mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
2393 lines
103 KiB
Rust
2393 lines
103 KiB
Rust
pub mod attack;
|
|
pub mod consts;
|
|
pub mod data;
|
|
pub mod util;
|
|
|
|
use crate::{
|
|
rtsim::RtSim,
|
|
sys::agent::{
|
|
consts::{
|
|
AVG_FOLLOW_DIST, AWARENESS_INVESTIGATE_THRESHOLD, DAMAGE_MEMORY_DURATION,
|
|
DEFAULT_ATTACK_RANGE, FLEE_DURATION, HEALING_ITEM_THRESHOLD,
|
|
IDLE_HEALING_ITEM_THRESHOLD, MAX_FLEE_DIST, MAX_FOLLOW_DIST, PARTIAL_PATH_DIST,
|
|
RETARGETING_THRESHOLD_SECONDS, SEPARATION_BIAS, SEPARATION_DIST,
|
|
},
|
|
data::{AgentData, AttackData, ReadData, Tactic, TargetData},
|
|
util::{
|
|
aim_projectile, can_see_tgt, get_entity_by_id, is_dead, is_dead_or_invulnerable,
|
|
is_invulnerable, try_owner_alignment,
|
|
},
|
|
},
|
|
};
|
|
use common::{
|
|
combat,
|
|
comp::{
|
|
self,
|
|
agent::{
|
|
AgentEvent, Sound, SoundKind, Target, TimerAction, DEFAULT_INTERACTION_TIME,
|
|
TRADE_INTERACTION_TIME,
|
|
},
|
|
buff::BuffKind,
|
|
compass::{Direction, Distance},
|
|
dialogue::{MoodContext, MoodState, Subject},
|
|
inventory::{item::ItemTag, slot::EquipSlot},
|
|
invite::{InviteKind, InviteResponse},
|
|
item::{
|
|
tool::{AbilitySpec, ToolKind},
|
|
ConsumableKind, Item, ItemDesc, ItemKind,
|
|
},
|
|
projectile::ProjectileConstructor,
|
|
Agent, Alignment, BehaviorState, Body, CharacterState, ControlAction, ControlEvent,
|
|
Controller, Health, HealthChange, InputKind, Inventory, InventoryAction, Pos, Scale, Stats,
|
|
UnresolvedChatMsg, UtteranceKind,
|
|
},
|
|
effect::{BuffEffect, Effect},
|
|
event::{Emitter, EventBus, ServerEvent},
|
|
path::TraversalConfig,
|
|
rtsim::{Memory, MemoryItem, RtSimEvent},
|
|
states::basic_beam,
|
|
terrain::{Block, TerrainGrid},
|
|
time::DayPeriod,
|
|
trade::{TradeAction, TradePhase, TradeResult},
|
|
util::Dir,
|
|
vol::ReadVol,
|
|
};
|
|
use common_base::prof_span;
|
|
use common_ecs::{Job, Origin, ParMode, Phase, System};
|
|
use rand::{thread_rng, Rng};
|
|
use rayon::iter::ParallelIterator;
|
|
use specs::{
|
|
saveload::{Marker, MarkerAllocator},
|
|
Entity as EcsEntity, Join, ParJoin, Write, WriteExpect, WriteStorage,
|
|
};
|
|
use vek::*;
|
|
|
|
/// This system will allow NPCs to modify their controller
|
|
#[derive(Default)]
|
|
pub struct Sys;
|
|
impl<'a> System<'a> for Sys {
|
|
type SystemData = (
|
|
ReadData<'a>,
|
|
Write<'a, EventBus<ServerEvent>>,
|
|
WriteStorage<'a, Agent>,
|
|
WriteStorage<'a, Controller>,
|
|
WriteExpect<'a, RtSim>,
|
|
);
|
|
|
|
const NAME: &'static str = "agent";
|
|
const ORIGIN: Origin = Origin::Server;
|
|
const PHASE: Phase = Phase::Create;
|
|
|
|
fn run(
|
|
job: &mut Job<Self>,
|
|
(read_data, event_bus, mut agents, mut controllers, mut rtsim): Self::SystemData,
|
|
) {
|
|
let rtsim = &mut *rtsim;
|
|
job.cpu_stats.measure(ParMode::Rayon);
|
|
|
|
(
|
|
&read_data.entities,
|
|
(&read_data.energies, read_data.healths.maybe()),
|
|
(
|
|
&read_data.positions,
|
|
&read_data.velocities,
|
|
&read_data.orientations,
|
|
),
|
|
read_data.bodies.maybe(),
|
|
&read_data.inventories,
|
|
(
|
|
&read_data.char_states,
|
|
&read_data.skill_set,
|
|
&read_data.active_abilities,
|
|
),
|
|
&read_data.physics_states,
|
|
&read_data.uids,
|
|
&mut agents,
|
|
&mut controllers,
|
|
read_data.light_emitter.maybe(),
|
|
read_data.groups.maybe(),
|
|
!&read_data.is_mounts,
|
|
)
|
|
.par_join()
|
|
.for_each_init(
|
|
|| {
|
|
prof_span!(guard, "agent rayon job");
|
|
guard
|
|
},
|
|
|_guard,
|
|
(
|
|
entity,
|
|
(energy, health),
|
|
(pos, vel, ori),
|
|
body,
|
|
inventory,
|
|
(char_state, skill_set, active_abilities),
|
|
physics_state,
|
|
uid,
|
|
agent,
|
|
controller,
|
|
light_emitter,
|
|
group,
|
|
_,
|
|
)| {
|
|
let mut event_emitter = event_bus.emitter();
|
|
let mut rng = thread_rng();
|
|
|
|
// Hack, replace with better system when groups are more sophisticated
|
|
// Override alignment if in a group unless entity is owned already
|
|
let alignment = if matches!(
|
|
&read_data.alignments.get(entity),
|
|
&Some(Alignment::Owned(_))
|
|
) {
|
|
read_data.alignments.get(entity).copied()
|
|
} else {
|
|
group
|
|
.and_then(|g| read_data.group_manager.group_info(*g))
|
|
.and_then(|info| read_data.uids.get(info.leader))
|
|
.copied()
|
|
.map_or_else(
|
|
|| read_data.alignments.get(entity).copied(),
|
|
|uid| Some(Alignment::Owned(uid)),
|
|
)
|
|
};
|
|
|
|
if !matches!(char_state, CharacterState::LeapMelee(_)) {
|
|
// Default to looking in orientation direction
|
|
// (can be overridden below)
|
|
//
|
|
// This definetly breaks LeapMelee and
|
|
// probably not only that, do we really need this at all?
|
|
controller.reset();
|
|
controller.inputs.look_dir = ori.look_dir();
|
|
}
|
|
|
|
let scale = read_data.scales.get(entity).map_or(1.0, |Scale(s)| *s);
|
|
|
|
let glider_equipped = inventory
|
|
.equipped(EquipSlot::Glider)
|
|
.as_ref()
|
|
.map_or(false, |item| {
|
|
matches!(item.kind(), comp::item::ItemKind::Glider(_))
|
|
});
|
|
|
|
let is_gliding = matches!(
|
|
read_data.char_states.get(entity),
|
|
Some(CharacterState::GlideWield(_) | CharacterState::Glide(_))
|
|
) && physics_state.on_ground.is_none();
|
|
|
|
if let Some(pid) = agent.position_pid_controller.as_mut() {
|
|
pid.add_measurement(read_data.time.0, pos.0);
|
|
}
|
|
|
|
// This controls how picky NPCs are about their pathfinding.
|
|
// Giants are larger and so can afford to be less precise
|
|
// when trying to move around the world
|
|
// (especially since they would otherwise get stuck on
|
|
// obstacles that smaller entities would not).
|
|
let node_tolerance = scale * 1.5;
|
|
let slow_factor = body.map_or(0.0, |b| b.base_accel() / 250.0).min(1.0);
|
|
let traversal_config = TraversalConfig {
|
|
node_tolerance,
|
|
slow_factor,
|
|
on_ground: physics_state.on_ground.is_some(),
|
|
in_liquid: physics_state.in_liquid().is_some(),
|
|
min_tgt_dist: 1.0,
|
|
can_climb: body.map_or(false, Body::can_climb),
|
|
can_fly: body.map_or(false, |b| b.fly_thrust().is_some()),
|
|
};
|
|
let health_fraction = health.map_or(1.0, Health::fraction);
|
|
let rtsim_entity = read_data
|
|
.rtsim_entities
|
|
.get(entity)
|
|
.and_then(|rtsim_ent| rtsim.get_entity(rtsim_ent.0));
|
|
|
|
if traversal_config.can_fly && matches!(body, Some(Body::Ship(_))) {
|
|
// hack (kinda): Never turn off flight airships
|
|
// since it results in stuttering and falling back to the ground.
|
|
//
|
|
// TODO: look into `controller.reset()` line above
|
|
// and see if it fixes it
|
|
controller.push_basic_input(InputKind::Fly);
|
|
}
|
|
|
|
// Package all this agent's data into a convenient struct
|
|
let data = AgentData {
|
|
entity: &entity,
|
|
rtsim_entity,
|
|
uid,
|
|
pos,
|
|
vel,
|
|
ori,
|
|
energy,
|
|
body,
|
|
inventory,
|
|
skill_set,
|
|
physics_state,
|
|
alignment: alignment.as_ref(),
|
|
traversal_config,
|
|
scale,
|
|
damage: health_fraction,
|
|
light_emitter,
|
|
glider_equipped,
|
|
is_gliding,
|
|
health: read_data.healths.get(entity),
|
|
char_state,
|
|
active_abilities,
|
|
cached_spatial_grid: &read_data.cached_spatial_grid,
|
|
};
|
|
///////////////////////////////////////////////////////////
|
|
// Behavior tree
|
|
///////////////////////////////////////////////////////////
|
|
// The behavior tree is meant to make decisions for agents
|
|
// *but should not* mutate any data (only action nodes
|
|
// should do that). Each path should lead to one (and only
|
|
// one) action node. This makes bugfinding much easier and
|
|
// debugging way easier. If you don't think so, try
|
|
// debugging the agent code before this MR
|
|
// (https://gitlab.com/veloren/veloren/-/merge_requests/1801).
