use crate::data::{AbilityData, ActionMode, AgentData, AttackData, Path, ReadData, TargetData};
use common::{
comp::{
ability::AbilityInput,
agent::Psyche,
buff::BuffKind,
item::{tool::AbilityContext, ItemDesc, ItemTag},
Agent, Alignment, Body, Controller, InputKind, Pos, Scale,
},
consts::GRAVITY,
terrain::Block,
uid::Uid,
util::Dir,
vol::ReadVol,
};
use core::f32::consts::PI;
use rand::Rng;
use specs::Entity as EcsEntity;
use vek::*;
pub fn is_dead_or_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
is_dead(entity, read_data) || is_invulnerable(entity, read_data)
}
pub fn is_dead(entity: EcsEntity, read_data: &ReadData) -> bool {
let health = read_data.healths.get(entity);
health.map_or(false, |a| a.is_dead)
}
pub fn is_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
let buffs = read_data.buffs.get(entity);
buffs.map_or(false, |b| b.kinds[BuffKind::Invulnerability].is_some())
}
pub fn try_owner_alignment<'a>(
alignment: Option<&'a Alignment>,
read_data: &'a ReadData,
) -> Option<&'a Alignment> {
if let Some(&Alignment::Owned(owner_uid)) = alignment {
if let Some(owner) = get_entity_by_id(owner_uid, read_data) {
return read_data.alignments.get(owner);
}
}
alignment
}
pub fn aim_projectile(speed: f32, pos: Vec3<f32>, tgt: Vec3<f32>) -> Option<Dir> {
let mut to_tgt = tgt - pos;
let dist_sqrd = to_tgt.xy().magnitude_squared();
let u_sqrd = speed.powi(2);
to_tgt.z = (u_sqrd
- (u_sqrd.powi(2) - GRAVITY * (GRAVITY * dist_sqrd + 2.0 * to_tgt.z * u_sqrd))
.sqrt()
.max(0.0))
/ GRAVITY;
Dir::from_unnormalized(to_tgt)
}
pub fn get_entity_by_id(uid: Uid, read_data: &ReadData) -> Option<EcsEntity> {
read_data.id_maps.uid_entity(uid)
}
pub fn stop_pursuing(
dist_to_target_sqrd: f32,
dist_to_home_sqrd: f32,
own_health_fraction: f32,
target_health_fraction: f32,
dur_since_last_attacked: f64,
psyche: &Psyche,
) -> bool {
psyche.should_stop_pursuing
&& should_let_target_escape(
dist_to_home_sqrd,
dur_since_last_attacked,
own_health_fraction,
) > should_continue_to_pursue(dist_to_target_sqrd, psyche, target_health_fraction)
}
fn should_continue_to_pursue(
dist_to_target_sqrd: f32,
psyche: &Psyche,
target_health_fraction: f32,
) -> f32 {
let aggression_score = (1.0 / psyche.flee_health.max(0.25))
* psyche.aggro_dist.unwrap_or(psyche.sight_dist)
* psyche.sight_dist;
(100.0 * aggression_score) / (dist_to_target_sqrd * target_health_fraction)
}
fn should_let_target_escape(
dist_to_home_sqrd: f32,
dur_since_last_attacked: f64,
own_health_fraction: f32,
) -> f32 {
(dist_to_home_sqrd / own_health_fraction) * dur_since_last_attacked as f32 * 0.005
}
pub fn entity_looks_like_cultist(entity: EcsEntity, read_data: &ReadData) -> bool {
let number_of_cultist_items_equipped = read_data.inventories.get(entity).map_or(0, |inv| {
inv.equipped_items()
.filter(|item| item.tags().contains(&ItemTag::Cultist))
.count()
});
number_of_cultist_items_equipped > 2
}
pub fn is_villager(alignment: Option<&Alignment>) -> bool {
alignment.map_or(false, |alignment| matches!(alignment, Alignment::Npc))
}
pub fn is_village_guard(entity: EcsEntity, read_data: &ReadData) -> bool {
read_data
.stats
.get(entity)
.map_or(false, |stats| stats.name == "Guard")
}
pub fn are_our_owners_hostile(
our_alignment: Option<&Alignment>,
their_alignment: Option<&Alignment>,
read_data: &ReadData,
) -> bool {
try_owner_alignment(our_alignment, read_data).map_or(false, |our_owners_alignment| {
try_owner_alignment(their_alignment, read_data).map_or(false, |their_owners_alignment| {
our_owners_alignment.hostile_towards(*their_owners_alignment)
})
})
}
pub fn entities_have_line_of_sight(
pos: &Pos,
body: Option<&Body>,
scale: f32,
other_pos: &Pos,
other_body: Option<&Body>,
other_scale: Option<&Scale>,
read_data: &ReadData,
) -> bool {
let get_eye_pos = |pos: &Pos, body: Option<&Body>, scale: f32| {
let eye_offset = body.map_or(0.0, |b| b.eye_height(scale));
