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use std::{collections::VecDeque, hash::BuildHasherDefault};
use crate::{
ai::{
casual, choose, finish, important, just, now,
predicate::{every_range, timeout, Chance, EveryRange, Predicate},
seq, until, Action, NpcCtx, State,
},
data::{
npc::{Brain, PathData, SimulationMode},
ReportKind, Sentiment, Sites,
},
event::OnTick,
RtState, Rule, RuleError,
};
use common::{
astar::{Astar, PathResult},
comp::{
self, bird_large,
compass::{Direction, Distance},
dialogue::Subject,
Content,
},
path::Path,
rtsim::{Actor, ChunkResource, NpcInput, PersonalityTrait, Profession, Role, SiteId},
spiral::Spiral2d,
store::Id,
terrain::{sprite, CoordinateConversions, TerrainChunkSize},
time::DayPeriod,
util::Dir,
};
use fxhash::FxHasher64;
use itertools::{Either, Itertools};
use rand::prelude::*;
use rand_chacha::ChaChaRng;
use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
use vek::*;
use world::{
civ::{self, Track},
site::{Site as WorldSite, SiteKind},
site2::{self, plot::tavern, PlotKind, TileKind},
util::NEIGHBORS,
IndexRef, World,
};
/// How many ticks should pass between running NPC AI.
/// Note that this only applies to simulated NPCs: loaded NPCs have their AI
/// code run every tick. This means that AI code should be broadly
/// DT-independent.
const SIMULATED_TICK_SKIP: u64 = 10;
pub struct NpcAi;
const CARDINALS: &[Vec2<i32>] = &[
Vec2::new(1, 0),
Vec2::new(0, 1),
Vec2::new(-1, 0),
Vec2::new(0, -1),
];
#[derive(Clone)]
struct DefaultState {
socialize_timer: EveryRange,
move_home_timer: Chance<EveryRange>,
}
fn path_in_site(start: Vec2<i32>, end: Vec2<i32>, site: &site2::Site) -> PathResult<Vec2<i32>> {
let heuristic = |tile: &Vec2<i32>, _: &Vec2<i32>| tile.as_::<f32>().distance(end.as_());
let mut astar = Astar::new(1_000, start, BuildHasherDefault::<FxHasher64>::default());
let transition = |a: Vec2<i32>, b: Vec2<i32>| {
let distance = a.as_::<f32>().distance(b.as_());
let a_tile = site.tiles.get(a);
let b_tile = site.tiles.get(b);
let terrain = match &b_tile.kind {
TileKind::Empty => 3.0,
TileKind::Hazard(_) => 50.0,
TileKind::Field => 8.0,
TileKind::Plaza | TileKind::Road { .. } | TileKind::Path | TileKind::Bridge => 1.0,
TileKind::Building
| TileKind::Castle
| TileKind::Wall(_)
| TileKind::Tower(_)
| TileKind::Keep(_)
| TileKind::Gate
| TileKind::AdletStronghold
| TileKind::DwarvenMine
| TileKind::GnarlingFortification => 5.0,
};
let is_door_tile = |plot: Id<site2::Plot>, tile: Vec2<i32>| match site.plot(plot).kind() {
site2::PlotKind::House(house) => house.door_tile == tile,
site2::PlotKind::Workshop(_) => true,
_ => false,
};
let building = if a_tile.is_building() && b_tile.is_road() {
a_tile
.plot
.and_then(|plot| is_door_tile(plot, a).then_some(1.0))
.unwrap_or(10000.0)
} else if b_tile.is_building() && a_tile.is_road() {
b_tile
.plot
.and_then(|plot| is_door_tile(plot, b).then_some(1.0))
.unwrap_or(10000.0)
} else if (a_tile.is_building() || b_tile.is_building()) && a_tile.plot != b_tile.plot {
10000.0
} else {
1.0
};
distance * terrain + building
};
let neighbors = |tile: &Vec2<i32>| {
let tile = *tile;
CARDINALS.iter().map(move |c| {
let n = tile + *c;
(n, transition(tile, n))
})
};
astar.poll(1000, heuristic, neighbors, |tile| {
*tile == end || site.tiles.get_known(*tile).is_none()
})
}
fn path_between_sites(
start: SiteId,
end: SiteId,
sites: &Sites,
world: &World,
) -> PathResult<(Id<Track>, bool)> {
let world_site = |site_id: SiteId| {
let id = sites.get(site_id).and_then(|site| site.world_site)?;
world.civs().sites.recreate_id(id.id())
};
let start = if let Some(start) = world_site(start) {
start
} else {
return PathResult::Pending;
};
let end = if let Some(end) = world_site(end) {
end
} else {
return PathResult::Pending;
};
let get_site = |site: &Id<civ::Site>| world.civs().sites.get(*site);
let end_pos = get_site(&end).center.as_::<f32>();
let heuristic =
|site: &Id<civ::Site>, _: &Id<civ::Site>| get_site(site).center.as_().distance(end_pos);
let mut astar = Astar::new(250, start, BuildHasherDefault::<FxHasher64>::default());
let transition = |a: Id<civ::Site>, b: Id<civ::Site>| {
world
.civs()
.track_between(a, b)
.map(|(id, _)| world.civs().tracks.get(id).cost)
.unwrap_or(f32::INFINITY)
};
let neighbors = |site: &Id<civ::Site>| {
let site = *site;
world
.civs()
.neighbors(site)
.map(move |n| (n, transition(n, site)))
};
let path = astar.poll(250, heuristic, neighbors, |site| *site == end);
path.map(|path| {
let path = path
.into_iter()
.tuple_windows::<(_, _)>()
// Since we get a, b from neighbors, track_between shouldn't return None.
.filter_map(|(a, b)| world.civs().track_between(a, b))
.collect();
Path { nodes: path }
})
}
fn path_site(
start: Vec2<f32>,
end: Vec2<f32>,
site: Id<WorldSite>,
index: IndexRef,
) -> Option<Vec<Vec2<f32>>> {
if let Some(site) = index.sites.get(site).site2() {
let start = site.wpos_tile_pos(start.as_());
let end = site.wpos_tile_pos(end.as_());
let nodes = match path_in_site(start, end, site) {
PathResult::Path(p, _c) => p.nodes,
PathResult::Exhausted(p) => p.nodes,
PathResult::None(_) | PathResult::Pending => return None,
};
Some(
nodes
.into_iter()
.map(|tile| site.tile_center_wpos(tile).as_() + 0.5)
.collect(),
)
} else {
None
}
}
fn path_between_towns(
start: SiteId,
end: SiteId,
sites: &Sites,
world: &World,
) -> Option<PathData<(Id<Track>, bool), SiteId>> {
match path_between_sites(start, end, sites, world) {
PathResult::Exhausted(p) => Some(PathData {
end,
path: p.nodes.into(),
repoll: true,
}),
PathResult::Path(p, _c) => Some(PathData {
end,
path: p.nodes.into(),
repoll: false,
}),
PathResult::Pending | PathResult::None(_) => None,
}
}
impl Rule for NpcAi {
fn start(rtstate: &mut RtState) -> Result<Self, RuleError> {
// Keep track of the last `SIMULATED_TICK_SKIP` ticks, to know the deltatime
// since the last tick we ran the npc.