|
|
// Each tick should arrive at one (1) action node which
|
|
// then determines what the agent does. If this makes you
|
|
// uncomfortable, consider dt the response time of the
|
|
// NPC. To make the tree easier to read, subtrees can be
|
|
// created as methods on `AgentData`. Action nodes are
|
|
// also methods on the `AgentData` struct. Action nodes
|
|
// are the only parts of this tree that should provide
|
|
// inputs.
|
|
|
|
// Falling damage starts from 30.0 as of time of writing
|
|
// But keep in mind our 25 m/s gravity
|
|
let is_falling_dangerous = data.vel.0.z < -20.0;
|
|
|
|
// If falling velocity is critical, throw everything
|
|
// and save yourself!
|
|
//
|
|
// If can fly - fly.
|
|
// If have glider - glide.
|
|
// Else, rest in peace.
|
|
if is_falling_dangerous && data.traversal_config.can_fly {
|
|
data.fly_upward(controller)
|
|
} else if is_falling_dangerous && data.glider_equipped {
|
|
data.glider_fall(controller);
|
|
} else {
|
|
// Target an entity that's attacking us if the attack
|
|
// was recent and we have a health component
|
|
match health {
|
|
Some(health)
|
|
if read_data.time.0 - health.last_change.time.0
|
|
< DAMAGE_MEMORY_DURATION =>
|
|
{
|
|
if let Some(by) = health.last_change.damage_by() {
|
|
if let Some(attacker) =
|
|
read_data.uid_allocator.retrieve_entity_internal(by.uid().0)
|
|
{
|
|
// If target is dead or invulnerable (for now, this only
|
|
// means safezone), untarget them and idle.
|
|
if is_dead_or_invulnerable(attacker, &read_data) {
|
|
agent.target = None;
|
|
} else if let Some(tgt_pos) =
|
|
read_data.positions.get(attacker)
|
|
{
|
|
if agent.target.is_none() {
|
|
controller.push_event(ControlEvent::Utterance(
|
|
UtteranceKind::Angry,
|
|
));
|
|
}
|
|
|
|
// Determine whether the new target should be a priority
|
|
// over the old one (i.e: because it's either close or
|
|
// because they attacked us)
|
|
let more_dangerous_than_old_target =
|
|
agent.target.map_or(true, |old_tgt| {
|
|
if let Some(old_tgt_pos) =
|
|
read_data.positions.get(old_tgt.target)
|
|
{
|
|
// Fuzzy factor that makes it harder for
|
|
// players to cheese enemies by making them
|
|
// quickly flip aggro between two players.
|
|
// It
|
|
// does this by only switching aggro if the
|
|
// new target is closer to the enemy by a
|
|
// specific proportional threshold.
|
|
const FUZZY_DIST_COMPARISON: f32 = 0.8;
|
|
// Only switch to new target if it is closer
|
|
// than the old target, or if the old target
|
|
// had not triggered aggro (the new target
|
|
// has because damage always triggers it)
|
|
let old_tgt_not_threat = !old_tgt.aggro_on;
|
|
let old_tgt_further =
|
|
tgt_pos.0.distance(pos.0)
|
|
< old_tgt_pos.0.distance(pos.0)
|
|
* FUZZY_DIST_COMPARISON;
|
|
let new_tgt_hostile = read_data
|
|
.alignments
|
|
.get(attacker)
|
|
.zip(alignment)
|
|
.map_or(false, |(attacker, us)| {
|
|
us.hostile_towards(*attacker)
|
|
});
|
|
old_tgt_not_threat
|
|
|| (old_tgt_further && new_tgt_hostile)
|
|
} else {
|
|
true
|
|
}
|
|
});
|
|
|
|
// Select the attacker as the new target
|
|
if more_dangerous_than_old_target {
|
|
agent.target = Some(Target {
|
|
target: attacker,
|
|
hostile: true,
|
|
selected_at: read_data.time.0,
|
|
aggro_on: true,
|
|
});
|
|
}
|
|
|
|
// Remember this attack if we're an RtSim entity
|
|
if let Some(tgt_stats) =
|
|
data.rtsim_entity.and(read_data.stats.get(attacker))
|
|
{
|
|
agent.add_enemy(&tgt_stats.name, read_data.time.0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
_ => {},
|
|
}
|
|
|
|
if let Some(target_info) = agent.target {
|
|
data.react_to_target(
|
|
agent,
|
|
controller,
|
|
&read_data,
|
|
&mut event_emitter,
|
|
target_info,
|
|
&mut rng,
|
|
);
|
|
} else {
|
|
data.idle_tree(
|
|
agent,
|
|
controller,
|
|
&read_data,
|
|
&mut event_emitter,
|
|
&mut rng,
|
|
);
|
|
}
|
|
}
|
|
|
|
debug_assert!(controller.inputs.move_dir.map(|e| !e.is_nan()).reduce_and());
|
|
debug_assert!(controller.inputs.look_dir.map(|e| !e.is_nan()).reduce_and());
|
|
},
|
|
);
|
|
for (agent, rtsim_entity) in (&mut agents, &read_data.rtsim_entities).join() {
|
|
// Entity must be loaded in as it has an agent component :)
|
|
// React to all events in the controller
|
|
for event in core::mem::take(&mut agent.rtsim_controller.events) {
|
|
match event {
|
|
RtSimEvent::AddMemory(memory) => {
|
|
rtsim.insert_entity_memory(rtsim_entity.0, memory.clone());
|
|
},
|
|
RtSimEvent::ForgetEnemy(name) => {
|
|
rtsim.forget_entity_enemy(rtsim_entity.0, &name);
|
|
},
|
|
RtSimEvent::SetMood(memory) => {
|
|
rtsim.set_entity_mood(rtsim_entity.0, memory.clone());
|
|
},
|
|
RtSimEvent::PrintMemories => {},
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<'a> AgentData<'a> {
|
|
////////////////////////////////////////
|
|
// Subtrees
|
|
////////////////////////////////////////
|
|
fn react_to_target(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
target_info: Target,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
let Target {
|
|
target, hostile, ..
|
|
} = target_info;
|
|
if let Some(tgt_health) = read_data.healths.get(target) {
|
|
// If target is dead, forget them
|
|
if tgt_health.is_dead {
|
|
if let Some(tgt_stats) = self.rtsim_entity.and(read_data.stats.get(target)) {
|
|
agent.forget_enemy(&tgt_stats.name);
|
|
}
|
|
agent.target = None;
|
|
// Else, if target is hostile, hostile tree
|
|
} else if hostile {
|
|
self.hostile_tree(agent, controller, read_data, event_emitter, rng);
|
|
// Else, if owned, act as pet to them
|
|
} else if let Some(Alignment::Owned(uid)) = self.alignment {
|
|
if read_data.uids.get(target) == Some(uid) {
|
|
self.react_as_pet(agent, controller, read_data, event_emitter, target, rng);
|
|
} else {
|
|
agent.target = None;
|
|
self.idle_tree(agent, controller, read_data, event_emitter, rng);
|
|
};
|
|
} else {
|
|
self.idle_tree(agent, controller, read_data, event_emitter, rng);
|
|
}
|
|
} else {
|
|
agent.target = None;
|
|
self.idle_tree(agent, controller, read_data, event_emitter, rng);
|
|
}
|
|
}
|
|
|
|
fn react_as_pet(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
target: EcsEntity,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
|
|
|
|
let owner_recently_attacked = if let Some(target_health) = read_data.healths.get(target)
|
|
{
|
|
read_data.time.0 - target_health.last_change.time.0 < 5.0
|
|
&& target_health.last_change.amount < 0.0
|
|
} else {
|
|
false
|
|
};
|
|
|
|
// If too far away, then follow
|
|
if dist_sqrd > (MAX_FOLLOW_DIST).powi(2) {
|
|
self.follow(agent, controller, &read_data.terrain, tgt_pos);
|
|
// Else, attack target's attacker (if there is one)
|
|
// Target is the owner in this case
|
|
} else if owner_recently_attacked {
|
|
self.attack_target_attacker(agent, read_data, controller, rng);
|
|
// Otherwise, just idle
|
|
} else {
|
|
self.idle_tree(agent, controller, read_data, event_emitter, rng);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn idle_tree(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
agent.decrement_awareness(read_data.dt.0);
|
|
agent.forget_old_sounds(read_data.time.0);
|
|
|
|
let small_chance = rng.gen_bool(0.1);
|
|
// Set owner if no target
|
|
if agent.target.is_none() && small_chance {
|
|
if let Some(Alignment::Owned(owner)) = self.alignment {
|
|
if let Some(owner) = get_entity_by_id(owner.id(), read_data) {
|
|
agent.target = Some(Target::new(owner, false, read_data.time.0, false));
|
|
}
|
|
}
|
|
}
|
|
// Interact if incoming messages
|
|
if !agent.inbox.is_empty() {
|
|
if matches!(
|
|
agent.inbox.front(),
|
|
Some(AgentEvent::ServerSound(_)) | Some(AgentEvent::Hurt)
|
|
) {
|
|
let sound = agent.inbox.pop_front();
|
|
match sound {
|
|
Some(AgentEvent::ServerSound(sound)) => {
|
|
agent.sounds_heard.push(sound);
|
|
agent.awareness += sound.vol;
|
|
},
|
|
Some(AgentEvent::Hurt) => {
|
|
// Hurt utterances at random upon receiving damage
|
|
if rng.gen::<f32>() < 0.4 {
|
|
controller.push_utterance(UtteranceKind::Hurt);
|
|
}
|
|
},
|
|
//Note: this should be unreachable
|
|
Some(_) | None => return,
|
|
}
|
|
} else {
|
|
agent.action_state.timer = 0.1;
|
|
}
|
|
}
|
|
|
|
// If we receive a new interaction, start the interaction timer
|
|
if agent.allowed_to_speak()
|
|
&& self.recv_interaction(agent, controller, read_data, event_emitter)
|
|
{
|
|
agent.timer.start(read_data.time.0, TimerAction::Interact);
|
|
}
|
|
|
|
let timeout = if agent.behavior.is(BehaviorState::TRADING) {
|
|
TRADE_INTERACTION_TIME
|
|
} else {
|
|
DEFAULT_INTERACTION_TIME
|
|
};
|
|
|
|
match agent
|
|
.timer
|
|
.timeout_elapsed(read_data.time.0, TimerAction::Interact, timeout as f64)
|
|
{
|
|
None => {
|
|
// Look toward the interacting entity for a while
|
|
if let Some(Target { target, .. }) = &agent.target {
|
|
self.look_toward(controller, read_data, *target);
|
|
controller.push_action(ControlAction::Talk);
|
|
}
|
|
},
|
|
Some(just_ended) => {
|
|
if just_ended {
|
|
agent.target = None;
|
|
controller.push_action(ControlAction::Stand);
|
|
}
|
|
|
|
if rng.gen::<f32>() < 0.1 {
|
|
self.choose_target(agent, controller, read_data, event_emitter);
|
|
} else if agent.awareness > AWARENESS_INVESTIGATE_THRESHOLD {
|
|
self.handle_elevated_awareness(agent, controller, read_data, rng);
|
|
} else {
|
|
self.idle(agent, controller, read_data, rng);
|
|
}
|
|
},
|
|
}
|
|
}
|
|
|
|
fn hostile_tree(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
if self.damage < HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller, false) {
|
|
agent.action_state.timer = 0.01;
|
|
return;
|
|
}
|
|
|
|
if let Some(AgentEvent::Hurt) = agent.inbox.pop_front() {
|
|
// Hurt utterances at random upon receiving damage
|
|
if rng.gen::<f32>() < 0.4 {
|
|
controller.push_utterance(UtteranceKind::Hurt);
|
|
}
|
|
}
|
|
|
|
if let Some(Target {
|
|
target,
|
|
selected_at,
|
|
aggro_on,
|
|
..
