1use crate::data::{AbilityData, ActionMode, AgentData, AttackData, Path, ReadData, TargetData};
2use common::{
3 comp::{
4 Agent, Alignment, Body, Controller, InputKind, Pos, Scale,
5 ability::AbilityInput,
6 agent::Psyche,
7 buff::BuffKind,
8 item::{ItemDesc, ItemTag},
9 },
10 terrain::Block,
11 uid::Uid,
12 util::Dir,
13 vol::ReadVol,
14};
15use core::f32::consts::PI;
16use rand::RngExt;
17use specs::Entity as EcsEntity;
18use vek::*;
19
20pub fn is_dead_or_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
21 is_dead(entity, read_data) || is_invulnerable(entity, read_data)
22}
23
24pub fn is_dead(entity: EcsEntity, read_data: &ReadData) -> bool {
25 let health = read_data.healths.get(entity);
26 health.is_some_and(|a| a.is_dead)
27}
28
29pub fn is_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
32 let buffs = read_data.buffs.get(entity);
33
34 buffs.is_some_and(|b| b.kinds[BuffKind::Invulnerability].is_some())
35}
36
37pub fn is_steering(entity: EcsEntity, read_data: &ReadData) -> bool {
38 read_data
39 .is_volume_riders
40 .get(entity)
41 .is_some_and(|r| r.is_steering_entity())
42}
43
44pub fn try_owner_alignment<'a>(
47 alignment: Option<&'a Alignment>,
48 read_data: &'a ReadData,
49) -> Option<&'a Alignment> {
50 if let Some(&Alignment::Owned(owner_uid)) = alignment
51 && let Some(owner) = get_entity_by_id(owner_uid, read_data)
52 {
53 return read_data.alignments.get(owner);
54 }
55 alignment
56}
57
58pub fn get_entity_by_id(uid: Uid, read_data: &ReadData) -> Option<EcsEntity> {
59 read_data.id_maps.uid_entity(uid)
60}
61
62pub fn stop_pursuing(
67 dist_to_target_sqrd: f32,
68 dist_to_home_sqrd: f32,
69 own_health_fraction: f32,
70 target_health_fraction: f32,
71 dur_since_last_attacked: f64,
72 psyche: &Psyche,
73) -> bool {
74 psyche.should_stop_pursuing
75 && should_let_target_escape(
76 dist_to_home_sqrd,
77 dur_since_last_attacked,
78 own_health_fraction,
79 ) > should_continue_to_pursue(dist_to_target_sqrd, psyche, target_health_fraction)
80}
81
82fn should_continue_to_pursue(
84 dist_to_target_sqrd: f32,
85 psyche: &Psyche,
86 target_health_fraction: f32,
87) -> f32 {
88 let aggression_score = (1.0 / psyche.flee_health.max(0.25))
89 * psyche.aggro_dist.unwrap_or(psyche.sight_dist)
90 * psyche.sight_dist;
91
92 (100.0 * aggression_score) / (dist_to_target_sqrd * target_health_fraction)
93}
94
95fn should_let_target_escape(
98 dist_to_home_sqrd: f32,
99 dur_since_last_attacked: f64,
100 own_health_fraction: f32,
101) -> f32 {
102 (dist_to_home_sqrd / own_health_fraction) * dur_since_last_attacked as f32 * 0.005
103}
104
105pub fn entity_looks_like_cultist(entity: EcsEntity, read_data: &ReadData) -> bool {
106 let number_of_cultist_items_equipped = read_data.inventories.get(entity).map_or(0, |inv| {
107 inv.equipped_items()
108 .filter(|item| item.tags().contains(&ItemTag::Cultist))
109 .count()
110 });
111
112 number_of_cultist_items_equipped > 2
113}
114
115pub fn is_villager(alignment: Option<&Alignment>) -> bool {
117 alignment.is_some_and(|alignment| matches!(alignment, Alignment::Npc))
118}
119
120pub fn is_village_guard(agent: &Agent) -> bool {
121 agent.mark == Some(common::comp::agent::Mark::Guard)
122}
123
124pub fn are_our_owners_hostile(
125 our_alignment: Option<&Alignment>,
126 their_alignment: Option<&Alignment>,
127 read_data: &ReadData,
128) -> bool {