Pos(pos.0.with_z(pos.0.z + eye_offset))
};
let eye_pos = get_eye_pos(pos, body, scale);
let other_eye_pos = get_eye_pos(other_pos, other_body, other_scale.map_or(1.0, |s| s.0));
positions_have_line_of_sight(&eye_pos, &other_eye_pos, read_data)
}
pub fn positions_have_line_of_sight(pos_a: &Pos, pos_b: &Pos, read_data: &ReadData) -> bool {
let dist_sqrd = pos_b.0.distance_squared(pos_a.0);
read_data
.terrain
.ray(pos_a.0, pos_b.0)
.until(Block::is_opaque)
.cast()
.0
.powi(2)
>= (dist_sqrd - 0.01)
}
pub fn is_dressed_as_cultist(entity: EcsEntity, read_data: &ReadData) -> bool {
read_data
.inventories
.get(entity)
.map_or(false, |inventory| {
inventory
.equipped_items()
.filter(|item| item.tags().contains(&ItemTag::Cultist))
.count()
> 2
})
}
pub fn get_attacker(entity: EcsEntity, read_data: &ReadData) -> Option<EcsEntity> {
read_data
.healths
.get(entity)
.filter(|health| health.last_change.amount < 0.0)
.and_then(|health| health.last_change.damage_by())
.and_then(|damage_contributor| get_entity_by_id(damage_contributor.uid(), read_data))
}
impl<'a> AgentData<'a> {
pub fn has_buff(&self, read_data: &ReadData, buff: BuffKind) -> bool {
read_data
.buffs
.get(*self.entity)
.map_or(false, |b| b.kinds[buff].is_some())
}
pub fn extract_ability(&self, input: AbilityInput) -> Option<AbilityData> {
let context = AbilityContext::from(self.stance, Some(self.inventory), self.combo);
AbilityData::from_ability(
&self
.active_abilities
.activate_ability(
input,
Some(self.inventory),
self.skill_set,
self.body,
Some(self.char_state),
&context,
self.stats,
)
.map_or(Default::default(), |a| a.0),
)
}
}
pub fn handle_attack_aggression(
agent_data: &AgentData,
agent: &mut Agent,
controller: &mut Controller,
attack_data: &AttackData,
tgt_data: &TargetData,
read_data: &ReadData,
rng: &mut impl Rng,
timer_pos_timeout_index: usize,
timer_guarded_cycle_index: usize,
fcounter_guarded_timer_index: usize,
icounter_action_mode_index: usize,
condition_guarded_defend_index: usize,
condition_rolling_breakthrough_index: usize,
position_guarded_cover_index: usize,
position_flee_index: usize,
) -> bool {
if let Some(health) = agent_data.health {
agent.combat_state.int_counters[icounter_action_mode_index] = if health.fraction() < 0.1 {
agent.combat_state.positions[position_guarded_cover_index] = None;
ActionMode::Fleeing as u8
} else if health.fraction() < 0.9 {
agent.combat_state.positions[position_flee_index] = None;
ActionMode::Guarded as u8
} else {
agent.combat_state.positions[position_guarded_cover_index] = None;
agent.combat_state.positions[position_flee_index] = None;
ActionMode::Reckless as u8
};
}
if agent_data.vel.0.magnitude_squared() < 1_f32.powi(2) {
agent.combat_state.timers[timer_pos_timeout_index] += read_data.dt.0;
} else {
agent.combat_state.timers[timer_pos_timeout_index] = 0.0;
}
if agent.combat_state.timers[timer_pos_timeout_index] > 2.0 {
agent.combat_state.positions[position_guarded_cover_index] = None;
agent.combat_state.positions[position_flee_index] = None;
agent.combat_state.timers[timer_pos_timeout_index] = 0.0;
}
match ActionMode::from_u8(agent.combat_state.int_counters[icounter_action_mode_index]) {
ActionMode::Reckless => true,
ActionMode::Guarded => {
agent.combat_state.timers[timer_guarded_cycle_index] += read_data.dt.0;
if agent.combat_state.timers[timer_guarded_cycle_index]
> agent.combat_state.counters[fcounter_guarded_timer_index]
{
agent.combat_state.timers[timer_guarded_cycle_index] = 0.0;
agent.combat_state.conditions[condition_guarded_defend_index] ^= true;
agent.combat_state.counters[fcounter_guarded_timer_index] =
if agent.combat_state.conditions[condition_guarded_defend_index] {
rng.gen_range(3.0..6.0)
} else {
rng.gen_range(6.0..10.0)
};
}
if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index] {
if pos.distance_squared(agent_data.pos.0) < 3_f32.powi(2) {