|
|
}) = &mut agent.target
|
|
{
|
|
let target = *target;
|
|
let selected_at = *selected_at;
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
|
|
let in_aggro_range = agent
|
|
.psyche
|
|
.aggro_dist
|
|
.map_or(true, |ad| dist_sqrd < ad.powi(2));
|
|
|
|
if in_aggro_range {
|
|
*aggro_on = true;
|
|
}
|
|
let aggro_on = *aggro_on;
|
|
|
|
let should_flee = self.damage.min(1.0) < agent.psyche.flee_health;
|
|
if should_flee {
|
|
let has_opportunity_to_flee = agent.action_state.timer < FLEE_DURATION;
|
|
let within_flee_distance = dist_sqrd < MAX_FLEE_DIST.powi(2);
|
|
|
|
// FIXME: Using the action state timer to see if an agent is allowed to speak is
|
|
// a hack.
|
|
if agent.action_state.timer == 0.0 {
|
|
self.cry_out(agent, read_data.time.0, event_emitter);
|
|
agent.action_state.timer = 0.01;
|
|
} else if within_flee_distance && has_opportunity_to_flee {
|
|
self.flee(agent, controller, &read_data.terrain, tgt_pos);
|
|
agent.action_state.timer += read_data.dt.0;
|
|
} else {
|
|
agent.action_state.timer = 0.0;
|
|
agent.target = None;
|
|
self.idle(agent, controller, read_data, rng);
|
|
}
|
|
} else if is_dead(target, read_data) {
|
|
self.exclaim_relief_about_enemy_dead(agent, event_emitter);
|
|
agent.target = None;
|
|
self.idle(agent, controller, read_data, rng);
|
|
} else if is_invulnerable(target, read_data) {
|
|
agent.target = None;
|
|
self.idle(agent, controller, read_data, rng);
|
|
} else {
|
|
let is_time_to_retarget =
|
|
read_data.time.0 - selected_at > RETARGETING_THRESHOLD_SECONDS;
|
|
|
|
if !in_aggro_range && is_time_to_retarget {
|
|
self.choose_target(agent, controller, read_data, event_emitter);
|
|
}
|
|
|
|
// FIXME: This check being a pre-requisite to attack() prevents agents from
|
|
// supporting their buddies when necessary. For example, village guards will
|
|
// literally watch villagers and other guards be slaughtered until these victims
|
|
// get within aggro range (which is what aggro_on checks) or get too far.
|
|
if aggro_on {
|
|
let target_data = TargetData::new(
|
|
tgt_pos,
|
|
read_data.bodies.get(target),
|
|
read_data.scales.get(target),
|
|
);
|
|
self.attack(agent, controller, &target_data, read_data, rng);
|
|
} else {
|
|
self.menacing(agent, target, controller, read_data, event_emitter, rng);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
// Action Nodes
|
|
////////////////////////////////////////
|
|
|
|
fn glider_fall(&self, controller: &mut Controller) {
|
|
controller.push_action(ControlAction::GlideWield);
|
|
|
|
let flight_direction =
|
|
Vec3::from(self.vel.0.xy().try_normalized().unwrap_or_else(Vec2::zero));
|
|
let flight_ori = Quaternion::from_scalar_and_vec3((1.0, flight_direction));
|
|
|
|
let ori = self.ori.look_vec();
|
|
let look_dir = if ori.z > 0.0 {
|
|
flight_ori.rotated_x(-0.1)
|
|
} else {
|
|
flight_ori.rotated_x(0.1)
|
|
};
|
|
|
|
let (_, look_dir) = look_dir.into_scalar_and_vec3();
|
|
controller.inputs.look_dir = Dir::from_unnormalized(look_dir).unwrap_or_else(Dir::forward);
|
|
}
|
|
|
|
fn fly_upward(&self, controller: &mut Controller) {
|
|
controller.push_basic_input(InputKind::Fly);
|
|
controller.inputs.move_z = 1.0;
|
|
}
|
|
|
|
fn idle(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
// Light lanterns at night
|
|
// TODO Add a method to turn on NPC lanterns underground
|
|
let lantern_equipped = self
|
|
.inventory
|
|
.equipped(EquipSlot::Lantern)
|
|
.as_ref()
|
|
.map_or(false, |item| {
|
|
matches!(item.kind(), comp::item::ItemKind::Lantern(_))
|
|
});
|
|
let lantern_turned_on = self.light_emitter.is_some();
|
|
let day_period = DayPeriod::from(read_data.time_of_day.0);
|
|
// Only emit event for agents that have a lantern equipped
|
|
if lantern_equipped && rng.gen_bool(0.001) {
|
|
if day_period.is_dark() && !lantern_turned_on {
|
|
// Agents with turned off lanterns turn them on randomly once it's
|
|
// nighttime and keep them on
|
|
// Only emit event for agents that sill need to
|
|
// turn on their lantern
|
|
controller.push_event(ControlEvent::EnableLantern)
|
|
} else if lantern_turned_on && day_period.is_light() {
|
|
// agents with turned on lanterns turn them off randomly once it's
|
|
// daytime and keep them off
|
|
controller.push_event(ControlEvent::DisableLantern)
|
|
}
|
|
};
|
|
|
|
if self.damage < IDLE_HEALING_ITEM_THRESHOLD && self.heal_self(agent, controller, true) {
|
|
agent.action_state.timer = 0.01;
|
|
return;
|
|
}
|
|
|
|
agent.action_state.timer = 0.0;
|
|
if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
|
|
// if it has an rtsim destination and can fly then it should
|
|
// if it is flying and bumps something above it then it should move down
|
|
if self.traversal_config.can_fly
|
|
&& !read_data
|
|
.terrain
|
|
.ray(self.pos.0, self.pos.0 + (Vec3::unit_z() * 3.0))
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_some())
|
|
{
|
|
controller.push_basic_input(InputKind::Fly);
|
|
} else {
|
|
controller.push_cancel_input(InputKind::Fly)
|
|
}
|
|
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
*travel_to,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
|
|
* speed.min(agent.rtsim_controller.speed_factor);
|
|
self.jump_if(controller, bearing.z > 1.5 || self.traversal_config.can_fly);
|
|
controller.inputs.climb = Some(comp::Climb::Up);
|
|
//.filter(|_| bearing.z > 0.1 || self.physics_state.in_liquid().is_some());
|
|
|
|
let height_offset = bearing.z
|
|
+ if self.traversal_config.can_fly {
|
|
// NOTE: costs 4 us (imbris)
|
|
let obstacle_ahead = read_data
|
|
.terrain
|
|
.ray(
|
|
self.pos.0 + Vec3::unit_z(),
|
|
self.pos.0
|
|
+ bearing.try_normalized().unwrap_or_else(Vec3::unit_y) * 80.0
|
|
+ Vec3::unit_z(),
|
|
)
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_some());
|
|
|
|
let mut ground_too_close = self
|
|
.body
|
|
.map(|body| {
|
|
#[cfg(feature = "worldgen")]
|
|
let height_approx = self.pos.0.z
|
|
- read_data
|
|
.world
|
|
.sim()
|
|
.get_alt_approx(self.pos.0.xy().map(|x: f32| x as i32))
|
|
.unwrap_or(0.0);
|
|
#[cfg(not(feature = "worldgen"))]
|
|
let height_approx = self.pos.0.z;
|
|
|
|
height_approx < body.flying_height()
|
|
})
|
|
.unwrap_or(false);
|
|
|
|
const NUM_RAYS: usize = 5;
|
|
|
|
// NOTE: costs 15-20 us (imbris)
|
|
for i in 0..=NUM_RAYS {
|
|
let magnitude = self.body.map_or(20.0, |b| b.flying_height());
|
|
// Lerp between a line straight ahead and straight down to detect a
|
|
// wedge of obstacles we might fly into (inclusive so that both vectors
|
|
// are sampled)
|
|
if let Some(dir) = Lerp::lerp(
|
|
-Vec3::unit_z(),
|
|
Vec3::new(bearing.x, bearing.y, 0.0),
|
|
i as f32 / NUM_RAYS as f32,
|
|
)
|
|
.try_normalized()
|
|
{
|
|
ground_too_close |= read_data
|
|
.terrain
|
|
.ray(self.pos.0, self.pos.0 + magnitude * dir)
|
|
.until(|b: &Block| b.is_solid() || b.is_liquid())
|
|
.cast()
|
|
.1
|
|
.map_or(false, |b| b.is_some())
|
|
}
|
|
}
|
|
|
|
if obstacle_ahead || ground_too_close {
|
|
5.0 //fly up when approaching obstacles
|
|
} else {
|
|
-2.0
|
|
} //flying things should slowly come down from the stratosphere
|
|
} else {
|
|
0.05 //normal land traveller offset
|
|
};
|
|
if let Some(pid) = agent.position_pid_controller.as_mut() {
|
|
pid.sp = self.pos.0.z + height_offset * Vec3::unit_z();
|
|
controller.inputs.move_z = pid.calc_err();
|
|
} else {
|
|
controller.inputs.move_z = height_offset;
|
|
}
|
|
// Put away weapon
|
|
if rng.gen_bool(0.1)
|
|
&& matches!(
|
|
read_data.char_states.get(*self.entity),
|
|
Some(CharacterState::Wielding(_))
|
|
)
|
|
{
|
|
controller.push_action(ControlAction::Unwield);
|
|
}
|
|
}
|
|
} else {
|
|
agent.bearing += Vec2::new(rng.gen::<f32>() - 0.5, rng.gen::<f32>() - 0.5) * 0.1
|
|
- agent.bearing * 0.003
|
|
- agent.patrol_origin.map_or(Vec2::zero(), |patrol_origin| {
|
|
(self.pos.0 - patrol_origin).xy() * 0.0002
|
|
});
|
|
|
|
// Stop if we're too close to a wall
|
|
// or about to walk off a cliff
|
|
// NOTE: costs 1 us (imbris) <- before cliff raycast added
|
|
agent.bearing *= 0.1
|
|
+ if read_data
|
|
.terrain
|
|
.ray(
|
|
self.pos.0 + Vec3::unit_z(),
|
|
self.pos.0
|
|
+ Vec3::from(agent.bearing)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
* 5.0
|
|
