veloren_rtsim/rule/simulate_npcs.rs
1use crate::{
2 RtState, Rule, RuleError,
3 data::{Sentiment, npc::SimulationMode},
4 event::{EventCtx, OnHealthChange, OnHelped, OnMountVolume, OnTick},
5};
6use common::{
7 comp::{self, Body, agent::FlightMode},
8 mounting::{Volume, VolumePos},
9 rtsim::{Actor, NpcAction, NpcActivity},
10 terrain::{CoordinateConversions, TerrainChunkSize},
11 vol::RectVolSize,
12};
13use slotmap::SecondaryMap;
14use vek::{Clamp, Vec2};
15
16pub struct SimulateNpcs;
17
18impl Rule for SimulateNpcs {
19 fn start(rtstate: &mut RtState) -> Result<Self, RuleError> {
20 rtstate.bind(on_helped);
21 rtstate.bind(on_health_changed);
22 rtstate.bind(on_mount_volume);
23 rtstate.bind(on_tick);
24
25 Ok(Self)
26 }
27}
28
29fn on_mount_volume(ctx: EventCtx<SimulateNpcs, OnMountVolume>) {
30 let data = &mut *ctx.state.data_mut();
31
32 // TODO: Add actor to riders.
33 if let VolumePos {
34 kind: Volume::Entity(vehicle),
35 ..
36 } = ctx.event.pos
37 && let Some(link) = data.npcs.mounts.get_steerer_link(vehicle)
38 && let Actor::Npc(driver) = link.rider
39 && let Some(driver) = data.npcs.get_mut(driver)
40 {
41 driver.controller.actions.push(NpcAction::Say(
42 Some(ctx.event.actor),
43 comp::Content::localized("npc-speech-welcome-aboard"),
44 ))
45 }
46}
47
48fn on_health_changed(ctx: EventCtx<SimulateNpcs, OnHealthChange>) {
49 let data = &mut *ctx.state.data_mut();
50
51 if let Some(cause) = ctx.event.cause
52 && let Actor::Npc(npc) = ctx.event.actor
53 && let Some(npc) = data.npcs.get_mut(npc)
54 {
55 if ctx.event.change < 0.0 {
56 npc.sentiments
57 .toward_mut(cause)
58 .change_by(-0.1, Sentiment::ENEMY);
59 } else if ctx.event.change > 0.0 {
60 npc.sentiments
61 .toward_mut(cause)
62 .change_by(0.05, Sentiment::POSITIVE);
63 }
64 }
65}
66
67fn on_helped(ctx: EventCtx<SimulateNpcs, OnHelped>) {
68 let data = &mut *ctx.state.data_mut();
69
70 if let Some(saver) = ctx.event.saver
71 && let Actor::Npc(npc) = ctx.event.actor
72 && let Some(npc) = data.npcs.get_mut(npc)
73 {
74 npc.controller.actions.push(NpcAction::Say(
75 Some(ctx.event.actor),
76 comp::Content::localized("npc-speech-thank_you"),
77 ));
78 npc.sentiments
79 .toward_mut(saver)
80 .change_by(0.3, Sentiment::FRIEND);
81 }
82}
83
84fn on_tick(ctx: EventCtx<SimulateNpcs, OnTick>) {
85 let data = &mut *ctx.state.data_mut();
86
87 // Maintain links
88 let ids = data.npcs.mounts.ids().collect::<Vec<_>>();
89 let mut mount_activity = SecondaryMap::new();
90 for link_id in ids {
91 if let Some(link) = data.npcs.mounts.get(link_id) {
92 if let Some(mount) = data
93 .npcs
94 .npcs
95 .get(link.mount)
96 .filter(|mount| !mount.is_dead())
97 {
98 let wpos = mount.wpos;
99 if let Actor::Npc(rider) = link.rider {
100 if let Some(rider) = data
101 .npcs
102 .npcs
103 .get_mut(rider)
104 .filter(|rider| !rider.is_dead())
105 {
106 rider.wpos = wpos;
107 mount_activity.insert(link.mount, rider.controller.activity);
108 } else {
109 data.npcs.mounts.dismount(link.rider)
110 }
111 }
112 } else {
113 data.npcs.mounts.remove_mount(link.mount)
114 }
115 }
116 }
117
118 for (npc_id, npc) in data.npcs.npcs.iter_mut().filter(|(_, npc)| !npc.is_dead()) {
119 if matches!(npc.mode, SimulationMode::Simulated) {
120 // Consume NPC actions
121 for action in std::mem::take(&mut npc.controller.actions) {
122 match action {
123 NpcAction::Say(_, _) => {}, // Currently, just swallow interactions
124 NpcAction::Attack(_) => {}, // TODO: Implement simulated combat
125 NpcAction::Dialogue(_, _) => {},
126 }
127 }
128
129 let activity = if data.npcs.mounts.get_mount_link(npc_id).is_some() {
130 // We are riding, nothing to do.
