mirror of
https://gitlab.com/veloren/veloren.git
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9264fe77b1
- Move common::comp::chat::Content to its own place
358 lines
12 KiB
Rust
358 lines
12 KiB
Rust
// We'd like to not have this file in `common`, but sadly there are
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// things in `common` that require it (currently, `ServerEvent` and
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// `Agent`). When possible, this should be moved to the `rtsim`
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// module in `server`.
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use crate::{character::CharacterId, comp::dialogue::Subject, util::Dir};
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use common_i18n::Content;
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use rand::{seq::IteratorRandom, Rng};
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use serde::{Deserialize, Serialize};
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use specs::Component;
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use std::collections::VecDeque;
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use strum::{EnumIter, IntoEnumIterator};
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use vek::*;
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slotmap::new_key_type! { pub struct NpcId; }
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slotmap::new_key_type! { pub struct SiteId; }
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slotmap::new_key_type! { pub struct FactionId; }
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slotmap::new_key_type! { pub struct ReportId; }
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#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
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pub struct RtSimEntity(pub NpcId);
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impl Component for RtSimEntity {
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type Storage = specs::VecStorage<Self>;
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq, Hash)]
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pub enum Actor {
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Npc(NpcId),
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Character(CharacterId),
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}
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impl Actor {
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pub fn npc(&self) -> Option<NpcId> {
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match self {
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Actor::Npc(id) => Some(*id),
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Actor::Character(_) => None,
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}
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}
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}
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impl From<NpcId> for Actor {
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fn from(value: NpcId) -> Self { Actor::Npc(value) }
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}
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impl From<CharacterId> for Actor {
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fn from(value: CharacterId) -> Self { Actor::Character(value) }
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}
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#[derive(EnumIter, Clone, Copy)]
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pub enum PersonalityTrait {
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Open,
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Adventurous,
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Closed,
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Conscientious,
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Busybody,
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Unconscientious,
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Extroverted,
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Introverted,
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Agreeable,
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Sociable,
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Disagreeable,
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Neurotic,
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Seeker,
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Worried,
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SadLoner,
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Stable,
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}
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#[derive(Serialize, Deserialize, Clone, Copy, Debug)]
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pub struct Personality {
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openness: u8,
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conscientiousness: u8,
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extraversion: u8,
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agreeableness: u8,
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neuroticism: u8,
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}
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fn distributed(min: u8, max: u8, rng: &mut impl Rng) -> u8 {
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let l = max - min;
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min + rng.gen_range(0..=l / 3)
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+ rng.gen_range(0..=l / 3 + l % 3 % 2)
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+ rng.gen_range(0..=l / 3 + l % 3 / 2)
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}
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impl Personality {
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pub const HIGH_THRESHOLD: u8 = Self::MAX - Self::LOW_THRESHOLD;
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pub const LITTLE_HIGH: u8 = Self::MID + (Self::MAX - Self::MIN) / 20;
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pub const LITTLE_LOW: u8 = Self::MID - (Self::MAX - Self::MIN) / 20;
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pub const LOW_THRESHOLD: u8 = (Self::MAX - Self::MIN) / 5 * 2 + Self::MIN;
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const MAX: u8 = 255;
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pub const MID: u8 = (Self::MAX - Self::MIN) / 2;
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const MIN: u8 = 0;
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fn distributed_value(rng: &mut impl Rng) -> u8 { distributed(Self::MIN, Self::MAX, rng) }
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pub fn random(rng: &mut impl Rng) -> Self {
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Self {
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openness: Self::distributed_value(rng),
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conscientiousness: Self::distributed_value(rng),
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extraversion: Self::distributed_value(rng),
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agreeableness: Self::distributed_value(rng),
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neuroticism: Self::distributed_value(rng),
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}
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}
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pub fn random_evil(rng: &mut impl Rng) -> Self {
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Self {
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openness: Self::distributed_value(rng),
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extraversion: Self::distributed_value(rng),
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neuroticism: Self::distributed_value(rng),
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agreeableness: distributed(0, Self::LOW_THRESHOLD - 1, rng),
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conscientiousness: distributed(0, Self::LOW_THRESHOLD - 1, rng),
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}
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}
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pub fn random_good(rng: &mut impl Rng) -> Self {
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Self {
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openness: Self::distributed_value(rng),
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extraversion: Self::distributed_value(rng),
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neuroticism: Self::distributed_value(rng),