+ Vec3::unit_z(),
|
|
)
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.1
|
|
.map_or(true, |b| b.is_none())
|
|
&& read_data
|
|
.terrain
|
|
.ray(
|
|
self.pos.0
|
|
+ Vec3::from(agent.bearing)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y),
|
|
self.pos.0
|
|
+ Vec3::from(agent.bearing)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
- Vec3::unit_z() * 4.0,
|
|
)
|
|
.until(Block::is_solid)
|
|
.cast()
|
|
.0
|
|
< 3.0
|
|
{
|
|
0.9
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
if agent.bearing.magnitude_squared() > 0.5f32.powi(2) {
|
|
controller.inputs.move_dir = agent.bearing * 0.65;
|
|
}
|
|
|
|
// Put away weapon
|
|
if rng.gen_bool(0.1)
|
|
&& matches!(
|
|
read_data.char_states.get(*self.entity),
|
|
Some(CharacterState::Wielding(_))
|
|
)
|
|
{
|
|
controller.push_action(ControlAction::Unwield);
|
|
}
|
|
|
|
if rng.gen::<f32>() < 0.0015 {
|
|
controller.push_utterance(UtteranceKind::Calm);
|
|
}
|
|
|
|
// Sit
|
|
if rng.gen::<f32>() < 0.0035 {
|
|
controller.push_action(ControlAction::Sit);
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn follow(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
terrain: &TerrainGrid,
|
|
tgt_pos: &Pos,
|
|
) {
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
tgt_pos.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: AVG_FOLLOW_DIST,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
|
|
controller.inputs.move_dir = bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
|
|
* speed.min(0.2 + (dist_sqrd - AVG_FOLLOW_DIST.powi(2)) / 8.0);
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
|
|
fn recv_interaction(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
) -> bool {
|
|
// TODO: Process group invites
|
|
// TODO: Add Group AgentEvent
|
|
// let accept = false; // set back to "matches!(alignment, Alignment::Npc)"
|
|
// when we got better NPC recruitment mechanics if accept {
|
|
// // Clear agent comp
|
|
// //*agent = Agent::default();
|
|
// controller
|
|
// .push_event(ControlEvent::InviteResponse(InviteResponse::Accept));
|
|
// } else {
|
|
// controller
|
|
// .push_event(ControlEvent::InviteResponse(InviteResponse::Decline));
|
|
// }
|
|
agent.action_state.timer += read_data.dt.0;
|
|
|
|
let msg = agent.inbox.pop_front();
|
|
match msg {
|
|
Some(AgentEvent::Talk(by, subject)) => {
|
|
if agent.allowed_to_speak() {
|
|
if let Some(target) = get_entity_by_id(by.id(), read_data) {
|
|
agent.target = Some(Target::new(target, false, read_data.time.0, false));
|
|
|
|
if self.look_toward(controller, read_data, target) {
|
|
controller.push_action(ControlAction::Stand);
|
|
controller.push_action(ControlAction::Talk);
|
|
controller.push_utterance(UtteranceKind::Greeting);
|
|
|
|
match subject {
|
|
Subject::Regular => {
|
|
if let (
|
|
Some((_travel_to, destination_name)),
|
|
Some(rtsim_entity),
|
|
) = (&agent.rtsim_controller.travel_to, &self.rtsim_entity)
|
|
{
|
|
let msg =
|
|
if let Some(tgt_stats) = read_data.stats.get(target) {
|
|
agent.rtsim_controller.events.push(
|
|
RtSimEvent::AddMemory(Memory {
|
|
item: MemoryItem::CharacterInteraction {
|
|
name: tgt_stats.name.clone(),
|
|
},
|
|
time_to_forget: read_data.time.0 + 600.0,
|
|
}),
|
|
);
|
|
if rtsim_entity
|
|
.brain
|
|
.remembers_character(&tgt_stats.name)
|
|
{
|
|
format!(
|
|
"Greetings fair {}! It has been far too \
|
|
long since last I saw you. I'm going to \
|
|
{} right now.",
|
|
&tgt_stats.name, destination_name
|
|
)
|
|
} else {
|
|
format!(
|
|
"I'm heading to {}! Want to come along?",
|
|
destination_name
|
|
)
|
|
}
|
|
} else {
|
|
format!(
|
|
"I'm heading to {}! Want to come along?",
|
|
destination_name
|
|
)
|
|
};
|
|
self.chat_npc(msg, event_emitter);
|
|
} else if agent.behavior.can_trade() {
|
|
if !agent.behavior.is(BehaviorState::TRADING) {
|
|
controller.push_initiate_invite(by, InviteKind::Trade);
|
|
self.chat_npc(
|
|
"npc.speech.merchant_advertisement",
|
|
event_emitter,
|
|
);
|
|
} else {
|
|
self.chat_npc(
|
|
"npc.speech.merchant_busy",
|
|
event_emitter,
|
|
);
|
|
}
|
|
} else {
|
|
self.chat_npc("npc.speech.villager", event_emitter);
|
|
}
|
|
},
|
|
Subject::Trade => {
|
|
if agent.behavior.can_trade() {
|
|
if !agent.behavior.is(BehaviorState::TRADING) {
|
|
controller.push_initiate_invite(by, InviteKind::Trade);
|
|
self.chat_npc(
|
|
"npc.speech.merchant_advertisement",
|
|
event_emitter,
|
|
);
|
|
} else {
|
|
self.chat_npc(
|
|
"npc.speech.merchant_busy",
|
|
event_emitter,
|
|
);
|
|
}
|
|
} else {
|
|
// TODO: maybe make some travellers willing to trade with
|
|
// simpler goods like potions
|
|
self.chat_npc(
|
|
"npc.speech.villager_decline_trade",
|
|
event_emitter,
|
|
);
|
|
}
|
|
},
|
|
Subject::Mood => {
|
|
if let Some(rtsim_entity) = self.rtsim_entity {
|
|
if !rtsim_entity.brain.remembers_mood() {
|
|
// TODO: the following code will need a rework to
|
|
// implement more mood contexts
|
|
// This require that town NPCs becomes rtsim_entities to
|
|
// work fully.
|
|
match rand::random::<u32>() % 3 {
|
|
0 => agent.rtsim_controller.events.push(
|
|
RtSimEvent::SetMood(Memory {
|
|
item: MemoryItem::Mood {
|
|
state: MoodState::Good(
|
|
MoodContext::GoodWeather,
|
|
),
|
|
},
|
|
time_to_forget: read_data.time.0 + 21200.0,
|
|
}),
|
|
),
|
|
1 => agent.rtsim_controller.events.push(
|
|
RtSimEvent::SetMood(Memory {
|
|
item: MemoryItem::Mood {
|
|
state: MoodState::Neutral(
|
|
MoodContext::EverydayLife,
|
|
),
|
|
},
|
|
time_to_forget: read_data.time.0 + 21200.0,
|
|
}),
|
|
),
|
|
2 => agent.rtsim_controller.events.push(
|
|
RtSimEvent::SetMood(Memory {
|
|
item: MemoryItem::Mood {
|
|
state: MoodState::Bad(
|
|
MoodContext::GoodWeather,
|
|
),
|
|
},
|
|
time_to_forget: read_data.time.0 + 86400.0,
|
|
}),
|
|
),
|
|
_ => {}, // will never happen
|
|
}
|
|
}
|
|
if let Some(memory) = rtsim_entity.brain.get_mood() {
|
|
let msg = match &memory.item {
|
|
MemoryItem::Mood { state } => state.describe(),
|
|
_ => "".to_string(),
|
|
};
|
|
self.chat_npc(msg, event_emitter);
|
|
}
|
|
}
|
|
},
|
|
Subject::Location(location) => {
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
let raw_dir = location.origin.as_::<f32>() - tgt_pos.0.xy();
|
|
let dist = Distance::from_dir(raw_dir).name();
|
|
let dir = Direction::from_dir(raw_dir).name();
|
|
|
|
let msg = format!(
|
|
"{} ? I think it's {} {} from here!",
|
|
location.name, dist, dir
|
|
);
|
|
self.chat_npc(msg, event_emitter);
|
|
}
|
|
},
|
|
Subject::Person(person) => {
|
|
if let Some(src_pos) = read_data.positions.get(target) {
|
|
let msg = if let Some(person_pos) = person.origin {
|
|
let distance = Distance::from_dir(
|
|
person_pos.xy() - src_pos.0.xy(),
|
|
);
|
|
match distance {
|
|
Distance::NextTo | Distance::Near => {
|
|
format!(
|
|
"{} ? I think he's {} {} from here!",
|
|
person.name(),
|
|
distance.name(),
|
|
Direction::from_dir(
|
|
person_pos.xy() - src_pos.0.xy(),
|
|
)
|
|
.name()
|
|
)
|
|
},
|
|
_ => {
|
|
format!(
|
|
"{} ? I think he's gone visiting another \
|
|
town. Come back later!",
|
|
person.name()
|
|
)
|
|
},
|
|
}
|
|
} else {
|
|
format!(
|
|
"{} ? Sorry, I don't know where you can find him.",
|
|
person.name()
|
|
)
|
|
};
|
|
self.chat_npc(msg, event_emitter);
|
|
}
|
|
},
|
|
Subject::Work => {},
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
Some(AgentEvent::TradeInvite(with)) => {
|
|
if agent.behavior.can_trade() {
|
|
if !agent.behavior.is(BehaviorState::TRADING) {
|
|
// stand still and looking towards the trading player
|
|
controller.push_action(ControlAction::Stand);
|
|
controller.push_action(ControlAction::Talk);
|
|
if let Some(target) = get_entity_by_id(with.id(), read_data) {
|
|
agent.target =
|
|
Some(Target::new(target, false, read_data.time.0, false));
|
|
}
|
|
controller.push_invite_response(InviteResponse::Accept);
|
|
agent.behavior.unset(BehaviorState::TRADING_ISSUER);
|
|
agent.behavior.set(BehaviorState::TRADING);
|
|
} else {
|
|
controller.push_invite_response(InviteResponse::Decline);
|
|
self.chat_npc_if_allowed_to_speak(
|
|
"npc.speech.merchant_busy",
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
}
|
|
} else {
|
|
// TODO: Provide a hint where to find the closest merchant?