let mut last_ticks: VecDeque<_> = [1.0 / 30.0; SIMULATED_TICK_SKIP as usize]
.into_iter()
.collect();
rtstate.bind::<Self, OnTick>(move |ctx| {
last_ticks.push_front(ctx.event.dt);
if last_ticks.len() >= SIMULATED_TICK_SKIP as usize {
last_ticks.pop_back();
}
// Temporarily take the brains of NPCs out of their heads to appease the borrow
// checker
let mut npc_data = {
let mut data = ctx.state.data_mut();
data.npcs
.iter_mut()
// Don't run AI for dead NPCs
.filter(|(_, npc)| !npc.is_dead && !matches!(npc.role, Role::Vehicle))
// Don't run AI for simulated NPCs every tick
.filter(|(_, npc)| matches!(npc.mode, SimulationMode::Loaded) || (npc.seed as u64 + ctx.event.tick) % SIMULATED_TICK_SKIP == 0)
.map(|(npc_id, npc)| {
let controller = std::mem::take(&mut npc.controller);
let inbox = std::mem::take(&mut npc.inbox);
let sentiments = std::mem::take(&mut npc.sentiments);
let known_reports = std::mem::take(&mut npc.known_reports);
let brain = npc.brain.take().unwrap_or_else(|| Brain {
action: Box::new(think().repeat().with_state(DefaultState {
socialize_timer: every_range(15.0..30.0),
move_home_timer: every_range(400.0..2000.0).chance(0.5),
})),
});
(npc_id, controller, inbox, sentiments, known_reports, brain)
})
.collect::<Vec<_>>()
};
// The sum of the last `SIMULATED_TICK_SKIP` tick deltatimes is the deltatime since
// simulated npcs ran this tick had their ai ran.
let simulated_dt = last_ticks.iter().sum::<f32>();
// Do a little thinking
{
let data = &*ctx.state.data();
npc_data
.par_iter_mut()
.for_each(|(npc_id, controller, inbox, sentiments, known_reports, brain)| {
let npc = &data.npcs[*npc_id];
// Reset look_dir
controller.look_dir = None;
brain.action.tick(&mut NpcCtx {
state: ctx.state,
world: ctx.world,
index: ctx.index,
time_of_day: ctx.event.time_of_day,
time: ctx.event.time,
npc,
npc_id: *npc_id,
controller,
inbox,
known_reports,
sentiments,
dt: if matches!(npc.mode, SimulationMode::Loaded) {
ctx.event.dt
} else {
simulated_dt
},
rng: ChaChaRng::from_seed(thread_rng().gen::<[u8; 32]>()),
}, &mut ());
});
}
// Reinsert NPC brains
let mut data = ctx.state.data_mut();
for (npc_id, controller, inbox, sentiments, known_reports, brain) in npc_data {
data.npcs[npc_id].controller = controller;
data.npcs[npc_id].brain = Some(brain);
data.npcs[npc_id].inbox = inbox;
data.npcs[npc_id].sentiments = sentiments;
data.npcs[npc_id].known_reports = known_reports;
}
});
Ok(Self)
}
}
fn idle<S: State>() -> impl Action<S> + Clone {
just(|ctx, _| ctx.controller.do_idle()).debug(|| "idle")
}
/// Try to walk toward a 3D position without caring for obstacles.
fn goto<S: State>(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32) -> impl Action<S> {
const WAYPOINT_DIST: f32 = 12.0;
just(move |ctx, waypoint: &mut Option<Vec3<f32>>| {
// If we're close to the next waypoint, complete it
if waypoint.map_or(false, |waypoint: Vec3<f32>| {
ctx.npc.wpos.xy().distance_squared(waypoint.xy()) < WAYPOINT_DIST.powi(2)
}) {
*waypoint = None;
}
// Get the next waypoint on the route toward the goal
let waypoint = waypoint.get_or_insert_with(|| {
wpos.with_z(ctx.world.sim().get_surface_alt_approx(wpos.xy().as_()))
});
ctx.controller.do_goto(*waypoint, speed_factor);
})
.repeat()
.stop_if(move |ctx: &mut NpcCtx| {
ctx.npc.wpos.xy().distance_squared(wpos.xy()) < goal_dist.powi(2)
})
.with_state(None)
.debug(move || format!("goto {}, {}, {}", wpos.x, wpos.y, wpos.z))
.map(|_, _| {})
}
/// Try to walk fly a 3D position following the terrain altitude at an offset
/// without caring for obstacles.
fn goto_flying<S: State>(
wpos: Vec3<f32>,
speed_factor: f32,
goal_dist: f32,
step_dist: f32,
waypoint_dist: f32,
height_offset: f32,
) -> impl Action<S> {
just(move |ctx, waypoint: &mut Option<Vec3<f32>>| {
// If we're close to the next waypoint, complete it
if waypoint.map_or(false, |waypoint: Vec3<f32>| {
ctx.npc.wpos.distance_squared(waypoint) < waypoint_dist.powi(2)
}) {
*waypoint = None;
}
// Get the next waypoint on the route toward the goal
let waypoint = waypoint.get_or_insert_with(|| {
let rpos = wpos - ctx.npc.wpos;
let len = rpos.magnitude();
let wpos = ctx.npc.wpos + (rpos / len) * len.min(step_dist);
wpos.with_z(ctx.world.sim().get_surface_alt_approx(wpos.xy().as_()) + height_offset)
});
ctx.controller.do_goto(*waypoint, speed_factor);
})
.repeat()
.boxed()
.with_state(None)
.stop_if(move |ctx: &mut NpcCtx| {
ctx.npc.wpos.xy().distance_squared(wpos.xy()) < goal_dist.powi(2)
})
.debug(move || {
format!(
"goto flying ({}, {}, {}), goal dist {}",
wpos.x, wpos.y, wpos.z, goal_dist
)
})
.map(|_, _| {})
}
/// Try to walk toward a 2D position on the surface without caring for
/// obstacles.
fn goto_2d<S: State>(wpos2d: Vec2<f32>, speed_factor: f32, goal_dist: f32) -> impl Action<S> {
now(move |ctx, _| {
let wpos = wpos2d.with_z(ctx.world.sim().get_surface_alt_approx(wpos2d.as_()));
goto(wpos, speed_factor, goal_dist).debug(move || {
format!(
"goto 2d ({}, {}), z {}, goal dist {}",
wpos2d.x, wpos2d.y, wpos.z, goal_dist
)
})
})
}
/// Try to fly toward a 2D position following the terrain altitude at an offset
/// without caring for obstacles.
