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feat: add luring behavior #86

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Aug 31, 2021
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24 changes: 24 additions & 0 deletions assets/behaviors/lure.behavior
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
{
dynamic: [
{
guard: {
componentPresent: "Behaviors:FindNearbyPlayers",
values: ["N charactersWithinRange nonEmpty"],
child: {
sequence: [
{ sleep: {time: 0.1f }},
check_luring_item_in_use,
followCharacter,
{ lookup: {tree: "Behaviors:follow" }}
]
}
}
},
{
lookup: {
tree: "Behaviors:stray"
}
}
]
}

6 changes: 6 additions & 0 deletions assets/prefabs/animals/sheepBase.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -87,5 +87,11 @@
"engine:debris",
"engine:sensor"
]
},
"Behavior": {
"tree": "WildAnimals:lure"
},
"FindNearbyPlayers": {
"searchRadius": 12
}
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,47 @@
// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0

package org.terasology.wildAnimals.actions;


import org.terasology.behaviors.components.FindNearbyPlayersComponent;
import org.terasology.engine.entitySystem.entity.EntityRef;
import org.terasology.engine.logic.behavior.BehaviorAction;
import org.terasology.engine.logic.behavior.core.Actor;
import org.terasology.engine.logic.behavior.core.BaseAction;
import org.terasology.engine.logic.behavior.core.BehaviorState;
import org.terasology.engine.logic.characters.CharacterHeldItemComponent;
import org.terasology.engine.world.block.BlockUri;
import org.terasology.engine.world.block.items.BlockItemComponent;

/**
* Behavior node that checks if the current held item can be used to lure
*/

@BehaviorAction(name = "check_luring_item_in_use")
public class CheckLuringItemInUseAction extends BaseAction {

static final String[] LURING_ITEMS = {
"CoreAssets:TallGrass1",
"CoreAssets:TallGrass2",
"CoreAssets:TallGrass3",
"CoreAssets:Lavender",
"CoreAssets:Dandelion"
};

@Override
public BehaviorState modify(Actor actor, BehaviorState behaviorState) {
FindNearbyPlayersComponent component = actor.getComponent(FindNearbyPlayersComponent.class);
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EntityRef player = component.closestCharacter;
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CharacterHeldItemComponent characterHeldItemComponent = player.getComponent(CharacterHeldItemComponent.class);
EntityRef heldItem = characterHeldItemComponent.selectedItem;
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BlockItemComponent blockItemComponent = heldItem.getComponent(BlockItemComponent.class);
for (String item : LURING_ITEMS) {
if (blockItemComponent != null && blockItemComponent.blockFamily.getURI().equals(new BlockUri(item))) {
return BehaviorState.SUCCESS;
}
}
return BehaviorState.FAILURE;
}
}