|
|
controller.push_invite_response(InviteResponse::Decline);
|
|
self.chat_npc_if_allowed_to_speak(
|
|
"npc.speech.villager_decline_trade",
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
}
|
|
},
|
|
Some(AgentEvent::TradeAccepted(with)) => {
|
|
if !agent.behavior.is(BehaviorState::TRADING) {
|
|
if let Some(target) = get_entity_by_id(with.id(), read_data) {
|
|
agent.target = Some(Target::new(target, false, read_data.time.0, false));
|
|
}
|
|
agent.behavior.set(BehaviorState::TRADING);
|
|
agent.behavior.set(BehaviorState::TRADING_ISSUER);
|
|
}
|
|
},
|
|
Some(AgentEvent::FinishedTrade(result)) => {
|
|
if agent.behavior.is(BehaviorState::TRADING) {
|
|
match result {
|
|
TradeResult::Completed => {
|
|
self.chat_npc("npc.speech.merchant_trade_successful", event_emitter);
|
|
},
|
|
_ => {
|
|
self.chat_npc("npc.speech.merchant_trade_declined", event_emitter);
|
|
},
|
|
}
|
|
agent.behavior.unset(BehaviorState::TRADING);
|
|
}
|
|
},
|
|
Some(AgentEvent::UpdatePendingTrade(boxval)) => {
|
|
let (tradeid, pending, prices, inventories) = *boxval;
|
|
if agent.behavior.is(BehaviorState::TRADING) {
|
|
let who: usize = if agent.behavior.is(BehaviorState::TRADING_ISSUER) {
|
|
0
|
|
} else {
|
|
1
|
|
};
|
|
let balance0: f32 =
|
|
prices.balance(&pending.offers, &inventories, 1 - who, true);
|
|
let balance1: f32 = prices.balance(&pending.offers, &inventories, who, false);
|
|
if balance0 >= balance1 {
|
|
// If the trade is favourable to us, only send an accept message if we're
|
|
// not already accepting (since otherwise, spamclicking the accept button
|
|
// results in lagging and moving to the review phase of an unfavorable trade
|
|
// (although since the phase is included in the message, this shouldn't
|
|
// result in fully accepting an unfavourable trade))
|
|
if !pending.accept_flags[who] {
|
|
event_emitter.emit(ServerEvent::ProcessTradeAction(
|
|
*self.entity,
|
|
tradeid,
|
|
TradeAction::Accept(pending.phase),
|
|
));
|
|
tracing::trace!(?tradeid, ?balance0, ?balance1, "Accept Pending Trade");
|
|
}
|
|
} else {
|
|
if balance1 > 0.0 {
|
|
let msg = format!(
|
|
"That only covers {:.0}% of my costs!",
|
|
(balance0 / balance1 * 100.0).floor()
|
|
);
|
|
if let Some(tgt_data) = &agent.target {
|
|
// If talking with someone in particular, "tell" it only to them
|
|
if let Some(with) = read_data.uids.get(tgt_data.target) {
|
|
event_emitter.emit(ServerEvent::Chat(
|
|
UnresolvedChatMsg::npc_tell(*self.uid, *with, msg),
|
|
));
|
|
} else {
|
|
event_emitter.emit(ServerEvent::Chat(
|
|
UnresolvedChatMsg::npc_say(*self.uid, msg),
|
|
));
|
|
}
|
|
} else {
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc_say(
|
|
*self.uid, msg,
|
|
)));
|
|
}
|
|
}
|
|
if pending.phase != TradePhase::Mutate {
|
|
// we got into the review phase but without balanced goods, decline
|
|
agent.behavior.unset(BehaviorState::TRADING);
|
|
event_emitter.emit(ServerEvent::ProcessTradeAction(
|
|
*self.entity,
|
|
tradeid,
|
|
TradeAction::Decline,
|
|
));
|
|
}
|
|
}
|
|
}
|
|
},
|
|
Some(AgentEvent::ServerSound(_)) => {},
|
|
Some(AgentEvent::Hurt) => {},
|
|
None => return false,
|
|
}
|
|
true
|
|
}
|
|
|
|
fn look_toward(
|
|
&self,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
target: EcsEntity,
|
|
) -> bool {
|
|
if let Some(tgt_pos) = read_data.positions.get(target) {
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height());
|
|
let tgt_eye_offset = read_data.bodies.get(target).map_or(0.0, |b| b.eye_height());
|
|
if let Some(dir) = Dir::from_unnormalized(
|
|
Vec3::new(tgt_pos.0.x, tgt_pos.0.y, tgt_pos.0.z + tgt_eye_offset)
|
|
- Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset),
|
|
) {
|
|
controller.inputs.look_dir = dir;
|
|
}
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
fn menacing(
|
|
&self,
|
|
agent: &Agent,
|
|
target: EcsEntity,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<ServerEvent>,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
let max_move = 0.5;
|
|
let move_dir = controller.inputs.move_dir;
|
|
let move_dir_mag = move_dir.magnitude();
|
|
let small_chance = rng.gen::<f32>() < read_data.dt.0 * 0.25;
|
|
|
|
self.look_toward(controller, read_data, target);
|
|
controller.push_action(ControlAction::Wield);
|
|
|
|
if move_dir_mag > max_move {
|
|
controller.inputs.move_dir = max_move * move_dir / move_dir_mag;
|
|
}
|
|
|
|
if small_chance {
|
|
self.chat_npc_if_allowed_to_speak("npc.speech.menacing", agent, event_emitter);
|
|
controller.push_utterance(UtteranceKind::Angry);
|
|
}
|
|
}
|
|
|
|
fn flee(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
terrain: &TerrainGrid,
|
|
tgt_pos: &Pos,
|
|
) {
|
|
if let Some(body) = self.body {
|
|
if body.can_strafe() && !self.is_gliding {
|
|
controller.push_action(ControlAction::Unwield);
|
|
}
|
|
}
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
// Away from the target (ironically)
|
|
self.pos.0
|
|
+ (self.pos.0 - tgt_pos.0)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::unit_y)
|
|
* 50.0,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
controller.inputs.move_z = bearing.z;
|
|
}
|
|
}
|
|
|
|
/// Attempt to consume a healing item, and return whether any healing items
|
|
/// were queued. Callers should use this to implement a delay so that
|
|
/// the healing isn't interrupted. If `relaxed` is `true`, we allow eating
|
|
/// food and prioritise healing.