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agreeableness: Self::distributed_value(rng),
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conscientiousness: distributed(Self::LOW_THRESHOLD, Self::MAX, rng),
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}
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}
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pub fn is(&self, trait_: PersonalityTrait) -> bool {
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match trait_ {
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PersonalityTrait::Open => self.openness > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Adventurous => {
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self.openness > Personality::HIGH_THRESHOLD && self.neuroticism < Personality::MID
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},
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PersonalityTrait::Closed => self.openness < Personality::LOW_THRESHOLD,
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PersonalityTrait::Conscientious => self.conscientiousness > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Busybody => self.agreeableness < Personality::LOW_THRESHOLD,
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PersonalityTrait::Unconscientious => {
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self.conscientiousness < Personality::LOW_THRESHOLD
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},
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PersonalityTrait::Extroverted => self.extraversion > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Introverted => self.extraversion < Personality::LOW_THRESHOLD,
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PersonalityTrait::Agreeable => self.agreeableness > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Sociable => {
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self.agreeableness > Personality::HIGH_THRESHOLD
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&& self.extraversion > Personality::MID
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},
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PersonalityTrait::Disagreeable => self.agreeableness < Personality::LOW_THRESHOLD,
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PersonalityTrait::Neurotic => self.neuroticism > Personality::HIGH_THRESHOLD,
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PersonalityTrait::Seeker => {
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self.neuroticism > Personality::HIGH_THRESHOLD
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&& self.openness > Personality::LITTLE_HIGH
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},
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PersonalityTrait::Worried => {
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self.neuroticism > Personality::HIGH_THRESHOLD
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&& self.agreeableness > Personality::LITTLE_HIGH
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},
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PersonalityTrait::SadLoner => {
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self.neuroticism > Personality::HIGH_THRESHOLD
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&& self.extraversion < Personality::LITTLE_LOW
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},
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PersonalityTrait::Stable => self.neuroticism < Personality::LOW_THRESHOLD,
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}
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}
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pub fn chat_trait(&self, rng: &mut impl Rng) -> Option<PersonalityTrait> {
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PersonalityTrait::iter().filter(|t| self.is(*t)).choose(rng)
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}
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pub fn will_ambush(&self) -> bool {
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self.agreeableness < Self::LOW_THRESHOLD && self.conscientiousness < Self::LOW_THRESHOLD
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}
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pub fn get_generic_comment(&self, rng: &mut impl Rng) -> Content {
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let i18n_key = if let Some(extreme_trait) = self.chat_trait(rng) {
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match extreme_trait {
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PersonalityTrait::Open => "npc-speech-villager_open",
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PersonalityTrait::Adventurous => "npc-speech-villager_adventurous",
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PersonalityTrait::Closed => "npc-speech-villager_closed",
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PersonalityTrait::Conscientious => "npc-speech-villager_conscientious",
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PersonalityTrait::Busybody => "npc-speech-villager_busybody",
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PersonalityTrait::Unconscientious => "npc-speech-villager_unconscientious",
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PersonalityTrait::Extroverted => "npc-speech-villager_extroverted",
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PersonalityTrait::Introverted => "npc-speech-villager_introverted",
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PersonalityTrait::Agreeable => "npc-speech-villager_agreeable",
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PersonalityTrait::Sociable => "npc-speech-villager_sociable",
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PersonalityTrait::Disagreeable => "npc-speech-villager_disagreeable",
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PersonalityTrait::Neurotic => "npc-speech-villager_neurotic",
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PersonalityTrait::Seeker => "npc-speech-villager_seeker",
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PersonalityTrait::SadLoner => "npc-speech-villager_sad_loner",
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PersonalityTrait::Worried => "npc-speech-villager_worried",
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PersonalityTrait::Stable => "npc-speech-villager_stable",
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}
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} else {
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"npc-speech-villager"
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};
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Content::localized(i18n_key)
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}
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}
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impl Default for Personality {
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fn default() -> Self {
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Self {
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openness: Personality::MID,
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conscientiousness: Personality::MID,
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extraversion: Personality::MID,
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agreeableness: Personality::MID,
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neuroticism: Personality::MID,
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}
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}
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}
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/// This type is the map route through which the rtsim (real-time simulation)
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/// aspect of the game communicates with the rest of the game. It is analagous
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/// to `comp::Controller` in that it provides a consistent interface for
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/// simulation NPCs to control their actions. Unlike `comp::Controller`, it is
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/// very abstract and is intended for consumption by both the agent code and the
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/// internal rtsim simulation code (depending on whether the entity is loaded
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/// into the game as a physical entity or not). Agent code should attempt to act
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/// upon its instructions where reasonable although deviations for various
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/// reasons (obstacle avoidance, counter-attacking, etc.) are expected.