129 try_owner_alignment(our_alignment, read_data).is_some_and(|our_owners_alignment| {
130 try_owner_alignment(their_alignment, read_data).is_some_and(|their_owners_alignment| {
131 our_owners_alignment.hostile_towards(*their_owners_alignment)
132 })
133 })
134}
135
136pub fn entities_have_line_of_sight(
137 pos: &Pos,
138 body: Option<&Body>,
139 scale: f32,
140 other_pos: &Pos,
141 other_body: Option<&Body>,
142 other_scale: Option<&Scale>,
143 read_data: &ReadData,
144) -> bool {
145 let get_eye_pos = |pos: &Pos, body: Option<&Body>, scale: f32| {
146 let eye_offset = body.map_or(0.0, |b| b.eye_height(scale));
147
148 Pos(pos.0.with_z(pos.0.z + eye_offset))
149 };
150 let eye_pos = get_eye_pos(pos, body, scale);
151 let other_eye_pos = get_eye_pos(other_pos, other_body, other_scale.map_or(1.0, |s| s.0));
152
153 positions_have_line_of_sight(&eye_pos, &other_eye_pos, read_data)
154}
155
156pub fn positions_have_line_of_sight(pos_a: &Pos, pos_b: &Pos, read_data: &ReadData) -> bool {
157 let dist_sqrd = pos_b.0.distance_squared(pos_a.0);
158
159 read_data
160 .terrain
161 .ray(pos_a.0, pos_b.0)
162 .until(Block::is_opaque)
163 .cast()
164 .0
165 .powi(2)
166 >= (dist_sqrd - 0.01)
167}
168
169pub fn is_dressed_as_cultist(entity: EcsEntity, read_data: &ReadData) -> bool {
170 read_data.inventories.get(entity).is_some_and(|inventory| {
171 inventory
172 .equipped_items()
173 .filter(|item| item.tags().contains(&ItemTag::Cultist))
174 .count()
175 > 2
176 })
177}
178
179pub fn is_dressed_as_witch(entity: EcsEntity, read_data: &ReadData) -> bool {
180 read_data.inventories.get(entity).is_some_and(|inventory| {
181 inventory
182 .equipped_items()
183 .filter(|item| item.tags().contains(&ItemTag::Witch))
184 .count()
185 > 3
186 })
187}
188
189pub fn is_dressed_as_pirate(entity: EcsEntity, read_data: &ReadData) -> bool {
190 read_data.inventories.get(entity).is_some_and(|inventory| {
191 inventory
192 .equipped_items()
193 .filter(|item| item.tags().contains(&ItemTag::Pirate))
194 .count()
195 > 4
196 })
197}
198
199pub fn get_attacker(entity: EcsEntity, read_data: &ReadData) -> Option<EcsEntity> {
200 read_data
201 .healths
202 .get(entity)
203 .filter(|health| health.last_change.amount < 0.0)
204 .and_then(|health| health.last_change.damage_by())
205 .and_then(|damage_contributor| get_entity_by_id(damage_contributor.uid(), read_data))
206}
207
208impl AgentData<'_> {
209 pub fn has_buff(&self, read_data: &ReadData, buff: BuffKind) -> bool {
210 read_data
211 .buffs
212 .get(*self.entity)
213 .is_some_and(|b| b.kinds[buff].is_some())
214 }
215
216 pub fn extract_ability(&self, input: AbilityInput) -> Option<AbilityData> {
217 AbilityData::from_ability(
218 &self
219 .active_abilities
220 .activate_ability(
221 input,
222 Some(self.inventory),
223 self.skill_set,
224 self.body,
225 Some(self.char_state),
226 self.stance,
227 self.combo,
228 self.stats,
229 self.buffs,
230 )
231 .map_or(Default::default(), |a| a.0),
232 )
233 }
234}
235
236pub fn handle_attack_aggression(
242 agent_data: &AgentData,
243 agent: &mut Agent,
244 controller: &mut Controller,
245 attack_data: &AttackData,
246 tgt_data: &TargetData,
247 read_data: &ReadData,
248 rng: &mut impl RngExt,
249 timer_pos_timeout_index: usize,
250 timer_guarded_cycle_index: usize,
251 fcounter_guarded_timer_index: usize,