|
|
fn heal_self(&self, _agent: &mut Agent, controller: &mut Controller, relaxed: bool) -> bool {
|
|
let healing_value = |item: &Item| {
|
|
let mut value = 0.0;
|
|
|
|
if let ItemKind::Consumable { kind, effects, .. } = &item.kind {
|
|
if matches!(kind, ConsumableKind::Drink)
|
|
|| (relaxed && matches!(kind, ConsumableKind::Food))
|
|
{
|
|
for effect in effects.iter() {
|
|
use BuffKind::*;
|
|
match effect {
|
|
Effect::Health(HealthChange { amount, .. }) => {
|
|
value += *amount;
|
|
},
|
|
Effect::Buff(BuffEffect { kind, data, .. })
|
|
if matches!(kind, Regeneration | Saturation | Potion) =>
|
|
{
|
|
value += data.strength
|
|
* data.duration.map_or(0.0, |d| d.as_secs() as f32);
|
|
},
|
|
_ => {},
|
|
}
|
|
}
|
|
}
|
|
}
|
|
value as i32
|
|
};
|
|
|
|
let item = self
|
|
.inventory
|
|
.slots_with_id()
|
|
.filter_map(|(id, slot)| match slot {
|
|
Some(item) if healing_value(item) > 0 => Some((id, item)),
|
|
_ => None,
|
|
})
|
|
.max_by_key(|(_, item)| {
|
|
if relaxed {
|
|
-healing_value(item)
|
|
} else {
|
|
healing_value(item)
|
|
}
|
|
});
|
|
|
|
if let Some((id, _)) = item {
|
|
use comp::inventory::slot::Slot;
|
|
controller.push_action(ControlAction::InventoryAction(InventoryAction::Use(
|
|
Slot::Inventory(id),
|
|
)));
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
fn choose_target(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
) {
|
|
agent.action_state.timer = 0.0;
|
|
let mut aggro_on = false;
|
|
|
|
let worth_choosing = |entity| {
|
|
read_data
|
|
.positions
|
|
.get(entity)
|
|
.and_then(|pos| read_data.healths.get(entity).map(|h| (pos, h)))
|
|
.and_then(|(pos, health)| {
|
|
read_data
|
|
.stats
|
|
.get(entity)
|
|
.map(|stats| (pos, health, stats))
|
|
})
|
|
.and_then(|(pos, health, stats)| {
|
|
read_data
|
|
.inventories
|
|
.get(entity)
|
|
.map(|inventory| (pos, health, stats, inventory))
|
|
})
|
|
.map(|(pos, health, stats, inventory)| {
|
|
(
|
|
entity,
|
|
pos,
|
|
health,
|
|
stats,
|
|
inventory,
|
|
read_data.alignments.get(entity),
|
|
read_data.char_states.get(entity),
|
|
read_data.bodies.get(entity),
|
|
)
|
|
})
|
|
};
|
|
|
|
let max_search_dist = agent.psyche.search_dist();
|
|
let max_sight_dist = agent.psyche.sight_dist;
|
|
let max_listen_dist = agent.psyche.listen_dist;
|
|
let in_sight_dist =
|
|
|e_pos: &Pos, e_char_state: Option<&CharacterState>, inventory: &Inventory| {
|
|
let search_dist = max_sight_dist
|
|
/ if e_char_state.map_or(false, CharacterState::is_stealthy) {
|
|
combat::compute_stealth_coefficient(Some(inventory))
|
|
} else {
|
|
1.0
|
|
};
|
|
e_pos.0.distance_squared(self.pos.0) < search_dist.powi(2)
|
|
};
|
|
|
|
let within_fov = |e_pos: &Pos| {
|
|
(e_pos.0 - self.pos.0)
|
|
.try_normalized()
|
|
.map_or(true, |v| v.dot(*controller.inputs.look_dir) > 0.15)
|
|
};
|
|
|
|
let in_listen_dist =
|
|
|e_pos: &Pos, e_char_state: Option<&CharacterState>, inventory: &Inventory| {
|
|
let listen_dist = max_listen_dist
|
|
/ if e_char_state.map_or(false, CharacterState::is_stealthy) {
|
|
combat::compute_stealth_coefficient(Some(inventory))
|
|
} else {
|
|
1.0
|
|
};
|
|
// TODO implement proper sound system for agents
|
|
e_pos.0.distance_squared(self.pos.0) < listen_dist.powi(2)
|
|
};
|
|
|
|
let within_reach =
|
|
|e_pos: &Pos, e_char_state: Option<&CharacterState>, e_inventory: &Inventory| {
|
|
(in_sight_dist(e_pos, e_char_state, e_inventory) && within_fov(e_pos))
|
|
|| in_listen_dist(e_pos, e_char_state, e_inventory)
|
|
};
|
|
|
|
let is_owner_hostile = |e_alignment: Option<&Alignment>| {
|
|
try_owner_alignment(self.alignment, read_data).map_or(false, |owner_alignment| {
|
|
try_owner_alignment(e_alignment, read_data).map_or(false, |e_owner_alignment| {
|
|
owner_alignment.hostile_towards(*e_owner_alignment)
|
|
})
|
|
})
|
|
};
|
|
|
|
let guard_other =
|
|
|e_health: &Health, e_body: Option<&Body>, e_alignment: Option<&Alignment>| {
|
|
let i_am_a_guard = read_data
|
|
.stats
|
|
.get(*self.entity)
|
|
.map_or(false, |stats| stats.name == "Guard");
|
|
let other_is_a_villager = matches!(e_alignment, Some(Alignment::Npc));
|
|
let we_are_friendly: bool = self.alignment.map_or(false, |ma| {
|
|
e_alignment.map_or(false, |ea| !ea.hostile_towards(*ma))
|
|
});
|
|
let we_share_species: bool = self.body.map_or(false, |mb| {
|
|
e_body.map_or(false, |eb| {
|
|
eb.is_same_species_as(mb) || (eb.is_humanoid() && mb.is_humanoid())
|
|
})
|
|
});
|
|
let i_own_other =
|
|
matches!(e_alignment, Some(Alignment::Owned(ouid)) if self.uid == ouid);
|
|
let other_has_taken_damage = read_data.time.0 - e_health.last_change.time.0 < 5.0;
|
|
let attacker_of = |health: &Health| health.last_change.damage_by();
|
|
|
|
let i_should_defend = other_has_taken_damage
|
|
&& ((we_are_friendly && we_share_species)
|
|
|| (i_am_a_guard && other_is_a_villager)
|
|
|| i_own_other);
|
|
|
|
i_should_defend
|
|
.then(|| {
|
|
attacker_of(e_health)
|
|
.and_then(|damage_contributor| {
|
|
get_entity_by_id(damage_contributor.uid().0, read_data)
|
|
})
|
|
.and_then(|attacker| {
|
|
read_data.alignments.get(attacker).and_then(|aa| {
|
|
self.alignment.and_then({
|
|
|ma| {
|
|
if !ma.passive_towards(*aa) {
|
|
read_data
|
|
.positions
|
|
.get(attacker)
|
|
.map(|a_pos| (attacker, *a_pos))
|
|
} else {
|
|
None
|
|
}
|
|
}
|
|
})
|
|
})
|
|
})
|
|
})
|
|
.flatten()
|
|
};
|
|
|
|
let rtsim_remember =
|
|
|target_stats: &Stats,
|
|
agent: &mut Agent,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>| {
|
|
self.rtsim_entity.map_or(false, |rtsim_entity| {
|
|
if rtsim_entity
|
|
.brain
|
|
.remembers_fight_with_character(&target_stats.name)
|
|
{
|
|
agent.add_enemy(&target_stats.name, read_data.time.0);
|
|
self.chat_npc_if_allowed_to_speak(
|
|
format!(
|
|
"{}! How dare you cross me again!",
|
|
target_stats.name.clone()
|
|
),
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
})
|
|
};
|
|
|
|
let npc_sees_cultist =
|
|
|target_stats: &Stats,
|
|
target_inventory: &Inventory,
|
|
agent: &mut Agent,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>| {
|
|
self.alignment.map_or(false, |alignment| {
|
|
if matches!(alignment, Alignment::Npc)
|
|
&& target_inventory
|
|
.equipped_items()
|
|
.filter(|item| item.tags().contains(&ItemTag::Cultist))
|
|
.count()
|
|
> 2
|
|
{
|
|
if self.rtsim_entity.is_some() {
|
|
agent.add_enemy(&target_stats.name, read_data.time.0);
|
|
}
|
|
|
|
self.chat_npc_if_allowed_to_speak(
|
|
"npc.speech.villager_cultist_alarm",
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
})
|
|
};
|
|
|
|
let possible_target = |(
|
|
entity,
|
|
e_pos,
|
|
e_health,
|
|
e_stats,
|
|
e_inventory,
|
|
e_alignment,
|
|
e_char_state,
|
|
e_body,
|
|
): (
|
|
EcsEntity,
|
|
&Pos,
|
|
&Health,
|
|
&Stats,
|
|
&Inventory,
|
|
Option<&Alignment>,
|
|
Option<&CharacterState>,
|
|
Option<&Body>,
|
|
)| {
|
|
let can_target = within_reach(e_pos, e_char_state, e_inventory)
|
|
&& entity != *self.entity
|
|
&& !e_health.is_dead
|
|
&& !is_invulnerable(entity, read_data);
|
|
|
|
if !can_target {
|
|
None
|
|
} else if is_owner_hostile(e_alignment) {
|
|
Some((entity, *e_pos))
|
|
} else if let Some(villain_info) = guard_other(e_health, e_body, e_alignment) {
|
|
aggro_on = true;
|
|
Some(villain_info)
|
|
} else if rtsim_remember(e_stats, agent, event_emitter)
|
|
|| npc_sees_cultist(e_stats, e_inventory, agent, event_emitter)
|
|
{
|
|
Some((entity, *e_pos))
|
|
} else {
|
|
None
|
|
}
|
|
};
|
|
|
|
// Search area
|
|
// TODO choose target by more than just distance
|
|
let common::CachedSpatialGrid(grid) = self.cached_spatial_grid;
|
|
let target = grid
|
|
.in_circle_aabr(self.pos.0.xy(), max_search_dist)
|
|
.filter_map(worth_choosing)
|
|
.filter_map(possible_target)
|
|
// TODO: This seems expensive. Cache this to avoid recomputing each tick
|
|
.filter(|(_, e_pos)| can_see_tgt(&read_data.terrain, self.pos, e_pos, e_pos.0.distance_squared(self.pos.0)))
|
|
.min_by_key(|(_, e_pos)| (e_pos.0.distance_squared(self.pos.0) * 100.0) as i32)
|
|
.map(|(e, _)| e);
|
|
|
|
if agent.target.is_none() && target.is_some() {
|
|
if aggro_on {
|
|
controller.push_utterance(UtteranceKind::Angry);
|
|
} else {
|
|
controller.push_utterance(UtteranceKind::Surprised);
|
|
}
|
|
}
|
|
|
|
agent.target = target.map(|target| Target {
|
|
target,
|
|
hostile: true,
|
|
selected_at: read_data.time.0,
|
|
aggro_on,
|
|
});
|
|
}
|
|
|
|
fn attack(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
let tool_tactic = |tool_kind| match tool_kind {
|
|
ToolKind::Bow => Tactic::Bow,
|
|
ToolKind::Staff => Tactic::Staff,
|
|
ToolKind::Sceptre => Tactic::Sceptre,
|
|
ToolKind::Hammer => Tactic::Hammer,
|
|
ToolKind::Sword | ToolKind::Spear | ToolKind::Blowgun => Tactic::Sword,
|
|
ToolKind::Axe => Tactic::Axe,
|
|
_ => Tactic::SimpleMelee,
|
|
};
|
|
|
|
let tactic = self
|
|
.inventory
|
|
.equipped(EquipSlot::ActiveMainhand)
|
|
.as_ref()
|
|
.map(|item| {
|
|
if let Some(ability_spec) = item.ability_spec() {
|
|
match ability_spec {
|
|
AbilitySpec::Custom(spec) => match spec.as_str() {
|
|
"Oni" | "Sword Simple" => Tactic::Sword,
|
|
"Staff Simple" => Tactic::Staff,
|
|
"Bow Simple" => Tactic::Bow,