fn goto_2d_flying<S: State>(
wpos2d: Vec2<f32>,
speed_factor: f32,
goal_dist: f32,
step_dist: f32,
waypoint_dist: f32,
height_offset: f32,
) -> impl Action<S> {
now(move |ctx, _| {
let wpos =
wpos2d.with_z(ctx.world.sim().get_surface_alt_approx(wpos2d.as_()) + height_offset);
goto_flying(
wpos,
speed_factor,
goal_dist,
step_dist,
waypoint_dist,
height_offset,
)
.debug(move || {
format!(
"goto 2d flying ({}, {}), goal dist {}",
wpos2d.x, wpos2d.y, goal_dist
)
})
})
}
fn traverse_points<S: State, F>(next_point: F, speed_factor: f32) -> impl Action<S>
where
F: FnMut(&mut NpcCtx) -> Option<Vec2<f32>> + Clone + Send + Sync + 'static,
{
until(move |ctx, next_point: &mut F| {
// Pick next waypoint, return if path ended
let wpos = next_point(ctx)?;
let wpos_site = |wpos: Vec2<f32>| {
ctx.world
.sim()
.get(wpos.as_().wpos_to_cpos())
.and_then(|chunk| chunk.sites.first().copied())
};
let wpos_sites_contain = |wpos: Vec2<f32>, site: Id<world::site::Site>| {
ctx.world
.sim()
.get(wpos.as_().wpos_to_cpos())
.map(|chunk| chunk.sites.contains(&site))
.unwrap_or(false)
};
let npc_wpos = ctx.npc.wpos;
// If we're traversing within a site, do intra-site pathfinding
if let Some(site) = wpos_site(wpos) {
let mut site_exit = wpos;
while let Some(next) = next_point(ctx).filter(|next| wpos_sites_contain(*next, site)) {
site_exit = next;
}
// Navigate through the site to the site exit
if let Some(path) = path_site(wpos, site_exit, site, ctx.index) {
Some(Either::Left(
seq(path.into_iter().map(move |wpos| goto_2d(wpos, 1.0, 8.0))).then(goto_2d(
site_exit,
speed_factor,
8.0,
)),
))
} else {
// No intra-site path found, just attempt to move towards the exit node
Some(Either::Right(
goto_2d(site_exit, speed_factor, 8.0)
.debug(move || {
format!(
"direct from {}, {}, ({}) to site exit at {}, {}",
npc_wpos.x, npc_wpos.y, npc_wpos.z, site_exit.x, site_exit.y
)
})
.boxed(),
))
}
} else {
// We're in the middle of a road, just go to the next waypoint
Some(Either::Right(
goto_2d(wpos, speed_factor, 8.0)
.debug(move || {
format!(
"from {}, {}, ({}) to the next waypoint at {}, {}",
npc_wpos.x, npc_wpos.y, npc_wpos.z, wpos.x, wpos.y
)
})
.boxed(),
))
}
})
.with_state(next_point)
.debug(|| "traverse points")
}
/// Try to travel to a site. Where practical, paths will be taken.
fn travel_to_point<S: State>(wpos: Vec2<f32>, speed_factor: f32) -> impl Action<S> {
now(move |ctx, _| {
const WAYPOINT: f32 = 48.0;
let start = ctx.npc.wpos.xy();
let diff = wpos - start;
let n = (diff.magnitude() / WAYPOINT).max(1.0);
let mut points = (1..n as usize + 1).map(move |i| start + diff * (i as f32 / n));
traverse_points(move |_| points.next(), speed_factor)
})
.debug(move || format!("travel to point {}, {}", wpos.x, wpos.y))
}
/// Try to travel to a site. Where practical, paths will be taken.
fn travel_to_site<S: State>(tgt_site: SiteId, speed_factor: f32) -> impl Action<S> {
now(move |ctx, _| {
let sites = &ctx.state.data().sites;
let site_wpos = sites.get(tgt_site).map(|site| site.wpos.as_());
// If we're currently in a site, try to find a path to the target site via
// tracks
if let Some(current_site) = ctx.npc.current_site
&& let Some(tracks) = path_between_towns(current_site, tgt_site, sites, ctx.world)
{
let mut path_nodes = tracks.path
.into_iter()
.flat_map(move |(track_id, reversed)| (0..)
.map(move |node_idx| (node_idx, track_id, reversed)));
traverse_points(move |ctx| {
let (node_idx, track_id, reversed) = path_nodes.next()?;
let nodes = &ctx.world.civs().tracks.get(track_id).path().nodes;
// Handle the case where we walk paths backward
let idx = if reversed {
nodes.len().checked_sub(node_idx + 1)
} else {
Some(node_idx)
};
if let Some(node) = idx.and_then(|idx| nodes.get(idx)) {
// Find the centre of the track node's chunk
let node_chunk_wpos = TerrainChunkSize::center_wpos(*node);
// Refine the node position a bit more based on local path information
Some(ctx.world.sim()
.get_nearest_path(node_chunk_wpos)
.map_or(node_chunk_wpos, |(_, wpos, _, _)| wpos.as_())
.as_::<f32>())
} else {
None
}
}, speed_factor)
.boxed()
// For every track in the path we discovered between the sites...
// seq(tracks
// .path
// .into_iter()
// .enumerate()
// // ...traverse the nodes of that path.
// .map(move |(i, (track_id, reversed))| now(move |ctx| {
// let track_len = ctx.world.civs().tracks.get(track_id).path().len();
// // Tracks can be traversed backward (i.e: from end to beginning). Account for this.
// seq(if reversed {
// Either::Left((0..track_len).rev())
// } else {
// Either::Right(0..track_len)
// }
// .enumerate()
// .map(move |(i, node_idx)| now(move |ctx| {
// // Find the centre of the track node's chunk
// let node_chunk_wpos = TerrainChunkSize::center_wpos(ctx.world
// .civs()
// .tracks
// .get(track_id)
// .path()
// .nodes[node_idx]);
// // Refine the node position a bit more based on local path information
// let node_wpos = ctx.world.sim()
// .get_nearest_path(node_chunk_wpos)
// .map_or(node_chunk_wpos, |(_, wpos, _, _)| wpos.as_());
// // Walk toward the node
// goto_2d(node_wpos.as_(), 1.0, 8.0)
// .debug(move || format!("traversing track node ({}/{})", i + 1, track_len))
// })))
// })
// .debug(move || format!("travel via track {:?} ({}/{})", track_id, i + 1, track_count))))
// .boxed()
} else if let Some(site) = sites.get(tgt_site) {
// If all else fails, just walk toward the target site in a straight line
travel_to_point(site.wpos.map(|e| e as f32 + 0.5), speed_factor).debug(|| "travel to point fallback").boxed()
} else {
// If we can't find a way to get to the site at all, there's nothing more to be done
finish().boxed()
}
// Stop the NPC early if we're near the site to prevent huddling around the centre
.stop_if(move |ctx: &mut NpcCtx| site_wpos.map_or(false, |site_wpos| ctx.npc.wpos.xy().distance_squared(site_wpos) < 16f32.powi(2)))
})
.debug(move || format!("travel_to_site {:?}", tgt_site))
.map(|_, _| ())
}
fn talk_to<S: State>(tgt: Actor, _subject: Option<Subject>) -> impl Action<S> + Clone {
now(move |ctx, _| {
if matches!(tgt, Actor::Npc(_)) && ctx.rng.gen_bool(0.2) {
// Cut off the conversation sometimes to avoid infinite conversations (but only