131 continue;
132 } else if let Some(activity) = mount_activity.get(npc_id) {
133 *activity
134 } else {
135 npc.controller.activity
136 };
137
138 match activity {
139 // Move NPCs if they have a target destination
140 Some(NpcActivity::Goto(target, speed_factor)) => {
141 let diff = target - npc.wpos;
142 let dist2 = diff.magnitude_squared();
143
144 if dist2 > 0.5f32.powi(2) {
145 let offset = diff
146 * (npc.body.max_speed_approx() * speed_factor * ctx.event.dt
147 / dist2.sqrt())
148 .min(1.0);
149 let new_wpos = npc.wpos + offset;
150
151 let is_valid = match npc.body {
152 // Don't move water bound bodies outside of water.
153 Body::Ship(comp::ship::Body::SailBoat | comp::ship::Body::Galleon)
154 | Body::FishMedium(_)
155 | Body::FishSmall(_) => {
156 let chunk_pos = new_wpos.xy().as_().wpos_to_cpos();
157 ctx.world
158 .sim()
159 .get(chunk_pos)
160 .is_none_or(|f| f.river.river_kind.is_some())
161 },
162 Body::Ship(comp::ship::Body::DefaultAirship) => false,
163 _ => true,
164 };
165
166 if is_valid {
167 npc.wpos = new_wpos;
168 }
169
170 npc.dir = (target.xy() - npc.wpos.xy())
171 .try_normalized()
172 .unwrap_or(npc.dir);
173 }
174 },
175 // Move Flying NPCs like airships if they have a target destination
176 Some(NpcActivity::GotoFlying(target, speed_factor, height, dir, mode)) => {
177 let diff = target - npc.wpos;
178 let dist2 = diff.magnitude_squared();
179
180 if dist2 > 0.5f32.powi(2) {
181 match npc.body {
182 Body::Ship(comp::ship::Body::DefaultAirship) => {
183 // RTSim NPCs don't interract with terrain, and their position is
184 // independent of ground level.
185 // While movement is simulated, airships will happily stay at ground
186 // level or fly through mountains.
187 // The code at the end of this block "Make sure NPCs remain in a
188 // valid location" just forces
189 // airships to be at least above ground (on the ground actually).
190 // The reason is that when docking, airships need to descend much
191 // closer to the terrain
192 // than when cruising between sites, so airships cannot be forced to
193 // stay at a fixed height above
194 // terrain (i.e. flying_height()). Instead, when mode is
195 // FlightMode::FlyThrough, set the airship altitude directly to
196 // terrain height + height (if Some)
197 // or terrain height + default height (npc.body.flying_height()).
198 // When mode is FlightMode::Braking, the airship is allowed to
199 // descend below flying height
200 // because it is near or at the dock. In this mode, if height is
201 // Some, set the airship altitude to
202 // the maximum of target.z or terrain height + height. If height is
203 // None, set the airship altitude to
204 // target.z. By forcing the airship altitude to be at a specific
205 // value, when the airship is
206 // suddenly in a loaded chunk it will not be below or at the ground
207 // and will not get stuck.
208
209 // Move in x,y
210 let diffxy = target.xy() - npc.wpos.xy();
211 let distxy2 = diffxy.magnitude_squared();
212 if distxy2 > 0.5f32.powi(2) {
213 let offsetxy = diffxy
214 * (npc.body.max_speed_approx()
215 * speed_factor
216 * ctx.event.dt
217 / distxy2.sqrt());
218 npc.wpos.x += offsetxy.x;
219 npc.wpos.y += offsetxy.y;
220 }
221 // The diff is not computed for z like x,y. Rather, the altitude is
222 // set directly so that when the
223 // simulated ship is suddenly in a loaded chunk it will not be below
224 // or at the ground level and risk getting stuck.