|
|
"Stone Golem" => Tactic::StoneGolem,
|
|
"Quad Med Quick" => Tactic::CircleCharge {
|
|
radius: 3,
|
|
circle_time: 2,
|
|
},
|
|
"Quad Med Jump" => Tactic::QuadMedJump,
|
|
"Quad Med Charge" => Tactic::CircleCharge {
|
|
radius: 6,
|
|
circle_time: 1,
|
|
},
|
|
"Quad Med Basic" => Tactic::QuadMedBasic,
|
|
"Asp" | "Maneater" => Tactic::QuadLowRanged,
|
|
"Quad Low Breathe" | "Quad Low Beam" | "Basilisk" => {
|
|
Tactic::QuadLowBeam
|
|
},
|
|
"Quad Low Tail" | "Husk Brute" => Tactic::TailSlap,
|
|
"Quad Low Quick" => Tactic::QuadLowQuick,
|
|
"Quad Low Basic" => Tactic::QuadLowBasic,
|
|
"Theropod Basic" | "Theropod Bird" => Tactic::Theropod,
|
|
"Arthropod Basic" => Tactic::ArthropodBasic,
|
|
"Arthropod Charge" => Tactic::ArthropodCharge,
|
|
"Arthropod Ranged" => Tactic::ArthropodRanged,
|
|
"Arthropod Leap" => Tactic::ArthropodLeap,
|
|
"Theropod Charge" => Tactic::CircleCharge {
|
|
radius: 6,
|
|
circle_time: 1,
|
|
},
|
|
"Turret" => Tactic::Turret,
|
|
"Haniwa Sentry" => Tactic::RotatingTurret,
|
|
"Bird Large Breathe" => Tactic::BirdLargeBreathe,
|
|
"Bird Large Fire" => Tactic::BirdLargeFire,
|
|
"Bird Large Basic" => Tactic::BirdLargeBasic,
|
|
"Mindflayer" => Tactic::Mindflayer,
|
|
"Minotaur" => Tactic::Minotaur,
|
|
"Clay Golem" => Tactic::ClayGolem,
|
|
"Tidal Warrior" => Tactic::TidalWarrior,
|
|
"Tidal Totem" | "Tornado" => Tactic::RadialTurret,
|
|
"Yeti" => Tactic::Yeti,
|
|
"Harvester" => Tactic::Harvester,
|
|
"Gnarling Dagger" => Tactic::SimpleBackstab,
|
|
"Gnarling Blowgun" => Tactic::ElevatedRanged,
|
|
"Deadwood" => Tactic::Deadwood,
|
|
"Mandragora" => Tactic::Mandragora,
|
|
_ => Tactic::SimpleMelee,
|
|
},
|
|
AbilitySpec::Tool(tool_kind) => tool_tactic(*tool_kind),
|
|
}
|
|
} else if let ItemKind::Tool(tool) = &item.kind() {
|
|
tool_tactic(tool.kind)
|
|
} else {
|
|
Tactic::SimpleMelee
|
|
}
|
|
})
|
|
.unwrap_or(Tactic::SimpleMelee);
|
|
|
|
// Wield the weapon as running towards the target
|
|
controller.push_action(ControlAction::Wield);
|
|
|
|
let min_attack_dist = (self.body.map_or(0.5, |b| b.max_radius()) + DEFAULT_ATTACK_RANGE)
|
|
* self.scale
|
|
+ tgt_data.body.map_or(0.5, |b| b.max_radius()) * tgt_data.scale.map_or(1.0, |s| s.0);
|
|
let dist_sqrd = self.pos.0.distance_squared(tgt_data.pos.0);
|
|
let angle = self
|
|
.ori
|
|
.look_vec()
|
|
.angle_between(tgt_data.pos.0 - self.pos.0)
|
|
.to_degrees();
|
|
let angle_xy = self
|
|
.ori
|
|
.look_vec()
|
|
.xy()
|
|
.angle_between((tgt_data.pos.0 - self.pos.0).xy())
|
|
.to_degrees();
|
|
|
|
let eye_offset = self.body.map_or(0.0, |b| b.eye_height());
|
|
|
|
let tgt_eye_height = tgt_data.body.map_or(0.0, |b| b.eye_height());
|
|
let tgt_eye_offset = tgt_eye_height +
|
|
// Special case for jumping attacks to jump at the body
|
|
// of the target and not the ground around the target
|
|
// For the ranged it is to shoot at the feet and not
|
|
// the head to get splash damage
|
|
if tactic == Tactic::QuadMedJump {
|
|
1.0
|
|
} else if matches!(tactic, Tactic::QuadLowRanged) {
|
|
-1.0
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
// FIXME:
|
|
// 1) Retrieve actual projectile speed!
|
|
// We have to assume projectiles are faster than base speed because there are
|
|
// skills that increase it, and in most cases this will cause agents to
|
|
// overshoot
|
|
//
|
|
// 2) We use eye_offset-s which isn't actually ideal.
|
|
// Some attacks (beam for example) may use different offsets,
|
|
// we should probably use offsets from corresponding states.
|
|
//
|
|
// 3) Should we even have this big switch?
|
|
// Not all attacks may want their direction overwritten.
|
|
// And this is quite hard to debug when you don't see it in actual
|
|
// attack handler.
|
|
if let Some(dir) = match self.char_state {
|
|
CharacterState::ChargedRanged(c) if dist_sqrd > 0.0 => {
|
|
let charge_factor =
|
|
c.timer.as_secs_f32() / c.static_data.charge_duration.as_secs_f32();
|
|
let projectile_speed = c.static_data.initial_projectile_speed
|
|
+ charge_factor * c.static_data.scaled_projectile_speed;
|
|
aim_projectile(
|
|
projectile_speed,
|
|
self.pos.0
|
|
+ self.body.map_or(Vec3::zero(), |body| {
|
|
body.projectile_offsets(self.ori.look_vec())
|
|
}),
|
|
Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
),
|
|
)
|
|
},
|
|
CharacterState::BasicRanged(c) => {
|
|
let offset_z = match c.static_data.projectile {
|
|
// Aim fireballs at feet instead of eyes for splash damage
|
|
ProjectileConstructor::Fireball {
|
|
damage: _,
|
|
radius: _,
|
|
energy_regen: _,
|
|
min_falloff: _,
|
|
} => 0.0,
|
|
_ => tgt_eye_offset,
|
|
};
|
|
let projectile_speed = c.static_data.projectile_speed;
|
|
aim_projectile(
|
|
projectile_speed,
|
|
self.pos.0
|
|
+ self.body.map_or(Vec3::zero(), |body| {
|
|
body.projectile_offsets(self.ori.look_vec())
|
|
}),
|
|
Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + offset_z,
|
|
),
|
|
)
|
|
},
|
|
CharacterState::RepeaterRanged(c) => {
|
|
let projectile_speed = c.static_data.projectile_speed;
|
|
aim_projectile(
|
|
projectile_speed,
|
|
self.pos.0
|
|
+ self.body.map_or(Vec3::zero(), |body| {
|
|
body.projectile_offsets(self.ori.look_vec())
|
|
}),
|
|
Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
),
|
|
)
|
|
},
|
|
CharacterState::LeapMelee(_) if matches!(tactic, Tactic::Hammer | Tactic::Axe) => {
|
|
let direction_weight = match tactic {
|
|
Tactic::Hammer => 0.1,
|
|
Tactic::Axe => 0.3,
|
|
_ => unreachable!("Direction weight called on incorrect tactic."),
|
|
};
|
|
|
|
let tgt_pos = tgt_data.pos.0;
|
|
let self_pos = self.pos.0;
|
|
|
|
let delta_x = (tgt_pos.x - self_pos.x) * direction_weight;
|
|
let delta_y = (tgt_pos.y - self_pos.y) * direction_weight;
|
|
|
|
Dir::from_unnormalized(Vec3::new(delta_x, delta_y, -1.0))
|
|
},
|
|
CharacterState::BasicBeam(_) => {
|
|
let aim_from = self.body.map_or(self.pos.0, |body| {
|
|
self.pos.0
|
|
+ basic_beam::beam_offsets(
|
|
body,
|
|
controller.inputs.look_dir,
|
|
self.ori.look_vec(),
|
|
// Try to match animation by getting some context
|
|
self.vel.0 - self.physics_state.ground_vel,
|
|
self.physics_state.on_ground,
|
|
)
|
|
});
|
|
let aim_to = Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
);
|
|
Dir::from_unnormalized(aim_to - aim_from)
|
|
},
|
|
_ => {
|
|
let aim_from = Vec3::new(self.pos.0.x, self.pos.0.y, self.pos.0.z + eye_offset);
|
|
let aim_to = Vec3::new(
|
|
tgt_data.pos.0.x,
|
|
tgt_data.pos.0.y,
|
|
tgt_data.pos.0.z + tgt_eye_offset,
|
|
);
|
|
Dir::from_unnormalized(aim_to - aim_from)
|
|
},
|
|
} {
|
|
controller.inputs.look_dir = dir;
|
|
}
|
|
|
|
let attack_data = AttackData {
|
|
min_attack_dist,
|
|
dist_sqrd,
|
|
angle,
|
|
angle_xy,
|
|
};
|
|
|
|
// Match on tactic. Each tactic has different controls
|
|
// depending on the distance from the agent to the target
|
|
match tactic {
|
|
Tactic::SimpleMelee => {
|
|
self.handle_simple_melee(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Axe => {
|
|
self.handle_axe_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Hammer => {
|
|
self.handle_hammer_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Sword => {
|
|
self.handle_sword_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Bow => {
|
|
self.handle_bow_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Staff => {
|
|
self.handle_staff_attack(agent, controller, &attack_data, tgt_data, read_data, rng)
|
|
},
|
|
Tactic::Sceptre => self.handle_sceptre_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::StoneGolem => {
|
|
self.handle_stone_golem_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::CircleCharge {
|
|
radius,
|
|
circle_time,
|
|
} => self.handle_circle_charge_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
radius,
|
|
circle_time,
|
|
rng,
|
|
),
|
|
Tactic::QuadLowRanged => self.handle_quadlow_ranged_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::TailSlap => {
|
|
self.handle_tail_slap_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::QuadLowQuick => self.handle_quadlow_quick_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadLowBasic => self.handle_quadlow_basic_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadMedJump => self.handle_quadmed_jump_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadMedBasic => self.handle_quadmed_basic_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::QuadLowBeam => self.handle_quadlow_beam_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Theropod => {
|
|
self.handle_theropod_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::ArthropodBasic => self.handle_arthropod_basic_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::ArthropodCharge => self.handle_arthropod_charge_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::ArthropodLeap => self.handle_arthropod_leap_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::ArthropodRanged => self.handle_arthropod_ranged_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Turret => {
|
|