// if the target is an NPC!) TODO: Don't special case this, have
// some sort of 'bored of conversation' system
idle().l()
} else {
// Mention nearby sites
let comment = if ctx.rng.gen_bool(0.3)
&& let Some(current_site) = ctx.npc.current_site
&& let Some(current_site) = ctx.state.data().sites.get(current_site)
&& let Some(mention_site) = current_site.nearby_sites_by_size.choose(&mut ctx.rng)
&& let Some(mention_site) = ctx.state.data().sites.get(*mention_site)
&& let Some(mention_site_name) = mention_site
.world_site
.map(|ws| ctx.index.sites.get(ws).name().to_string())
{
Content::localized_with_args("npc-speech-tell_site", [
("site", Content::Plain(mention_site_name)),
(
"dir",
Direction::from_dir(mention_site.wpos.as_() - ctx.npc.wpos.xy())
.localize_npc(),
),
(
"dist",
Distance::from_length(
mention_site.wpos.as_().distance(ctx.npc.wpos.xy()) as i32
)
.localize_npc(),
),
])
// Mention current site
} else if ctx.rng.gen_bool(0.3)
&& let Some(current_site) = ctx.npc.current_site
&& let Some(current_site) = ctx.state.data().sites.get(current_site)
&& let Some(current_site_name) = current_site
.world_site
.map(|ws| ctx.index.sites.get(ws).name().to_string())
{
Content::localized_with_args("npc-speech-site", [(
"site",
Content::Plain(current_site_name),
)])
// Mention nearby monsters
} else if ctx.rng.gen_bool(0.3)
&& let Some(monster) = ctx
.state
.data()
.npcs
.values()
.filter(|other| matches!(&other.role, Role::Monster))
.min_by_key(|other| other.wpos.xy().distance(ctx.npc.wpos.xy()) as i32)
{
Content::localized_with_args("npc-speech-tell_monster", [
("body", monster.body.localize_npc()),
(
"dir",
Direction::from_dir(monster.wpos.xy() - ctx.npc.wpos.xy()).localize_npc(),
),
(
"dist",
Distance::from_length(monster.wpos.xy().distance(ctx.npc.wpos.xy()) as i32)
.localize_npc(),
),
])
// Specific night dialog
} else if ctx.rng.gen_bool(0.6) && DayPeriod::from(ctx.time_of_day.0).is_dark() {
Content::localized("npc-speech-night")
} else {
ctx.npc.personality.get_generic_comment(&mut ctx.rng)
};
// TODO: Don't special-case players
let wait = if matches!(tgt, Actor::Character(_)) {
0.0
} else {
1.5
};
idle()
.repeat()
.stop_if(timeout(wait))
.then(just(move |ctx, _| ctx.controller.say(tgt, comment.clone())))
.r()
}
})
}
fn socialize() -> impl Action<EveryRange> + Clone {
now(move |ctx, socialize: &mut EveryRange| {
// Skip most socialising actions if we're not loaded
if matches!(ctx.npc.mode, SimulationMode::Loaded)
&& socialize.should(ctx)
&& !ctx.npc.personality.is(PersonalityTrait::Introverted)
{
// Sometimes dance
if ctx.rng.gen_bool(0.15) {
return just(|ctx, _| ctx.controller.do_dance(None))
.repeat()
.stop_if(timeout(6.0))
.debug(|| "dancing")
.map(|_, _| ())
.l()
.l();
// Talk to nearby NPCs
} else if let Some(other) = ctx
.state
.data()
.npcs
.nearby(Some(ctx.npc_id), ctx.npc.wpos, 8.0)
.choose(&mut ctx.rng)
{
return talk_to(other, None)
// After talking, wait for a while
.then(idle().repeat().stop_if(timeout(4.0)))
.map(|_, _| ())
.r().l();
}
}
idle().r()
})
}
fn adventure() -> impl Action<DefaultState> {
choose(|ctx, _| {
// Choose a random site that's fairly close by
if let Some(tgt_site) = ctx
.state
.data()
.sites
.iter()
.filter(|(site_id, site)| {
// Only path toward towns
matches!(
site.world_site.map(|ws| &ctx.index.sites.get(ws).kind),
Some(
SiteKind::Refactor(_)
| SiteKind::CliffTown(_)
| SiteKind::SavannahTown(_)
| SiteKind::CoastalTown(_)
| SiteKind::DesertCity(_)
),
) && ctx.npc.current_site.map_or(true, |cs| *site_id != cs)
&& ctx.rng.gen_bool(0.25)
})
.min_by_key(|(_, site)| site.wpos.as_().distance(ctx.npc.wpos.xy()) as i32)
.map(|(site_id, _)| site_id)
{
let wait_time = if matches!(ctx.npc.profession(), Some(Profession::Merchant)) {
60.0 * 15.0
} else {
60.0 * 3.0
};
let site_name = ctx.state.data().sites[tgt_site].world_site
.map(|ws| ctx.index.sites.get(ws).name().to_string())
.unwrap_or_default();
// Travel to the site
important(just(move |ctx, _| ctx.controller.say(None, Content::localized_with_args("npc-speech-moving_on", [("site", site_name.clone())])))
.then(travel_to_site(tgt_site, 0.6))
// Stop for a few minutes
.then(villager(tgt_site).repeat().stop_if(timeout(wait_time)))
.map(|_, _| ())
.boxed(),
)
} else {
casual(finish().boxed())
}
})
.debug(move || "adventure")
}
fn gather_ingredients<S: State>() -> impl Action<S> {
just(|ctx, _| {
ctx.controller.do_gather(
&[
ChunkResource::Fruit,
ChunkResource::Mushroom,
ChunkResource::Plant,
][..],
)
})
.debug(|| "gather ingredients")
}
fn hunt_animals<S: State>() -> impl Action<S> {
just(|ctx, _| ctx.controller.do_hunt_animals()).debug(|| "hunt_animals")
}
fn find_forest(ctx: &mut NpcCtx) -> Option<Vec2<f32>> {
let chunk_pos = ctx.npc.wpos.xy().as_().wpos_to_cpos();
Spiral2d::new()
.skip(ctx.rng.gen_range(1..=64))
.take(24)
.map(|rpos| chunk_pos + rpos)
.find(|cpos| {
ctx.world
.sim()
.get(*cpos)
.map_or(false, |c| c.tree_density > 0.75 && c.surface_veg > 0.5)
})
.map(|chunk| TerrainChunkSize::center_wpos(chunk).as_())
}
fn find_farm(ctx: &mut NpcCtx, site: SiteId) -> Option<Vec2<f32>> {
ctx.state
.data()
.sites
.get(site)
.and_then(|site| ctx.index.sites.get(site.world_site?).site2())
.and_then(|site2| {
let farm = site2
.plots()
.filter(|p| matches!(p.kind(), PlotKind::FarmField(_)))
.choose(&mut ctx.rng)?;
Some(site2.tile_center_wpos(farm.root_tile()).as_())
})
}
fn choose_plaza(ctx: &mut NpcCtx, site: SiteId) -> Option<Vec2<f32>> {
ctx.state
.data()
.sites
.get(site)
.and_then(|site| ctx.index.sites.get(site.world_site?).site2())
.and_then(|site2| {
let plaza = &site2.plots[site2.plazas().choose(&mut ctx.rng)?];
let tile = plaza
.tiles()
.choose(&mut ctx.rng)
.unwrap_or_else(|| plaza.root_tile());
Some(site2.tile_center_wpos(tile).as_())
})
}
const WALKING_SPEED: f32 = 0.35;
fn villager(visiting_site: SiteId) -> impl Action<DefaultState> {
choose(move |ctx, state: &mut DefaultState| {
// Consider moving home if the home site gets too full
if state.move_home_timer.should(ctx)
&& let Some(home) = ctx.npc.home
&& Some(home) == ctx.npc.current_site
&& let Some(home_pop_ratio) = ctx.state.data().sites.get(home)
.and_then(|site| Some((site, ctx.index.sites.get(site.world_site?).site2()?)))
