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137 lines
3.6 KiB
Rust
137 lines
3.6 KiB
Rust
use crate::{comp::Body, path::Chaser, sync::Uid};
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use specs::{Component, Entity as EcsEntity};
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use specs_idvs::IdvStorage;
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use vek::*;
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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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}
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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, _) => 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::Tame, Alignment::Npc) => true,
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(Alignment::Tame, Alignment::Tame) => 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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#[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
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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(_) => 0.5,
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Body::QuadrupedSmall(_) => 0.35,
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Body::QuadrupedMedium(_) => 0.5,
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Body::QuadrupedLow(_) => 0.65,
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Body::BirdMedium(_) => 1.0,
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Body::BirdSmall(_) => 0.2,
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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(_) => 0.0,
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Body::Golem(_) => 1.0,
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Body::Critter(_) => 0.1,
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Body::Dragon(_) => 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, Default)]
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pub struct Agent {
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pub patrol_origin: Option<Vec3<f32>>,
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pub activity: Activity,
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/// Does the agent talk when e.g. hit by the player
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// TODO move speech patterns into a Behavior component
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pub can_speak: bool,
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pub psyche: Psyche,
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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 new(origin: Vec3<f32>, can_speak: bool, body: &Body) -> Self {
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let patrol_origin = Some(origin);
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Agent {
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patrol_origin,
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can_speak,
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psyche: Psyche::from(body),
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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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#[derive(Clone, Debug)]
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pub enum Activity {
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Idle(Vec2<f32>),
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Follow {
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target: EcsEntity,
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chaser: Chaser,
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},
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Attack {
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target: EcsEntity,
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chaser: Chaser,
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time: f64,
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been_close: bool,
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powerup: f32,
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},
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}
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impl Activity {
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pub fn is_follow(&self) -> bool { matches!(self, Activity::Follow { .. }) }
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pub fn is_attack(&self) -> bool { matches!(self, Activity::Attack { .. }) }
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}
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impl Default for Activity {
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fn default() -> Self { Activity::Idle(Vec2::zero()) }
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}
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