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use crate::prelude::*;
use mode::{Family, Mode};
#[derive(Debug, Copy, Clone, PartialEq, Serialize, Deserialize)]
#[serde(rename_all = "snake_case")]
pub enum ActorAggression {
Passive,
Neutral,
Aggressive,
}
pub fn default_behavior_set() -> String {
DEFAULT_BEHAVIOR_SET_ID.to_string()
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ActorBehaviorParams {
pub aggression: ActorAggression,
#[serde(
default,
with = "json::opt_vec2",
skip_serializing_if = "Option::is_none"
)]
pub home: Option<Vec2>,
#[serde(default = "default_behavior_set", rename = "behavior_set")]
pub behavior_set_id: String,
#[serde(default)]
pub is_stationary: bool,
#[serde(default)]
pub is_on_guard: bool,
#[serde(default)]
pub flee_at_health_factor: f32,
#[serde(skip)]
pub attackers: HashMap<String, Handle<Actor>>,
#[serde(skip)]
pub collisions: Vec<(Collider, CollisionKind)>,
}
impl Default for ActorBehaviorParams {
fn default() -> Self {
ActorBehaviorParams {
aggression: ActorAggression::Neutral,
home: None,
behavior_set_id: DEFAULT_BEHAVIOR_SET_ID.to_string(),
is_stationary: true,
is_on_guard: false,
flee_at_health_factor: 0.0,
attackers: HashMap::new(),
collisions: Vec::new(),
}
}
}
#[allow(clippy::too_many_arguments)]
pub trait ActorBehavior: Mode<Family = ActorBehaviorFamily> {
fn update(
self: Box<Self>,
params: ActorBehaviorParams,
factions: &[String],
stats: ActorStats,
position: Vec2,
controller: &mut ActorController,
weapon_range: Option<f32>,
selected_ability_range: Option<f32>,
inventory: Inventory,
equipped_items: EquippedItems,
) -> Box<dyn ActorBehavior>;
}
pub struct ActorBehaviorFamily;
impl Family for ActorBehaviorFamily {
type Base = dyn ActorBehavior;
type Mode = Box<dyn ActorBehavior>;
}