225 let base_height =
226 if mode == FlightMode::FlyThrough || height.is_some() {
227 ctx.world.sim().get_surface_alt_approx(npc.wpos.xy().as_())
228 } else {
229 0.0
230 };
231 let ship_z = match mode {
232 FlightMode::FlyThrough => {
233 base_height + height.unwrap_or(npc.body.flying_height())
234 },
235 FlightMode::Braking(_) => {
236 (base_height + height.unwrap_or(0.0)).max(target.z)
237 },
238 };
239 npc.wpos.z = ship_z;
240 },
241 _ => {
242 let offset = diff
243 * (npc.body.max_speed_approx() * speed_factor * ctx.event.dt
244 / dist2.sqrt())
245 .min(1.0);
246 let new_wpos = npc.wpos + offset;
247
248 let is_valid = match npc.body {
249 // Don't move water bound bodies outside of water.
250 Body::Ship(
251 comp::ship::Body::SailBoat | comp::ship::Body::Galleon,
252 )
253 | Body::FishMedium(_)
254 | Body::FishSmall(_) => {
255 let chunk_pos = new_wpos.xy().as_().wpos_to_cpos();
256 ctx.world
257 .sim()
258 .get(chunk_pos)
259 .is_none_or(|f| f.river.river_kind.is_some())
260 },
261 _ => true,
262 };
263
264 if is_valid {
265 npc.wpos = new_wpos;
266 }
267 },
268 }
269
270 if let Some(dir_override) = dir {
271 npc.dir = dir_override.xy().try_normalized().unwrap_or(npc.dir);
272 } else {
273 npc.dir = (target.xy() - npc.wpos.xy())
274 .try_normalized()
275 .unwrap_or(npc.dir);
276 }
277 }
278 },
279 Some(
280 NpcActivity::Gather(_)
281 | NpcActivity::HuntAnimals
282 | NpcActivity::Dance(_)
283 | NpcActivity::Cheer(_)
284 | NpcActivity::Sit(..)
285 | NpcActivity::Talk(..),
286 ) => {
287 // TODO: Maybe they should walk around randomly
288 // when gathering resources?
289 },
290 None => {},
291 }
292
293 // Make sure NPCs remain in a valid location
294 let clamped_wpos = npc.wpos.xy().clamped(
295 Vec2::zero(),
296 (ctx.world.sim().get_size() * TerrainChunkSize::RECT_SIZE).as_(),
297 );
298 match npc.body {
299 // Don't force air ships to be at flying_height, else they can't land at docks.
300 Body::Ship(comp::ship::Body::DefaultAirship | comp::ship::Body::AirBalloon) => {
301 npc.wpos = clamped_wpos.with_z(
302 ctx.world
303 .sim()
304 .get_surface_alt_approx(clamped_wpos.as_())
305 .max(npc.wpos.z),
306 );
307 },
308 _ => {
309 npc.wpos = clamped_wpos.with_z(
310 ctx.world.sim().get_surface_alt_approx(clamped_wpos.as_())
311 + npc.body.flying_height(),
312 );
313 },
314 }
315 }
316
317 // Move home if required
318 if let Some(new_home) = npc.controller.new_home.take() {
319 // Remove the NPC from their old home population
320 if let Some(old_home) = npc.home
321 && let Some(old_home) = data.sites.get_mut(old_home)
322 {
323 old_home.population.remove(&npc_id);
324 }
325 // Add the NPC to their new home population
326 if let Some(new_home) = new_home
327 && let Some(new_home) = data.sites.get_mut(new_home)
328 {
329 new_home.population.insert(npc_id);
330 }
331 npc.home = new_home;
332 }
333
334 // Create registered quests
335 for (id, quest) in core::mem::take(&mut npc.controller.quests_to_create) {
336 data.quests.create(id, quest);
337 }
338
339 // Set job status
340 npc.job = npc.controller.job.clone();
341 }
342}