.map(|(site, site2)| site.population.len() as f32 / site2.plots().len() as f32)
// Only consider moving if the population is more than 1.5x the number of homes
.filter(|pop_ratio| *pop_ratio > 1.5)
&& let Some(new_home) = ctx
.state
.data()
.sites
.iter()
// Don't try to move to the site that's currently our home
.filter(|(site_id, _)| Some(*site_id) != ctx.npc.home)
// Only consider towns as potential homes
.filter_map(|(site_id, site)| {
let site2 = match site.world_site.map(|ws| &ctx.index.sites.get(ws).kind) {
Some(SiteKind::Refactor(site2)
| SiteKind::CliffTown(site2)
| SiteKind::SavannahTown(site2)
| SiteKind::CoastalTown(site2)
| SiteKind::DesertCity(site2)) => site2,
_ => return None,
};
Some((site_id, site, site2))
})
// Only select sites that are less densely populated than our own
.filter(|(_, site, site2)| (site.population.len() as f32 / site2.plots().len() as f32) < home_pop_ratio)
// Find the closest of the candidate sites
.min_by_key(|(_, site, _)| site.wpos.as_().distance(ctx.npc.wpos.xy()) as i32)
.map(|(site_id, _, _)| site_id)
{
let site_name = ctx.state.data().sites[new_home].world_site
.map(|ws| ctx.index.sites.get(ws).name().to_string());
return important(just(move |ctx, _| {
if let Some(site_name) = &site_name {
ctx.controller.say(None, Content::localized_with_args("npc-speech-migrating", [("site", site_name.clone())]))
}
})
.then(travel_to_site(new_home, 0.5))
.then(just(move |ctx, _| ctx.controller.set_new_home(new_home))));
}
let day_period = DayPeriod::from(ctx.time_of_day.0);
let is_weekend = ctx.time_of_day.day() as u64 % 6 == 0;
if day_period.is_dark()
&& !matches!(ctx.npc.profession(), Some(Profession::Guard))
{
return important(
now(move |ctx, _| {
if let Some(house_wpos) = ctx
.state
.data()
.sites
.get(visiting_site)
.and_then(|site| ctx.index.sites.get(site.world_site?).site2())
.and_then(|site2| {
// Find a house in the site we're visiting
let house = site2
.plots()
.filter(|p| matches!(p.kind(), PlotKind::House(_)))
.choose(&mut ctx.rng)?;
Some(site2.tile_center_wpos(house.root_tile()).as_())
})
{
just(|ctx, _| {
ctx.controller
.say(None, Content::localized("npc-speech-night_time"))
})
.then(travel_to_point(house_wpos, 0.65))
.debug(|| "walk to house")
.then(socialize().repeat().map_state(|state: &mut DefaultState| &mut state.socialize_timer).debug(|| "wait in house"))
.stop_if(|ctx: &mut NpcCtx| DayPeriod::from(ctx.time_of_day.0).is_light())
.then(just(|ctx, _| {
ctx.controller
.say(None, Content::localized("npc-speech-day_time"))
}))
.map(|_, _| ())
.boxed()
} else {
finish().boxed()
}
})
.debug(|| "find somewhere to sleep"),
);
}
// Go do something fun on evenings and holidays, or on random days.
else if
// Ain't no rest for the wicked
!matches!(ctx.npc.profession(), Some(Profession::Guard))
&& (matches!(day_period, DayPeriod::Evening) || is_weekend || ctx.rng.gen_bool(0.05)) {
let mut fun_stuff = Vec::new();
if let Some(ws_id) = ctx.state.data().sites[visiting_site].world_site
&& let Some(ws) = ctx.index.sites.get(ws_id).site2() {
if let Some(arena) = ws.plots().find_map(|p| match p.kind() { PlotKind::DesertCityArena(a) => Some(a), _ => None}) {
let wait_time = ctx.rng.gen_range(100.0..300.0);
// We don't use Z coordinates for seats because they are complicated to calculate from the Ramp procedural generation
// and using goto_2d seems to work just fine. However it also means that NPC will never go seat on the stands
// on the first floor of the arena. This is a compromise that was made because in the current arena procedural generation
// there is also no pathways to the stands on the first floor for NPCs.
let arena_center = Vec3::new(arena.center.x, arena.center.y, arena.base).as_::<f32>();
let stand_dist = arena.stand_dist as f32;
let seat_var_width = ctx.rng.gen_range(0..arena.stand_width) as f32;
let seat_var_length = ctx.rng.gen_range(-arena.stand_length..arena.stand_length) as f32;
// Select a seat on one of the 4 arena stands
let seat = match ctx.rng.gen_range(0..4) {
0 => Vec3::new(arena_center.x - stand_dist + seat_var_width, arena_center.y + seat_var_length, arena_center.z),
1 => Vec3::new(arena_center.x + stand_dist - seat_var_width, arena_center.y + seat_var_length, arena_center.z),
2 => Vec3::new(arena_center.x + seat_var_length, arena_center.y - stand_dist + seat_var_width, arena_center.z),
_ => Vec3::new(arena_center.x + seat_var_length, arena_center.y + stand_dist - seat_var_width, arena_center.z),
};
let look_dir = Dir::from_unnormalized(arena_center - seat);
// Walk to an arena seat, cheer, sit and dance
let action = casual(just(move |ctx, _| ctx.controller.say(None, Content::localized("npc-speech-arena")))
.then(goto_2d(seat.xy(), 0.6, 1.0).debug(|| "go to arena"))
// Turn toward the centre of the arena and watch the action!
.then(choose(move |ctx, _| if ctx.rng.gen_bool(0.3) {
casual(just(move |ctx,_| ctx.controller.do_cheer(look_dir)).repeat().stop_if(timeout(5.0)))
} else if ctx.rng.gen_bool(0.15) {
casual(just(move |ctx,_| ctx.controller.do_dance(look_dir)).repeat().stop_if(timeout(5.0)))
} else {
casual(just(move |ctx,_| ctx.controller.do_sit(look_dir, None)).repeat().stop_if(timeout(15.0)))
})
.repeat()
.stop_if(timeout(wait_time)))
.map(|_, _| ())
.boxed());
fun_stuff.push(action);
}
if let Some(tavern) = ws.plots().filter_map(|p| match p.kind() { PlotKind::Tavern(a) => Some(a), _ => None }).choose(&mut ctx.rng) {
let wait_time = ctx.rng.gen_range(100.0..300.0);
let (stage_aabr, stage_z) = tavern.rooms.values().flat_map(|room| {
room.details.iter().filter_map(|detail| match detail {
tavern::Detail::Stage { aabr } => Some((*aabr, room.bounds.min.z + 1)),
_ => None,
})
}).choose(&mut ctx.rng).unwrap_or((tavern.bounds, tavern.door_wpos.z));
let bar_pos = tavern.rooms.values().flat_map(|room|
room.details.iter().filter_map(|detail| match detail {
tavern::Detail::Bar { aabr } => {
let side = site2::util::Dir::from_vec2(room.bounds.center().xy() - aabr.center());
let pos = side.select_aabr_with(*aabr, aabr.center()) + side.to_vec2();
Some(pos.with_z(room.bounds.min.z))
}
_ => None,
})
).choose(&mut ctx.rng).unwrap_or(stage_aabr.center().with_z(stage_z));
// Pick a chair that is theirs for the stay
let chair_pos = tavern.rooms.values().flat_map(|room| {
let z = room.bounds.min.z;
room.details.iter().filter_map(move |detail| match detail {
tavern::Detail::Table { pos, chairs } => Some(chairs.into_iter().map(move |dir| pos.with_z(z) + dir.to_vec2())),
_ => None,
})
.flatten()
}
).choose(&mut ctx.rng)
// This path is possible, but highly unlikely.