252 icounter_action_mode_index: usize,
253 condition_guarded_defend_index: usize,
254 condition_rolling_breakthrough_index: usize,
255 position_guarded_cover_index: usize,
256 position_flee_index: usize,
257) -> bool {
258 if let Some(health) = agent_data.health {
259 agent.combat_state.int_counters[icounter_action_mode_index] = if health.fraction() < 0.1 {
260 agent.combat_state.positions[position_guarded_cover_index] = None;
261 ActionMode::Fleeing as u8
262 } else if health.fraction() < 0.9 {
263 agent.combat_state.positions[position_flee_index] = None;
264 ActionMode::Guarded as u8
265 } else {
266 agent.combat_state.positions[position_guarded_cover_index] = None;
267 agent.combat_state.positions[position_flee_index] = None;
268 ActionMode::Reckless as u8
269 };
270 }
271
272 if agent_data.vel.0.magnitude_squared() < 1_f32.powi(2) {
275 agent.combat_state.timers[timer_pos_timeout_index] += read_data.dt.0;
276 } else {
277 agent.combat_state.timers[timer_pos_timeout_index] = 0.0;
278 }
279
280 if agent.combat_state.timers[timer_pos_timeout_index] > 2.0 {
281 agent.combat_state.positions[position_guarded_cover_index] = None;
282 agent.combat_state.positions[position_flee_index] = None;
283 agent.combat_state.timers[timer_pos_timeout_index] = 0.0;
284 }
285
286 match ActionMode::from_u8(agent.combat_state.int_counters[icounter_action_mode_index]) {
287 ActionMode::Reckless => true,
288 ActionMode::Guarded => {
289 agent.combat_state.timers[timer_guarded_cycle_index] += read_data.dt.0;
290 if agent.combat_state.timers[timer_guarded_cycle_index]
291 > agent.combat_state.counters[fcounter_guarded_timer_index]
292 {
293 agent.combat_state.timers[timer_guarded_cycle_index] = 0.0;
294 agent.combat_state.conditions[condition_guarded_defend_index] ^= true;
295 agent.combat_state.counters[fcounter_guarded_timer_index] =
296 if agent.combat_state.conditions[condition_guarded_defend_index] {
297 rng.random_range(3.0..6.0)
298 } else {
299 rng.random_range(6.0..10.0)
300 };
301 }
302 if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index]
303 && pos.distance_squared(agent_data.pos.0) < 3_f32.powi(2)
304 {
305 agent.combat_state.positions[position_guarded_cover_index] = None;
306 }
307 if !agent.combat_state.conditions[condition_guarded_defend_index] {
308 agent.combat_state.positions[position_guarded_cover_index] = None;
309 true
310 } else {
311 if attack_data.dist_sqrd > 10_f32.powi(2) {
312 if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index] {
315 if pos.distance_squared(agent_data.pos.0) < 5_f32.powi(2) {
316 agent.combat_state.positions[position_guarded_cover_index] = None;
317 }
318 agent_data.path_toward_target(
319 agent,
320 controller,
321 pos,
322 read_data,
323 Path::Separate,
324 None,
325 );
326 } else {
327 agent.combat_state.positions[position_guarded_cover_index] = {
328 let rand_dir = {
329 let dir = (tgt_data.pos.0 - agent_data.pos.0)
330 .try_normalized()
331 .unwrap_or(Vec3::unit_x())
332 .xy();
333 if rng.random_bool(0.5) {
334 dir.rotated_z(PI / 2.0 + rng.random_range(-0.75..0.0))
335 } else {
336 dir.rotated_z(-PI / 2.0 + rng.random_range(-0.0..0.75))
337 }
338 };
339 let attempted_dist = rng.random_range(6.0..16.0);
340 let actual_dist = read_data
341 .terrain
342 .ray(
343 agent_data.pos.0 + Vec3::unit_z() * 0.5,
344 agent_data.pos.0
345 + Vec3::unit_z() * 0.5