self.handle_turret_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::FixedTurret => self.handle_fixed_turret_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::RotatingTurret => self.handle_rotating_turret_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Mindflayer => self.handle_mindflayer_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::BirdLargeFire => self.handle_birdlarge_fire_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
// Mostly identical to BirdLargeFire but tweaked for flamethrower instead of shockwave
|
|
Tactic::BirdLargeBreathe => self.handle_birdlarge_breathe_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
rng,
|
|
),
|
|
Tactic::BirdLargeBasic => self.handle_birdlarge_basic_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Minotaur => {
|
|
self.handle_minotaur_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::ClayGolem => {
|
|
self.handle_clay_golem_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::TidalWarrior => self.handle_tidal_warrior_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::RadialTurret => self.handle_radial_turret_attack(
|
|
agent,
|
|
controller,
|
|
&attack_data,
|
|
tgt_data,
|
|
read_data,
|
|
),
|
|
Tactic::Yeti => {
|
|
self.handle_yeti_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Harvester => {
|
|
self.handle_harvester_attack(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::SimpleBackstab => {
|
|
self.handle_simple_backstab(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::ElevatedRanged => {
|
|
self.handle_elevated_ranged(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Deadwood => {
|
|
self.handle_deadwood(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
Tactic::Mandragora => {
|
|
self.handle_mandragora(agent, controller, &attack_data, tgt_data, read_data)
|
|
},
|
|
}
|
|
}
|
|
|
|
fn handle_elevated_awareness(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
read_data: &ReadData,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
if is_invulnerable(*self.entity, read_data) {
|
|
self.idle(agent, controller, read_data, rng);
|
|
return;
|
|
}
|
|
|
|
if let Some(sound) = agent.sounds_heard.last() {
|
|
if let Some(agent_stats) = read_data.stats.get(*self.entity) {
|
|
let sound_pos = Pos(sound.pos);
|
|
let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
|
|
|
|
// FIXME: We need to be able to change the name of a guard without breaking this
|
|
// logic The `Mark` enum from common::agent could be used to
|
|
// match with `agent::Mark::Guard`
|
|
let is_village_guard = agent_stats.name == *"Guard".to_string();
|
|
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
|
|
|
|
if is_enemy {
|
|
let far_enough = dist_sqrd > 10.0_f32.powi(2);
|
|
|
|
if far_enough {
|
|
self.follow(agent, controller, &read_data.terrain, &sound_pos);
|
|
} else {
|
|
// TODO: Change this to a search action instead of idle
|
|
self.idle(agent, controller, read_data, rng);
|
|
}
|
|
} else if is_village_guard {
|
|
self.follow(agent, controller, &read_data.terrain, &sound_pos);
|
|
} else if !is_village_guard {
|
|
let flee_health = agent.psyche.flee_health;
|
|
let close_enough = dist_sqrd < 35.0_f32.powi(2);
|
|
let sound_was_loud = sound.vol >= 10.0;
|
|
|
|
if close_enough
|
|
&& (flee_health <= 0.7 || (flee_health <= 0.5 && sound_was_loud))
|
|
{
|
|
self.flee(agent, controller, &read_data.terrain, &sound_pos);
|
|
} else {
|
|
self.idle(agent, controller, read_data, rng);
|
|
}
|
|
} else {
|
|
// TODO: Change this to a search action instead of idle
|
|
self.idle(agent, controller, read_data, rng);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn attack_target_attacker(
|
|
&self,
|
|
agent: &mut Agent,
|
|
read_data: &ReadData,
|
|
controller: &mut Controller,
|
|
rng: &mut impl Rng,
|
|
) {
|
|
if let Some(Target { target, .. }) = agent.target {
|
|
if let Some(tgt_health) = read_data.healths.get(target) {
|
|
if let Some(by) = tgt_health.last_change.damage_by() {
|
|
if let Some(attacker) = get_entity_by_id(by.uid().0, read_data) {
|
|
if agent.target.is_none() {
|
|
controller.push_utterance(UtteranceKind::Angry);
|
|
}
|
|
|
|
agent.target = Some(Target::new(attacker, true, read_data.time.0, true));
|
|
|
|
if let Some(tgt_pos) = read_data.positions.get(attacker) {
|
|
if is_dead_or_invulnerable(attacker, read_data) {
|
|
agent.target =
|
|
Some(Target::new(target, false, read_data.time.0, false));
|
|
|
|
self.idle(agent, controller, read_data, rng);
|
|
} else {
|
|
let target_data = TargetData::new(
|
|
tgt_pos,
|
|
read_data.bodies.get(target),
|
|
read_data.scales.get(target),
|
|
);
|
|
|
|
self.attack(agent, controller, &target_data, read_data, rng);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Directs the entity to path and move toward the target
|
|
/// If full_path is false, the entity will path to a location 50 units along
|
|
/// the vector between the entity and the target. The speed multiplier
|
|
/// multiplies the movement speed by a value less than 1.0.
|
|
/// A `None` value implies a multiplier of 1.0.
|
|
/// Returns `false` if the pathfinding algorithm fails to return a path
|
|
fn path_toward_target(
|
|
&self,
|
|
agent: &mut Agent,
|
|
controller: &mut Controller,
|
|
tgt_data: &TargetData,
|
|
read_data: &ReadData,
|
|
full_path: bool,
|
|
separate: bool,
|
|
speed_multiplier: Option<f32>,
|
|
) -> bool {
|
|
let pathing_pos = if separate {
|
|
let mut sep_vec: Vec3<f32> = Vec3::<f32>::zero();
|
|
|
|
for entity in read_data
|
|
.cached_spatial_grid
|
|
.0
|
|
.in_circle_aabr(self.pos.0.xy(), SEPARATION_DIST)
|
|
{
|
|
if let (Some(alignment), Some(other_alignment)) =
|
|
(self.alignment, read_data.alignments.get(entity))
|
|
{
|
|
if Alignment::passive_towards(*alignment, *other_alignment) {
|
|
if let (Some(pos), Some(body), Some(other_body)) = (
|
|
read_data.positions.get(entity),
|
|
self.body,
|
|
read_data.bodies.get(entity),
|
|
) {
|
|
if self.pos.0.xy().distance(pos.0.xy())
|
|
< body.spacing_radius() + other_body.spacing_radius()
|
|
{
|
|
sep_vec += (self.pos.0.xy() - pos.0.xy())
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec2::zero)
|
|
* (((body.spacing_radius() + other_body.spacing_radius())
|
|
- self.pos.0.xy().distance(pos.0.xy()))
|
|
/ (body.spacing_radius() + other_body.spacing_radius()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
self.pos.0
|
|
+ PARTIAL_PATH_DIST
|
|
* (sep_vec * SEPARATION_BIAS
|
|
+ (tgt_data.pos.0 - self.pos.0) * (1.0 - SEPARATION_BIAS))
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::zero)
|
|
} else if full_path {
|
|
tgt_data.pos.0
|
|
} else {
|
|
self.pos.0
|
|
+ PARTIAL_PATH_DIST
|
|
* (tgt_data.pos.0 - self.pos.0)
|
|
.try_normalized()
|
|
.unwrap_or_else(Vec3::zero)
|
|
};
|
|
let speed_multiplier = speed_multiplier.unwrap_or(1.0).min(1.0);
|
|
if let Some((bearing, speed)) = agent.chaser.chase(
|
|
&*read_data.terrain,
|
|
self.pos.0,
|
|
self.vel.0,
|
|
pathing_pos,
|
|
TraversalConfig {
|
|
min_tgt_dist: 1.25,
|
|
..self.traversal_config
|
|
},
|
|
) {
|
|
controller.inputs.move_dir =
|
|
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed * speed_multiplier;
|
|
self.jump_if(controller, bearing.z > 1.5);
|
|
controller.inputs.move_z = bearing.z;
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
fn chat_npc_if_allowed_to_speak(
|
|
&self,
|
|
msg: impl ToString,
|
|
agent: &Agent,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
) -> bool {
|
|
if agent.allowed_to_speak() {
|
|
self.chat_npc(msg, event_emitter);
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
fn jump_if(&self, controller: &mut Controller, condition: bool) {
|
|
if condition {
|
|
controller.push_basic_input(InputKind::Jump);
|
|
} else {
|
|
controller.push_cancel_input(InputKind::Jump)
|
|
}
|
|
}
|
|
|
|
fn chat_npc(&self, msg: impl ToString, event_emitter: &mut Emitter<'_, ServerEvent>) {
|
|
event_emitter.emit(ServerEvent::Chat(UnresolvedChatMsg::npc(
|
|
*self.uid,
|
|
msg.to_string(),
|
|
)));
|
|
}
|
|
|
|
fn emit_scream(&self, time: f64, event_emitter: &mut Emitter<'_, ServerEvent>) {
|
|
if let Some(body) = self.body {
|
|
event_emitter.emit(ServerEvent::Sound {
|
|
sound: Sound::new(
|
|
SoundKind::Utterance(UtteranceKind::Scream, *body),
|
|
self.pos.0,
|
|
100.0,
|
|
time,
|
|
),
|
|
});
|
|
}
|
|
}
|
|
|
|
fn cry_out(&self, agent: &Agent, time: f64, event_emitter: &mut Emitter<'_, ServerEvent>) {
|
|
let is_enemy = matches!(self.alignment, Some(Alignment::Enemy));
|
|
// FIXME: This is not necessarily a "villager"
|
|
let is_villager = matches!(self.alignment, Some(Alignment::Npc));
|
|
|
|
if is_enemy {
|
|
self.chat_npc_if_allowed_to_speak(
|
|
"npc.speech.cultist_low_health_fleeing",
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
} else if is_villager {
|
|
self.chat_npc_if_allowed_to_speak(
|
|
"npc.speech.villager_under_attack",
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
self.emit_scream(time, event_emitter);
|
|
}
|
|
}
|
|
|
|
fn exclaim_relief_about_enemy_dead(
|
|
&self,
|
|
agent: &Agent,
|
|
event_emitter: &mut Emitter<'_, ServerEvent>,
|
|
) {
|
|
let is_villager = matches!(self.alignment, Some(Alignment::Npc));
|
|
|
|
if is_villager {
|
|
self.chat_npc_if_allowed_to_speak(
|
|
"npc.speech.villager_enemy_killed",
|
|
agent,
|
|
event_emitter,
|
|
);
|
|
}
|
|
}
|
|
}
|