def tick(life, alife_seen, alife_not_seen, targets_seen, targets_not_seen, source_map): _threat = judgement.get_nearest_threat(life) if not 'hiding' in life['state_flags']: movement.hide(life, _threat) life['state_flags']['hiding'] = True return True _weapon = combat.get_best_weapon(life) if _weapon: if not combat.weapon_equipped_and_ready(life): combat._equip_weapon(life, _weapon['weapon']['uid'], _weapon['feed']['uid'])
def tick(life): _threats = judgement.get_threats(life, ignore_escaped=2) if not _threats: return True for target in [LIFE[t] for t in _threats]: if numbers.distance(life['pos'], brain.knows_alife(life, target)['last_seen_at']) >= sight.get_vision(life): _threats.remove(target['id']) return movement.hide(life, _threats)
def tick(life): _threats = judgement.get_threats(life, ignore_escaped=2) if not _threats: return True for target in [LIFE[t] for t in _threats]: if numbers.distance( life['pos'], brain.knows_alife( life, target)['last_seen_at']) >= sight.get_vision(life): _threats.remove(target['id']) return movement.hide(life, _threats)