.unwrap_or(bar_pos);
let stage_aabr = stage_aabr.as_::<f32>();
let stage_z = stage_z as f32;
let action = casual(travel_to_point(tavern.door_wpos.xy().as_() + 0.5, 0.8).then(choose(move |ctx, (last_action, _)| {
let action = [0, 1, 2].into_iter().filter(|i| *last_action != Some(*i)).choose(&mut ctx.rng).expect("We have at least 2 elements");
let socialize = socialize().map_state(|(_, timer)| timer).repeat();
match action {
// Go and dance on a stage.
0 => {
casual(now(move |ctx, (last_action, _)| {
*last_action = Some(action);
goto(stage_aabr.min.map2(stage_aabr.max, |a, b| ctx.rng.gen_range(a..b)).with_z(stage_z), WALKING_SPEED, 1.0)
})
.then(just(move |ctx,_| ctx.controller.do_dance(None)).repeat().stop_if(timeout(ctx.rng.gen_range(20.0..30.0))))
.map(|_, _| ())
)
},
// Go and sit at a table.
1 => {
casual(
now(move |ctx, (last_action, _)| {
*last_action = Some(action);
goto(chair_pos.as_() + 0.5, WALKING_SPEED, 1.0).then(just(move |ctx, _| ctx.controller.do_sit(None, Some(chair_pos)))).then(socialize.clone().stop_if(timeout(ctx.rng.gen_range(30.0..60.0)))).map(|_, _| ())
})
)
},
// Go to the bar.
_ => {
casual(
now(move |ctx, (last_action, _)| {
*last_action = Some(action);
goto(bar_pos.as_() + 0.5, WALKING_SPEED, 1.0).then(socialize.clone().stop_if(timeout(ctx.rng.gen_range(10.0..25.0)))).map(|_, _| ())
})
)
},
}
})
.with_state((None::<u32>, every_range(5.0..10.0)))
.repeat()
.stop_if(timeout(wait_time)))
.map(|_, _| ())
.boxed()
);
fun_stuff.push(action);
}
}
if !fun_stuff.is_empty() {
let i = ctx.rng.gen_range(0..fun_stuff.len());
return fun_stuff.swap_remove(i);
}
}
// Villagers with roles should perform those roles
else if matches!(ctx.npc.profession(), Some(Profession::Herbalist)) && ctx.rng.gen_bool(0.8)
{
if let Some(forest_wpos) = find_forest(ctx) {
return casual(
travel_to_point(forest_wpos, 0.5)
.debug(|| "walk to forest")
.then({
let wait_time = ctx.rng.gen_range(10.0..30.0);
gather_ingredients().repeat().stop_if(timeout(wait_time))
})
.map(|_, _| ()),
);
}
} else if matches!(ctx.npc.profession(), Some(Profession::Farmer)) && ctx.rng.gen_bool(0.8)
{
if let Some(farm_wpos) = find_farm(ctx, visiting_site) {
return casual(
travel_to_point(farm_wpos, 0.5)
.debug(|| "walk to farm")
.then({
let wait_time = ctx.rng.gen_range(30.0..120.0);
gather_ingredients().repeat().stop_if(timeout(wait_time))
})
.map(|_, _| ()),
);
}
} else if matches!(ctx.npc.profession(), Some(Profession::Hunter)) && ctx.rng.gen_bool(0.8) {
if let Some(forest_wpos) = find_forest(ctx) {
return casual(
just(|ctx, _| {
ctx.controller
.say(None, Content::localized("npc-speech-start_hunting"))
})
.then(travel_to_point(forest_wpos, 0.75))
.debug(|| "walk to forest")
.then({
let wait_time = ctx.rng.gen_range(30.0..60.0);
hunt_animals().repeat().stop_if(timeout(wait_time))
})
.map(|_, _| ()),
);
}
} else if matches!(ctx.npc.profession(), Some(Profession::Guard)) && ctx.rng.gen_bool(0.7) {
if let Some(plaza_wpos) = choose_plaza(ctx, visiting_site) {
return casual(
travel_to_point(plaza_wpos, 0.4)
.debug(|| "patrol")
.interrupt_with(move |ctx, _| {
if ctx.rng.gen_bool(0.0003) {
Some(just(move |ctx, _| {
ctx.controller
.say(None, Content::localized("npc-speech-guard_thought"))
}))
} else {
None
}
})
.map(|_, _| ()),
);
}
} else if matches!(ctx.npc.profession(), Some(Profession::Merchant)) && ctx.rng.gen_bool(0.8)
{
return casual(
just(|ctx, _| {
// Try to direct our speech at nearby actors, if there are any
let (target, phrase) = if ctx.rng.gen_bool(0.3) && let Some(other) = ctx
.state
.data()
.npcs
.nearby(Some(ctx.npc_id), ctx.npc.wpos, 8.0)
.choose(&mut ctx.rng)
{
(Some(other), "npc-speech-merchant_sell_directed")
} else {
// Otherwise, resort to generic expressions
(None, "npc-speech-merchant_sell_undirected")
};
ctx.controller.say(target, Content::localized(phrase));
})
.then(idle().repeat().stop_if(timeout(8.0)))
.repeat()
.stop_if(timeout(60.0))
.debug(|| "sell wares")
.map(|_, _| ()),
);
}
// If nothing else needs doing, walk between plazas and socialize
casual(now(move |ctx, _| {
// Choose a plaza in the site we're visiting to walk to
if let Some(plaza_wpos) = choose_plaza(ctx, visiting_site) {
// Walk to the plaza...
