# act.ludic - doing the act: turned toward what it is about - or toward whoever came over to talk, # within the kind's notice - the game's own tick for the act, and a new plan when its time is up export function npc_act(npc_st: mut NpcState, p: NpcPerson, dt: float) -> void { p.act_t = p.act_t - dt var wx = p.fx var wz = p.fz if p.fixed { wx = p.x - Math.sin(p.stance) * 10.0 wz = p.z - Math.cos(p.stance) * 10.0 } if not p.stalk and np_turns(p.act) and npc_near(npc_st, p.x, p.z) < NpcKinds[p.kind].notice { let i = npc_near_i(npc_st) wx = NpcWorld.player_x(i) wz = NpcWorld.player_z(i) } var r = 2.0 * dt if p.fixed { r = 2.2 * dt } p.yaw = p.yaw + Math.clamp(npc_wrap(Math.atan2(-(wx - p.x), -(wz - p.z)) - p.yaw), -r, r) if p.fixed { return } if p.act >= 0 and p.act < NPCA_COUNT and NpcActs[p.act].tick != null { let tick = NpcActs[p.act].tick if tick(p, dt) { return } } if p.act_t < 0.0 { npc_plan(npc_st, p) } } function np_turns(act: int) -> bool { if act < 0 or act >= NPCA_COUNT { return true } return NpcActs[act].turns } # a player who came within notice since the last look is greeted - once, until they walk off export function npc_notice(npc_st: mut NpcState, p: NpcPerson) -> void { let reach = NpcKinds[p.kind].notice for i in 0 .. NpcWorld.players() { if i >= 30 { break } let bit = 1 << i var d = 1000000.0 if NpcWorld.player_on(i) { d = npc_d(p.x, p.z, NpcWorld.player_x(i), NpcWorld.player_z(i)) } if d < reach and (p.near & bit) == 0 { p.near = p.near | bit np_fact(npc_st, NPC_F_GREETED, p, i) } if d > reach * 1.5 and (p.near & bit) != 0 { p.near = p.near - bit } } }