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#[derive(Clone, Debug, Default)]
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pub struct RtSimController {
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pub activity: Option<NpcActivity>,
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pub actions: VecDeque<NpcAction>,
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pub personality: Personality,
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pub heading_to: Option<String>,
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// TODO: Maybe this should allow for looking at a specific entity target?
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pub look_dir: Option<Dir>,
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}
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impl RtSimController {
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pub fn with_destination(pos: Vec3<f32>) -> Self {
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Self {
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activity: Some(NpcActivity::Goto(pos, 0.5)),
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..Default::default()
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}
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}
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}
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#[derive(Clone, Copy, Debug)]
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pub enum NpcActivity {
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/// (travel_to, speed_factor)
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Goto(Vec3<f32>, f32),
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Gather(&'static [ChunkResource]),
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// TODO: Generalise to other entities? What kinds of animals?
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HuntAnimals,
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Dance(Option<Dir>),
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Cheer(Option<Dir>),
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Sit(Option<Dir>, Option<Vec3<i32>>),
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}
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/// Represents event-like actions that rtsim NPCs can perform to interact with
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/// the world
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#[derive(Clone, Debug)]
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pub enum NpcAction {
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/// Speak the given message, with an optional target for that speech.
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// TODO: Use some sort of structured, language-independent value that frontends can translate
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// instead
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Say(Option<Actor>, Content),
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/// Attack the given target
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Attack(Actor),
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}
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// Represents a message passed back to rtsim from an agent's brain
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#[derive(Clone, Debug)]
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pub enum NpcInput {
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Report(ReportId),
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Interaction(Actor, Subject),
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}
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// Note: the `serde(name = "...")` is to minimise the length of field
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// identifiers for the sake of rtsim persistence
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#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq, enum_map::Enum)]
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pub enum ChunkResource {
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#[serde(rename = "0")]
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Grass,
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#[serde(rename = "1")]
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Flower,
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#[serde(rename = "2")]
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Fruit,
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#[serde(rename = "3")]
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Vegetable,
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#[serde(rename = "4")]
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Mushroom,
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#[serde(rename = "5")]
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Loot, // Chests, boxes, potions, etc.
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#[serde(rename = "6")]
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Plant, // Flax, cotton, wheat, corn, etc.
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#[serde(rename = "7")]
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Stone,
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#[serde(rename = "8")]
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Wood, // Twigs, logs, bamboo, etc.
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#[serde(rename = "9")]
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Gem, // Amethyst, diamond, etc.
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#[serde(rename = "a")]
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Ore, // Iron, copper, etc.
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}
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// Note: the `serde(name = "...")` is to minimise the length of field
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// identifiers for the sake of rtsim persistence
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum Role {
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#[serde(rename = "0")]
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Civilised(Option<Profession>),
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#[serde(rename = "1")]
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Wild,
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#[serde(rename = "2")]
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Monster,
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#[serde(rename = "2")]
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Vehicle,
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}
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// Note: the `serde(name = "...")` is to minimise the length of field
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// identifiers for the sake of rtsim persistence
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum Profession {
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#[serde(rename = "0")]
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Farmer,
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#[serde(rename = "1")]
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Hunter,
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#[serde(rename = "2")]
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Merchant,
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#[serde(rename = "3")]
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Guard,
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#[serde(rename = "4")]
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Adventurer(u32),
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#[serde(rename = "5")]
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Blacksmith,
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#[serde(rename = "6")]
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Chef,
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#[serde(rename = "7")]
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Alchemist,
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#[serde(rename = "8")]
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Pirate,
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#[serde(rename = "9")]
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Cultist,
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#[serde(rename = "10")]
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Herbalist,
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#[serde(rename = "11")]
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Captain,
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct WorldSettings {
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pub start_time: f64,
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}
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impl Default for WorldSettings {
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fn default() -> Self {
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Self {
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start_time: 9.0 * 3600.0, // 9am
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}
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}
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}
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