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https://gitlab.com/veloren/veloren.git
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358 lines
13 KiB
Rust
358 lines
13 KiB
Rust
use super::*;
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use common::{
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comp::inventory::loadout_builder::LoadoutBuilder,
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resources::Time,
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rtsim::{Memory, MemoryItem},
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store::Id,
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terrain::TerrainGrid,
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};
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use world::{
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civ::{Site, Track},
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util::RandomPerm,
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IndexRef, World,
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};
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pub struct Entity {
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pub is_loaded: bool,
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pub pos: Vec3<f32>,
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pub seed: u32,
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pub last_tick: u64,
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pub controller: RtSimController,
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pub brain: Brain,
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}
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const PERM_SPECIES: u32 = 0;
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const PERM_BODY: u32 = 1;
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const PERM_LOADOUT: u32 = 2;
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const PERM_LEVEL: u32 = 3;
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const PERM_GENUS: u32 = 4;
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impl Entity {
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pub fn rng(&self, perm: u32) -> impl Rng { RandomPerm::new(self.seed + perm) }
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pub fn get_body(&self) -> comp::Body {
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match self.rng(PERM_GENUS).gen::<f32>() {
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// we want 5% airships, 45% birds, 50% humans
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x if x < 0.05 => comp::Body::Ship(comp::ship::Body::DefaultAirship),
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x if x < 0.50 => {
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let species = *(&comp::bird_medium::ALL_SPECIES)
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.choose(&mut self.rng(PERM_SPECIES))
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.unwrap();
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comp::bird_medium::Body::random_with(&mut self.rng(PERM_BODY), &species).into()
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},
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_ => {
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let species = *(&comp::humanoid::ALL_SPECIES)
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.choose(&mut self.rng(PERM_SPECIES))
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.unwrap();
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comp::humanoid::Body::random_with(&mut self.rng(PERM_BODY), &species).into()
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},
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}
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}
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pub fn get_name(&self) -> String {
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use common::{generation::get_npc_name, npc::NPC_NAMES};
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let npc_names = NPC_NAMES.read();
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match self.get_body() {
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comp::Body::BirdMedium(b) => {
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get_npc_name(&npc_names.bird_medium, b.species).to_string()
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},
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comp::Body::BirdSmall(_) => "Warbler".to_string(),
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comp::Body::Dragon(b) => get_npc_name(&npc_names.dragon, b.species).to_string(),
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comp::Body::Humanoid(b) => get_npc_name(&npc_names.humanoid, b.species).to_string(),
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comp::Body::Ship(_) => "Veloren Air".to_string(),
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//TODO: finish match as necessary
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_ => unimplemented!(),
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}
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}
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pub fn get_level(&self) -> u32 {
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(self.rng(PERM_LEVEL).gen::<f32>().powi(2) * 15.0).ceil() as u32
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}
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pub fn get_loadout(&self) -> comp::inventory::loadout::Loadout {
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let mut rng = self.rng(PERM_LOADOUT);
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let main_tool = comp::Item::new_from_asset_expect(
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(&[
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"common.items.weapons.sword.wood-2",
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"common.items.weapons.sword.starter",
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"common.items.weapons.sword.wood-0",
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"common.items.weapons.bow.starter",
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"common.items.weapons.bow.hardwood-2",
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])
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.choose(&mut rng)
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.unwrap(),
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);
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let back = match rng.gen_range(0..5) {
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0 => Some(comp::Item::new_from_asset_expect(
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"common.items.armor.agile.back",
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)),
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1 => Some(comp::Item::new_from_asset_expect(
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"common.items.npc_armor.back.backpack",
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)),
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2 => Some(comp::Item::new_from_asset_expect(
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"common.items.npc_armor.back.backpack_blue",
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)),
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3 => Some(comp::Item::new_from_asset_expect(
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"common.items.npc_armor.back.leather_blue",
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)),
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_ => None,
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};
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let lantern = match rng.gen_range(0..3) {
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0 => Some(comp::Item::new_from_asset_expect(
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"common.items.lantern.black_0",
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)),
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1 => Some(comp::Item::new_from_asset_expect(
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"common.items.lantern.blue_0",
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)),
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_ => Some(comp::Item::new_from_asset_expect(
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"common.items.lantern.red_0",
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)),
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};
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let chest = Some(comp::Item::new_from_asset_expect(
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"common.items.npc_armor.chest.leather_blue",
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));