agent.combat_state.positions[position_guarded_cover_index] = None;
}
}
if !agent.combat_state.conditions[condition_guarded_defend_index] {
agent.combat_state.positions[position_guarded_cover_index] = None;
true
} else {
if attack_data.dist_sqrd > 10_f32.powi(2) {
if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index] {
if pos.distance_squared(agent_data.pos.0) < 5_f32.powi(2) {
agent.combat_state.positions[position_guarded_cover_index] = None;
}
agent_data.path_toward_target(
agent,
controller,
pos,
read_data,
Path::Separate,
None,
);
} else {
agent.combat_state.positions[position_guarded_cover_index] = {
let rand_dir = {
let dir = (tgt_data.pos.0 - agent_data.pos.0)
.try_normalized()
.unwrap_or(Vec3::unit_x())
.xy();
if rng.gen_bool(0.5) {
dir.rotated_z(PI / 2.0 + rng.gen_range(-0.75..0.0))
} else {
dir.rotated_z(-PI / 2.0 + rng.gen_range(-0.0..0.75))
}
};
let attempted_dist = rng.gen_range(6.0..16.0);
let actual_dist = read_data
.terrain
.ray(
agent_data.pos.0 + Vec3::unit_z() * 0.5,
agent_data.pos.0
+ Vec3::unit_z() * 0.5
+ rand_dir * attempted_dist,
)
.until(Block::is_solid)
.cast()
.0
- 1.0;
Some(agent_data.pos.0 + rand_dir * actual_dist)
};
}
} else if let Some(pos) = agent.combat_state.positions[position_guarded_cover_index]
{
agent_data.path_toward_target(
agent,
controller,
pos,
read_data,
Path::Separate,
None,
);
if agent.combat_state.conditions[condition_rolling_breakthrough_index] {
controller.push_basic_input(InputKind::Roll);
agent.combat_state.conditions[condition_rolling_breakthrough_index] = false;
}
if tgt_data.char_state.map_or(false, |cs| cs.is_melee_attack()) {
controller.push_basic_input(InputKind::Block);
}
} else {
agent.combat_state.positions[position_guarded_cover_index] = {
let backwards = (agent_data.pos.0 - tgt_data.pos.0)
.try_normalized()
.unwrap_or(Vec3::unit_x())
.xy();
let pos = if read_data
.terrain
.ray(
agent_data.pos.0 + Vec3::unit_z() * 0.5,
agent_data.pos.0 + Vec3::unit_z() * 0.5 + backwards * 6.0,
)
.until(Block::is_solid)
.cast()
.0
> 5.0
{
agent_data.pos.0 + backwards * 5.0
} else {
agent.combat_state.conditions[condition_rolling_breakthrough_index] =
true;
agent_data.pos.0
- backwards
* read_data
.terrain
.ray(
agent_data.pos.0 + Vec3::unit_z() * 0.5,
agent_data.pos.0 + Vec3::unit_z() * 0.5
- backwards * 10.0,
)
.until(Block::is_solid)
.cast()
.0
- 1.0
};
Some(pos)
}
}
false
}
},
ActionMode::Fleeing => {
if agent.combat_state.conditions[condition_rolling_breakthrough_index] {
controller.push_basic_input(InputKind::Roll);
agent.combat_state.conditions[condition_rolling_breakthrough_index] = false;
}
if let Some(pos) = agent.combat_state.positions[position_flee_index] {
if let Some(dir) = Dir::from_unnormalized(pos - agent_data.pos.0) {
controller.inputs.look_dir = dir;
}
if pos.distance_squared(agent_data.pos.0) < 5_f32.powi(2) {
agent.combat_state.positions[position_flee_index] = None;
}
agent_data.path_toward_target(
agent,
controller,
pos,
read_data,
Path::Separate,
None,
);
} else {
agent.combat_state.positions[position_flee_index] = {
let rand_dir = {
let dir = (agent_data.pos.0 - tgt_data.pos.0)
.try_normalized()
.unwrap_or(Vec3::unit_x())
.xy();
dir.rotated_z(rng.gen_range(-0.75..0.75))
};
let attempted_dist = rng.gen_range(16.0..26.0);
let actual_dist = read_data
.terrain
.ray(
agent_data.pos.0 + Vec3::unit_z() * 0.5,
agent_data.pos.0 + Vec3::unit_z() * 0.5 + rand_dir * attempted_dist,
)
.until(Block::is_solid)
.cast()
.0
- 1.0;
if actual_dist < 10.0 {
let dist = read_data
.terrain
.ray(
agent_data.pos.0 + Vec3::unit_z() * 0.5,
agent_data.pos.0 + Vec3::unit_z() * 0.5 - rand_dir * attempted_dist,
)
.until(Block::is_solid)
.cast()
.0
- 1.0;
agent.combat_state.conditions[condition_rolling_breakthrough_index] = true;
Some(agent_data.pos.0 - rand_dir * dist)
} else {
Some(agent_data.pos.0 + rand_dir * actual_dist)
}
};
}
false
},
}
}