Either::Left(travel_to_point(plaza_wpos, 0.5)
.debug(|| "walk to plaza"))
} else {
// No plazas? :(
Either::Right(finish())
}
// ...then socialize for some time before moving on
.then(socialize()
.repeat()
.map_state(|state: &mut DefaultState| &mut state.socialize_timer)
.stop_if(timeout(ctx.rng.gen_range(30.0..90.0)))
.debug(|| "wait at plaza"))
.map(|_, _| ())
}))
})
.debug(move || format!("villager at site {:?}", visiting_site))
}
/*
fn follow(npc: NpcId, distance: f32) -> impl Action {
const STEP_DIST: f32 = 1.0;
now(move |ctx| {
if let Some(npc) = ctx.state.data().npcs.get(npc) {
let d = npc.wpos.xy() - ctx.npc.wpos.xy();
let len = d.magnitude();
let dir = d / len;
let wpos = ctx.npc.wpos.xy() + dir * STEP_DIST.min(len - distance);
goto_2d(wpos, 1.0, distance).boxed()
} else {
// The npc we're trying to follow doesn't exist.
finish().boxed()
}
})
.repeat()
.debug(move || format!("Following npc({npc:?})"))
.map(|_| {})
}
*/
fn pilot<S: State>(ship: common::comp::ship::Body) -> impl Action<S> {
// Travel between different towns in a straight line
now(move |ctx, _| {
let data = &*ctx.state.data();
let station_wpos = data
.sites
.iter()
.filter(|(id, _)| Some(*id) != ctx.npc.current_site)
.filter_map(|(_, site)| ctx.index.sites.get(site.world_site?).site2())
.flat_map(|site| {
site.plots()
.filter(|plot| {
matches!(
plot.kind(),
PlotKind::AirshipDock(_) | PlotKind::SavannahAirshipDock(_)
)
})
.map(|plot| site.tile_center_wpos(plot.root_tile()))
})
.choose(&mut ctx.rng);
if let Some(station_wpos) = station_wpos {
Either::Right(
goto_2d_flying(
station_wpos.as_(),
1.0,
50.0,
150.0,
110.0,
ship.flying_height(),
)
.then(goto_2d_flying(
station_wpos.as_(),
1.0,
10.0,
32.0,
16.0,
30.0,
)),
)
} else {
Either::Left(finish())
}
})
.repeat()
.map(|_, _| ())
}
fn captain<S: State>() -> impl Action<S> {
// For now just randomly travel the sea
now(|ctx, _| {
let chunk = ctx.npc.wpos.xy().as_().wpos_to_cpos();
if let Some(chunk) = NEIGHBORS
.into_iter()
.map(|neighbor| chunk + neighbor)
.filter(|neighbor| {
ctx.world
.sim()
.get(*neighbor)
.map_or(false, |c| c.river.river_kind.is_some())
})
.choose(&mut ctx.rng)
{
let wpos = TerrainChunkSize::center_wpos(chunk);
let wpos = wpos.as_().with_z(
ctx.world
.sim()
.get_interpolated(wpos, |chunk| chunk.water_alt)
.unwrap_or(0.0),
);
goto(wpos, 0.7, 5.0).boxed()
} else {
idle().boxed()
}
})
.repeat()
.map(|_, _| ())
}
fn check_inbox<S: State>(ctx: &mut NpcCtx) -> Option<impl Action<S>> {
loop {
match ctx.inbox.pop_front() {
Some(NpcInput::Report(report_id)) if !ctx.known_reports.contains(&report_id) => {
let data = ctx.state.data();
let Some(report) = data.reports.get(report_id) else {
continue;
};
const REPORT_RESPONSE_TIME: f64 = 60.0 * 5.0;
match report.kind {
ReportKind::Death { killer, actor, .. }
if matches!(&ctx.npc.role, Role::Civilised(_)) =>
{
// TODO: Don't report self
let phrase = if let Some(killer) = killer {
// TODO: For now, we don't make sentiment changes if the killer was an
// NPC because NPCs can't hurt one-another.
// This should be changed in the future.
if !matches!(killer, Actor::Npc(_)) {
// TODO: Don't hard-code sentiment change
let mut change = -0.7;
if ctx.sentiments.toward(actor).is(Sentiment::ENEMY) {
// Like the killer if we have negative sentiment towards the
// killed.
change *= -1.0;
}
ctx.sentiments
.toward_mut(killer)
.change_by(change, Sentiment::VILLAIN);
}
// This is a murder of a player. Feel bad for the player and stop
// attacking them.
if let Actor::Character(_) = actor {
ctx.sentiments
.toward_mut(actor)
.limit_below(Sentiment::ENEMY)
}
if ctx.sentiments.toward(actor).is(Sentiment::ENEMY) {
"npc-speech-witness_enemy_murder"
} else {
"npc-speech-witness_murder"
}
} else {
"npc-speech-witness_death"
};
ctx.known_reports.insert(report_id);
if ctx.time_of_day.0 - report.at_tod.0 < REPORT_RESPONSE_TIME {
break Some(
just(move |ctx, _| {
ctx.controller.say(killer, Content::localized(phrase))
})
.l()
.l(),
);
}
},
ReportKind::Theft {
thief,
site,
sprite,
} => {
// Check if this happened at home, where we know what belongs to who
if let Some(site) = site
&& ctx.npc.home == Some(site)
{
// TODO: Don't hardcode sentiment change.
ctx.sentiments
.toward_mut(thief)
.change_by(-0.2, Sentiment::VILLAIN);
ctx.known_reports.insert(report_id);
let phrase = if matches!(ctx.npc.profession(), Some(Profession::Farmer))
&& matches!(sprite.category(), sprite::Category::Plant)
{
"npc-speech-witness_theft_owned"
} else {
"npc-speech-witness_theft"
};
if ctx.time_of_day.0 - report.at_tod.0 < REPORT_RESPONSE_TIME {
break Some(
just(move |ctx, _| {
ctx.controller.say(thief, Content::localized(phrase))
})
.r()
.l(),
);
}
}
},
// We don't care about deaths of non-civilians
ReportKind::Death { .. } => {},
}
},
Some(NpcInput::Report(_)) => {}, // Reports we already know of are ignored
Some(NpcInput::Interaction(by, subject)) => break Some(talk_to(by, Some(subject)).r()),
None => break None,
}
}
}
fn check_for_enemies<S: State>(ctx: &mut NpcCtx) -> Option<impl Action<S>> {
// TODO: Instead of checking all nearby actors every tick, it would be more
// effective to have the actor grid generate a per-tick diff so that we only
// need to check new actors in the local area. Be careful though:
// implementing this means accounting for changes in sentiment (that could
// suddenly make a nearby actor an enemy) as well as variable NPC tick
// rates!