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let pants = Some(comp::Item::new_from_asset_expect(
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"common.items.npc_armor.pants.leather_blue",
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));
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let shoulder = Some(comp::Item::new_from_asset_expect(
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"common.items.armor.swift.shoulder",
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));
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LoadoutBuilder::build_loadout(self.get_body(), Some(main_tool), None, None)
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.back(back)
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.lantern(lantern)
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.chest(chest)
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.pants(pants)
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.shoulder(shoulder)
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.build()
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}
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pub fn tick(&mut self, time: &Time, terrain: &TerrainGrid, world: &World, index: &IndexRef) {
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let mut next_pos_calculated = false;
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let tgt_site = self.brain.tgt.or_else(|| {
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world
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.civs()
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.sites
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.iter()
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.filter(|s| match self.get_body() {
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comp::Body::Humanoid(_) => s.1.is_settlement() | s.1.is_castle(),
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comp::Body::Ship(_) => s.1.is_settlement(),
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_ => s.1.is_dungeon(),
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})
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.filter(|_| thread_rng().gen_range(0i32..4) == 0)
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.min_by_key(|(_, site)| {
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let wpos = site.center * TerrainChunk::RECT_SIZE.map(|e| e as i32);
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let dist = wpos.map(|e| e as f32).distance(self.pos.xy()) as u32;
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dist + if dist < 96 { 100_000 } else { 0 }
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})
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.map(|(id, _)| id)
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});
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self.brain.tgt = tgt_site;
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if self.get_body().is_humanoid() {
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let begin_site_id = self.brain.begin.or_else(|| {
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world
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.civs()
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.sites
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.iter()
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.min_by_key(|(_, site)| {
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let wpos = site.center * TerrainChunk::RECT_SIZE.map(|e| e as i32);
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wpos.map(|e| e as f32).distance(self.pos.xy()) as u32
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})
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.map(|(id, _)| id)
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});
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self.brain.begin = begin_site_id;
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if !self.brain.track_computed {
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begin_site_id
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.zip(tgt_site)
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.map(|(begin_site_id, tgt_site)| {
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let begin_site = &world.civs().sites[begin_site_id];
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let begin_pos =
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begin_site.center * TerrainChunk::RECT_SIZE.map(|e| e as i32);
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let begin_dist = begin_pos.map(|e| e as f32).distance(self.pos.xy()) as u32;
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if begin_dist < 64 {
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let track = self
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.brain
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.track
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.or_else(|| world.civs().track_between(begin_site_id, tgt_site));
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self.brain.track = track;
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self.brain.track_progress = 0;
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self.brain.track_computed = true;
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}
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});
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}
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if self.brain.track_computed && self.brain.track.is_some() && tgt_site.is_some() {
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let track_id = self
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.brain
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.track
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.expect("Track id is none after is_some check"); // track checked above
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let track = &world.civs().tracks.get(track_id);
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let site =
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&world.civs().sites[tgt_site.expect("Target site is none after is_some check")]; // tgt_site checked above
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let destination_name = site
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.site_tmp
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.map_or("".to_string(), |id| index.sites[id].name().to_string());
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if let Some(sim_pos) = track.path().iter().nth(self.brain.track_progress) {
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let chunkpos = sim_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32);
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let wpos = if let Some(pathdata) = world.sim().get_nearest_path(chunkpos) {
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pathdata.1.map(|e| e as i32)
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} else {
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chunkpos
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};
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let dist = wpos.map(|e| e as f32).distance(self.pos.xy()) as u32;
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if dist < 32 {
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if !self.brain.track_reversed {
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self.brain.track_progress += 1;
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if self.brain.track_progress > track.path().len() {
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self.brain.track = None;
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self.brain.track_reversed = false;
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}
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}
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if self.brain.track_progress == 0 {
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self.brain.track = None;
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self.brain.track_reversed = false;
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} else {
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self.brain.track_progress -= 1;
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}
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}
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if self.brain.track_progress == 0 && dist > 128 {
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if !self.brain.track_reversed {
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self.brain.track_reversed = true;
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} else {
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self.brain.track = None;
