veloren/common/src/rtsim.rs
juliancoffee 9264fe77b1 Add veloren-common-i18n
- Move common::comp::chat::Content to its own place
2024-01-14 21:25:15 +02:00

358 lines
12 KiB
Rust

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