346 + rand_dir * attempted_dist,
347 )
348 .until(Block::is_solid)
349 .cast()
350 .0
351 - 1.0;
352 Some(agent_data.pos.0 + rand_dir * actual_dist)
353 };
354 }
355 } else if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index]
356 {
357 agent_data.path_toward_target(
358 agent,
359 controller,
360 pos,
361 read_data,
362 Path::Separate,
363 None,
364 );
365 if agent.combat_state.conditions[condition_rolling_breakthrough_index] {
366 controller.push_basic_input(InputKind::Roll);
367 agent.combat_state.conditions[condition_rolling_breakthrough_index] = false;
368 }
369 if tgt_data.char_state.is_some_and(|cs| {
370 cs.is_melee_attack() && cs.is_blockable().unwrap_or(false)
371 }) {
372 controller.push_basic_input(InputKind::Block);
373 }
374 } else {
375 agent.combat_state.positions[position_guarded_cover_index] = {
376 let backwards = (agent_data.pos.0 - tgt_data.pos.0)
377 .try_normalized()
378 .unwrap_or(Vec3::unit_x())
379 .xy();
380 let pos = if read_data
381 .terrain
382 .ray(
383 agent_data.pos.0 + Vec3::unit_z() * 0.5,
384 agent_data.pos.0 + Vec3::unit_z() * 0.5 + backwards * 6.0,
385 )
386 .until(Block::is_solid)
387 .cast()
388 .0
389 > 5.0
390 {
391 agent_data.pos.0 + backwards * 5.0
392 } else {
393 agent.combat_state.conditions[condition_rolling_breakthrough_index] =
394 true;
395 agent_data.pos.0
396 - backwards
397 * read_data
398 .terrain
399 .ray(
400 agent_data.pos.0 + Vec3::unit_z() * 0.5,
401 agent_data.pos.0 + Vec3::unit_z() * 0.5
402 - backwards * 10.0,
403 )
404 .until(Block::is_solid)
405 .cast()
406 .0
407 - 1.0
408 };
409 Some(pos)
410 }
411 }
412 false
413 }
414 },
415 ActionMode::Fleeing => {
416 if agent.combat_state.conditions[condition_rolling_breakthrough_index] {
417 controller.push_basic_input(InputKind::Roll);
418 agent.combat_state.conditions[condition_rolling_breakthrough_index] = false;
419 }
420 if let Some(pos) = agent.combat_state.positions[position_flee_index] {
421 if let Some(dir) = Dir::from_unnormalized(pos - agent_data.pos.0) {
422 controller.inputs.look_dir = dir;
423 }
424 if pos.distance_squared(agent_data.pos.0) < 5_f32.powi(2) {
425 agent.combat_state.positions[position_flee_index] = None;
426 }
427 agent_data.path_toward_target(
428 agent,
429 controller,
430 pos,
431 read_data,
432 Path::Separate,
433 None,
434 );
435 } else {
436 agent.combat_state.positions[position_flee_index] = {
437 let rand_dir = {
438 let dir = (agent_data.pos.0 - tgt_data.pos.0)
439 .try_normalized()
440 .unwrap_or(Vec3::unit_x())
441 .xy();
442 dir.rotated_z(rng.random_range(-0.75..0.75))
443 };
444 let attempted_dist = rng.random_range(16.0..26.0);
445 let actual_dist = read_data
446 .terrain
447 .ray(
448 agent_data.pos.0 + Vec3::unit_z() * 0.5,
449 agent_data.pos.0 + Vec3::unit_z() * 0.5 + rand_dir * attempted_dist,
450 )
451 .until(Block::is_solid)
452 .cast()
453 .0
454 - 1.0;
455 if actual_dist < 10.0 {
456 let dist = read_data
457 .terrain
458 .ray(
459 agent_data.pos.0 + Vec3::unit_z() * 0.5,
460 agent_data.pos.0 + Vec3::unit_z() * 0.5 - rand_dir * attempted_dist,
461 )
462 .until(Block::is_solid)
463 .cast()
464 .0
465 - 1.0;
466 agent.combat_state.conditions[condition_rolling_breakthrough_index] = true;
467 Some(agent_data.pos.0 - rand_dir * dist)
468 } else {
469 Some(agent_data.pos.0 + rand_dir * actual_dist)
470 }
471 };
472 }
473 false
474 },
475 }
476}