ctx.state
.data()
.npcs
.nearby(Some(ctx.npc_id), ctx.npc.wpos, 24.0)
.find(|actor| ctx.sentiments.toward(*actor).is(Sentiment::ENEMY))
.map(|enemy| just(move |ctx, _| ctx.controller.attack(enemy)))
}
fn react_to_events<S: State>(ctx: &mut NpcCtx, _: &mut S) -> Option<impl Action<S>> {
check_inbox::<S>(ctx)
.map(|action| action.boxed())
.or_else(|| check_for_enemies(ctx).map(|action| action.boxed()))
}
fn humanoid() -> impl Action<DefaultState> {
choose(|ctx, _| {
if let Some(riding) = &ctx.state.data().npcs.mounts.get_mount_link(ctx.npc_id) {
if riding.is_steering {
if let Some(vehicle) = ctx.state.data().npcs.get(riding.mount) {
match vehicle.body {
comp::Body::Ship(
body @ comp::ship::Body::DefaultAirship
| body @ comp::ship::Body::AirBalloon,
) => important(pilot(body)),
comp::Body::Ship(
comp::ship::Body::SailBoat | comp::ship::Body::Galleon,
) => important(captain()),
_ => casual(idle()),
}
} else {
casual(finish())
}
} else {
important(
socialize().map_state(|state: &mut DefaultState| &mut state.socialize_timer),
)
}
} else {
let action = if matches!(
ctx.npc.profession(),
Some(Profession::Adventurer(_) | Profession::Merchant)
) {
adventure().l().l()
} else if let Some(home) = ctx.npc.home {
villager(home).r().l()
} else {
idle().r() // Homeless
};
casual(action.interrupt_with(react_to_events))
}
})
}
fn bird_large() -> impl Action<DefaultState> {
now(|ctx, bearing: &mut Vec2<f32>| {
*bearing = bearing
.map(|e| e + ctx.rng.gen_range(-0.1..0.1))
.try_normalized()
.unwrap_or_default();
let bearing_dist = 15.0;
let mut pos = ctx.npc.wpos.xy() + *bearing * bearing_dist;
let is_deep_water =
matches!(ctx.npc.body, common::comp::Body::BirdLarge(b) if matches!(b.species, bird_large::Species::SeaWyvern))
|| ctx
.world
.sim()
.get(pos.as_().wpos_to_cpos())
.map_or(true, |c| {
c.alt - c.water_alt < -120.0 && (c.river.is_ocean() || c.river.is_lake())
});
if is_deep_water {
*bearing *= -1.0;
pos = ctx.npc.wpos.xy() + *bearing * bearing_dist;
};
// when high tree_density fly high, otherwise fly low-mid
let npc_pos = ctx.npc.wpos.xy();
let trees = ctx
.world
.sim()
.get(npc_pos.as_().wpos_to_cpos())
.map_or(false, |c| c.tree_density > 0.1);
let height_factor = if trees {
2.0
} else {
ctx.rng.gen_range(0.4..0.9)
};
let data = ctx.state.data();
// without destination site fly to next waypoint
let mut dest_site = pos;
if let Some(home) = ctx.npc.home {
let is_home = ctx.npc.current_site.map_or(false, |site| home == site);
if is_home {
if let Some((id, _)) = data
.sites
.iter()
.filter(|(id, site)| {
*id != home
&& site.world_site.map_or(false, |site| {
match ctx.npc.body {
common::comp::Body::BirdLarge(b) => match b.species {
bird_large::Species::Phoenix => matches!(&ctx.index.sites.get(site).kind,
SiteKind::Terracotta(_)
| SiteKind::Haniwa(_)
| SiteKind::Myrmidon(_)
| SiteKind::Adlet(_)
| SiteKind::DwarvenMine(_)
| SiteKind::ChapelSite(_)
| SiteKind::Cultist(_)
| SiteKind::Gnarling(_)
| SiteKind::Sahagin(_)
| SiteKind::VampireCastle(_)),
bird_large::Species::Cockatrice => matches!(&ctx.index.sites.get(site).kind,
SiteKind::GiantTree(_)),
bird_large::Species::Roc => matches!(&ctx.index.sites.get(site).kind,
SiteKind::Haniwa(_)
| SiteKind::Cultist(_)),
bird_large::Species::FlameWyvern => matches!(&ctx.index.sites.get(site).kind,
SiteKind::DwarvenMine(_)
| SiteKind::Terracotta(_)),
bird_large::Species::CloudWyvern => matches!(&ctx.index.sites.get(site).kind,
SiteKind::ChapelSite(_)
| SiteKind::Sahagin(_)),
bird_large::Species::FrostWyvern => matches!(&ctx.index.sites.get(site).kind,
SiteKind::Adlet(_)
| SiteKind::Myrmidon(_)),
bird_large::Species::SeaWyvern => matches!(&ctx.index.sites.get(site).kind,
SiteKind::ChapelSite(_)
| SiteKind::Sahagin(_)),
bird_large::Species::WealdWyvern => matches!(&ctx.index.sites.get(site).kind,
SiteKind::GiantTree(_)
| SiteKind::Gnarling(_)),
},
_ => matches!(&ctx.index.sites.get(site).kind, SiteKind::GiantTree(_)),
}
})
})
/*choose closest destination:
.min_by_key(|(_, site)| site.wpos.as_().distance(npc_pos) as i32)*/
//choose random destination:
.choose(&mut ctx.rng)
{
ctx.controller.set_new_home(id)
}
} else if let Some(site) = data.sites.get(home) {
dest_site = site.wpos.as_::<f32>()
}
}
goto_2d_flying(
pos,
0.2,
bearing_dist,
8.0,
8.0,
ctx.npc.body.flying_height() * height_factor,
)
// If we are too far away from our waypoint position we can stop since we aren't going to a specific place.
// If waypoint position is further away from destination site find a new waypoint
.stop_if(move |ctx: &mut NpcCtx| {
ctx.npc.wpos.xy().distance_squared(pos) > (bearing_dist + 5.0).powi(2)
|| dest_site.distance_squared(pos) > dest_site.distance_squared(npc_pos)
})
// If waypoint position wasn't reached within 10 seconds we're probably stuck and need to find a new waypoint.
.stop_if(timeout(10.0))
.debug({
let bearing = *bearing;
move || format!("Moving with a bearing of {:?}", bearing)
})
})
.repeat()
.with_state(Vec2::<f32>::zero())
.map(|_, _| ())
}
fn monster() -> impl Action<DefaultState> {
now(|ctx, bearing: &mut Vec2<f32>| {
*bearing = bearing
.map(|e| e + ctx.rng.gen_range(-0.1..0.1))
.try_normalized()
.unwrap_or_default();
let bearing_dist = 24.0;
let mut pos = ctx.npc.wpos.xy() + *bearing * bearing_dist;
let is_deep_water = ctx
.world
.sim()
.get(pos.as_().wpos_to_cpos())
.map_or(true, |c| {
c.alt - c.water_alt < -10.0 && (c.river.is_ocean() || c.river.is_lake())
});
if !is_deep_water {
goto_2d(pos, 0.7, 8.0)
} else {
*bearing *= -1.0;
pos = ctx.npc.wpos.xy() + *bearing * 24.0;
goto_2d(pos, 0.7, 8.0)
}
// If we are too far away from our goal position we can stop since we aren't going to a specific place.
.stop_if(move |ctx: &mut NpcCtx| {
ctx.npc.wpos.xy().distance_squared(pos) > (bearing_dist + 5.0).powi(2)
})
.debug({
let bearing = *bearing;
move || format!("Moving with a bearing of {:?}", bearing)
})
})
.repeat()
.with_state(Vec2::<f32>::zero())
.map(|_, _| ())
}
fn think() -> impl Action<DefaultState> {
now(|ctx, _| match ctx.npc.body {
common::comp::Body::Humanoid(_) => humanoid().l().l().l(),
common::comp::Body::BirdLarge(_) => bird_large().r().l().l(),
_ => match &ctx.npc.role {
Role::Civilised(_) => socialize()
.map_state(|state: &mut DefaultState| &mut state.socialize_timer)
.l()
.r()
.l(),
Role::Monster => monster().r().r().l(),
Role::Wild => idle().r(),
Role::Vehicle => idle().r(),
},
})
}