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pub mod behavior_tree;
use server_agent::data::AgentEvents;
pub use server_agent::{action_nodes, attack, consts, data, util};
use vek::Vec3;
use crate::sys::agent::{
behavior_tree::{BehaviorData, BehaviorTree},
data::{AgentData, ReadData},
};
use common::{
comp::{
self, inventory::slot::EquipSlot, item::ItemDesc, Agent, Alignment, Body, CharacterState,
Controller, Health, InputKind, Scale,
},
mounting::Volume,
path::TraversalConfig,
};
use common_base::prof_span;
use common_ecs::{Job, Origin, ParMode, Phase, System};
use rand::thread_rng;
use rayon::iter::ParallelIterator;
use specs::{LendJoin, ParJoin, WriteStorage};
/// This system will allow NPCs to modify their controller
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
ReadData<'a>,
AgentEvents<'a>,
WriteStorage<'a, Agent>,
WriteStorage<'a, Controller>,
);
const NAME: &'static str = "agent";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
fn run(
job: &mut Job<Self>,
(read_data, events, mut agents, mut controllers): Self::SystemData,
) {
job.cpu_stats.measure(ParMode::Rayon);
(
&read_data.entities,
(
&read_data.energies,
read_data.healths.maybe(),
read_data.combos.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.rtsim_entities.maybe(),
(
!&read_data.is_mounts,
read_data.is_riders.maybe(),
read_data.is_volume_riders.maybe(),
),
)
.par_join()
.for_each_init(
|| {
prof_span!(guard, "agent rayon job");
guard
},
|_guard,
(
entity,
(energy, health, combo),
(pos, vel, ori),
body,
inventory,
(char_state, skill_set, active_abilities),
physics_state,
uid,
agent,
controller,
light_emitter,
group,
rtsim_entity,
(_, is_rider, is_volume_rider),
)| {
let mut emitters = events.get_emitters();
let mut rng = thread_rng();
// The entity that is moving, if riding it's the mount, otherwise it's itself
let moving_entity = is_rider
.and_then(|is_rider| read_data.id_maps.uid_entity(is_rider.mount))
.or_else(|| {
is_volume_rider.and_then(|is_volume_rider| {
match is_volume_rider.pos.kind {
Volume::Terrain => None,
Volume::Entity(uid) => read_data.id_maps.uid_entity(uid),
}
})
})
.unwrap_or(entity);
let moving_body = read_data.bodies.get(moving_entity);
let physics_state = read_data
.physics_states
.get(moving_entity)
.unwrap_or(physics_state);
// 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(_) | CharacterState::Glide(_)
) {
// Default to looking in orientation direction
// (can be overridden below)
//
// This definitely breaks LeapMelee, Glide 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(moving_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((kp, ki, kd)) = moving_body.and_then(comp::agent::pid_coefficients)
{
if agent
.position_pid_controller
.as_ref()
.map_or(false, |pid| (pid.kp, pid.ki, pid.kd) != (kp, ki, kd))
{
agent.position_pid_controller = None;
}
let pid = agent.position_pid_controller.get_or_insert_with(|| {
fn pure_z(sp: Vec3<f32>, pv: Vec3<f32>) -> f32 { (sp - pv).z }
comp::PidController::new(kp, ki, kd, pos.0, 0.0, pure_z)
});
pid.add_measurement(read_data.time.0, pos.0);
} else {
agent.position_pid_controller = None;
}
// 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 = moving_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: scale * moving_body.map_or(1.0, |body| body.max_radius()),
can_climb: moving_body.map_or(false, Body::can_climb),
can_fly: moving_body.map_or(false, |b| b.fly_thrust().is_some()),
is_target_loaded: true,
};
let health_fraction = health.map_or(1.0, Health::fraction);
if traversal_config.can_fly && matches!(moving_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),
heads: read_data.heads.get(entity),
char_state,
active_abilities,
combo,
buffs: read_data.buffs.get(entity),
stats: read_data.stats.get(entity),
cached_spatial_grid: &read_data.cached_spatial_grid,
msm: &read_data.msm,
poise: read_data.poises.get(entity),
stance: read_data.stances.get(entity),
};
///////////////////////////////////////////////////////////
// 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.
let mut behavior_data = BehaviorData {
agent,
agent_data: data,
read_data: &read_data,
emitters: &mut emitters,
controller,
rng: &mut rng,
};
BehaviorTree::root().run(&mut behavior_data);
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());
},
);
}
}