3<f32>) {
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self.pv_idx += 1;
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self.pv_idx %= NUM_SAMPLES;
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self.pv_samples[self.pv_idx] = (time, pv);
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}
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/// The amount to set the control variable to is a weighed sum of the
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/// proportional error, the integral error, and the derivative error.
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/// https://en.wikipedia.org/wiki/PID_controller#Mathematical_form
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pub fn calc_err(&self) -> f32 {
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self.kp * self.proportional_err()
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+ self.ki * self.integral_err()
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+ self.kd * self.derivative_err()
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}
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/// The proportional error is the error function applied to the set point
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/// and the most recent process variable measurement
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pub fn proportional_err(&self) -> f32 { (self.e)(self.sp, self.pv_samples[self.pv_idx].1) }
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/// The integral error is the error function integrated over the last
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/// NUM_SAMPLES values. The trapezoid rule for numerical integration was
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/// chosen because it's fairly easy to calculate and sufficiently accurate.
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/// https://en.wikipedia.org/wiki/Trapezoidal_rule#Uniform_grid
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pub fn integral_err(&self) -> f32 {
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let f = |x| (self.e)(self.sp, x);
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let (a, x0) = self.pv_samples[(self.pv_idx + 1) % NUM_SAMPLES];
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let (b, xn) = self.pv_samples[self.pv_idx];
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let dx = (b - a) / NUM_SAMPLES as f64;
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let mut err = 0.0;
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// \Sigma_{k=1}^{N-1} f(x_k)
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for k in 1..=NUM_SAMPLES - 1 {
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let xk = self.pv_samples[(self.pv_idx + 1 + k) % NUM_SAMPLES].1;
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err += f(xk);
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}
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// (\Sigma_{k=1}^{N-1} f(x_k)) + \frac{f(x_N) + f(x_0)}{2}
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err += (f(xn) - f(x0)) / 2.0;
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// \Delta x * ((\Sigma_{k=1}^{N-1} f(x_k)) + \frac{f(x_N) + f(x_0)}{2})
|
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err *= dx as f32;
|
|
err
|
|
}
|
|
|
|
/// The derivative error is the numerical derivative of the error function
|
|
/// based on the most recent 2 samples. Using more than 2 samples might
|
|
/// improve the accuracy of the estimate of the derivative, but it would be
|
|
/// an estimate of the derivative error further in the past.
|
|
/// https://en.wikipedia.org/wiki/Numerical_differentiation#Finite_differences
|
|
pub fn derivative_err(&self) -> f32 {
|
|
let f = |x| (self.e)(self.sp, x);
|
|
let (a, x0) = self.pv_samples[(self.pv_idx + NUM_SAMPLES - 1) % NUM_SAMPLES];
|
|
let (b, x1) = self.pv_samples[self.pv_idx];
|
|
let h = b - a;
|
|
(f(x1) - f(x0)) / h as f32
|
|
}
|
|
}
|