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self.brain.track_reversed = false;
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}
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}
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let travel_to = self.pos.xy()
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+ Vec3::from(
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(wpos.map(|e| e as f32 + 0.5) - self.pos.xy())
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.try_normalized()
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.unwrap_or_else(Vec2::zero),
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) * 64.0;
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let travel_to_alt = world
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.sim()
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.get_alt_approx(travel_to.map(|e| e as i32))
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.unwrap_or(0.0) as i32;
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let travel_to = terrain
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.find_space(Vec3::new(
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travel_to.x as i32,
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travel_to.y as i32,
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travel_to_alt,
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))
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.map(|e| e as f32)
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+ Vec3::new(0.5, 0.5, 0.0);
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self.controller.travel_to = Some((travel_to, destination_name));
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self.controller.speed_factor = 0.70;
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next_pos_calculated = true;
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}
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}
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}
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if !next_pos_calculated && tgt_site.is_some() {
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let site =
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&world.civs().sites[tgt_site.expect("Target site is None after is_some check")];
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let destination_name = site
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.site_tmp
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.map_or("".to_string(), |id| index.sites[id].name().to_string());
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let wpos = site.center * TerrainChunk::RECT_SIZE.map(|e| e as i32);
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let dist = wpos.map(|e| e as f32).distance(self.pos.xy()) as u32;
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if dist < 64 {
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self.brain.tgt = None;
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self.brain.begin = None;
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self.brain.track_computed = false;
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}
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let travel_to = self.pos.xy()
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+ Vec3::from(
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(wpos.map(|e| e as f32 + 0.5) - self.pos.xy())
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.try_normalized()
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.unwrap_or_else(Vec2::zero),
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) * 64.0;
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let travel_to_alt = world
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.sim()
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.get_alt_approx(travel_to.map(|e| e as i32))
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.unwrap_or(0.0) as i32;
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let travel_to = terrain
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.find_space(Vec3::new(
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travel_to.x as i32,
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travel_to.y as i32,
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travel_to_alt,
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))
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.map(|e| e as f32)
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+ Vec3::new(0.5, 0.5, 0.0);
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self.controller.travel_to = Some((travel_to, destination_name));
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self.controller.speed_factor = 0.70;
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}
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// Forget old memories
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self.brain
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.memories
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.retain(|memory| memory.time_to_forget > time.0);
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}
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}
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#[derive(Default)]
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pub struct Brain {
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begin: Option<Id<Site>>,
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tgt: Option<Id<Site>>,
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track: Option<Id<Track>>,
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track_progress: usize,
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track_computed: bool,
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track_reversed: bool,
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memories: Vec<Memory>,
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}
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impl Brain {
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pub fn add_memory(&mut self, memory: Memory) { self.memories.push(memory); }
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pub fn remembers_mood(&self) -> bool {
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self.memories
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.iter()
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.any(|memory| matches!(&memory.item, MemoryItem::Mood { .. }))
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}
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pub fn set_mood(&mut self, memory: Memory) {
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if let MemoryItem::Mood { .. } = memory.item {
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if self.remembers_mood() {
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while let Some(position) = self
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.memories
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.iter()
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.position(|mem| matches!(&mem.item, MemoryItem::Mood { .. }))
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{
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self.memories.remove(position);
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}
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}
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self.add_memory(memory);
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};
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}
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pub fn get_mood(&self) -> Option<&Memory> {
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self.memories
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.iter()
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.find(|memory| matches!(&memory.item, MemoryItem::Mood { .. }))
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}
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pub fn remembers_character(&self, name_to_remember: &str) -> bool {
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self.memories.iter().any(|memory| matches!(&memory.item, MemoryItem::CharacterInteraction { name, .. } if name == name_to_remember))
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}
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pub fn remembers_fight_with_character(&self, name_to_remember: &str) -> bool {
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self.memories.iter().any(|memory| matches!(&memory.item, MemoryItem::CharacterFight { name, .. } if name == name_to_remember))
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}
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}
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