faction-based adjacent ai

This commit is contained in:
Llywelwyn 2023-08-15 16:29:01 +01:00
parent 76d835021b
commit 9b037dceeb
6 changed files with 135 additions and 23 deletions

View file

@ -290,6 +290,7 @@ pub fn spawn_named_mob(
eb = eb.with(get_renderable_component(renderable));
}
let mut has_mind = true;
let mut has_faction = false;
if let Some(flags) = &mob_template.flags {
for flag in flags.iter() {
match flag.as_str() {
@ -298,12 +299,21 @@ pub fn spawn_named_mob(
"MONSTER" => eb = eb.with(Monster {}),
"MINDLESS" => {
eb = eb.with(Faction { name: "mindless".to_string() });
has_faction = true;
has_mind = false;
}
"NEUTRAL" => eb = eb.with(Faction { name: "neutral".to_string() }),
"HOSTILE" => eb = eb.with(Faction { name: "hostile".to_string() }),
"HERBIVORE" => eb = eb.with(Faction { name: "herbivore".to_string() }),
"CARNIVORE" => eb = eb.with(Faction { name: "carnivore".to_string() }),
"NEUTRAL" => {
eb = eb.with(Faction { name: "neutral".to_string() });
has_faction = true;
}
"HERBIVORE" => {
eb = eb.with(Faction { name: "herbivore".to_string() });
has_faction = true;
}
"CARNIVORE" => {
eb = eb.with(Faction { name: "carnivore".to_string() });
has_faction = true;
}
"SMALL_GROUP" => {} // These flags are for region spawning,
"LARGE_GROUP" => {} // and don't matter here (yet)?
"MULTIATTACK" => {
@ -314,9 +324,15 @@ pub fn spawn_named_mob(
}
}
}
// If we're anything other than MINDLESS, add a mind.
if has_mind {
eb = eb.with(Mind {});
}
// If we didn't add a faction flag, default to hostile (attacks everything except other hostiles).
if !has_faction {
eb = eb.with(Faction { name: "hostile".to_string() });
}
// Add quips, if we have some listed.
if let Some(quips) = &mob_template.quips {
eb = eb.with(Quips { available: quips.clone() });
}