Ejemplo n.º 1
0
def is_confident(life):
	_friendly_confidence = 0
	_threat_confidence = 0
	
	for target_id in judgement.get_trusted(life, visible=False):
		_knows = brain.knows_alife_by_id(life, target_id)
		
		if _knows['dead'] or _knows['asleep']:
			continue
		
		_recent_mod = numbers.clip(_knows['last_seen_time'], 0, 300)/300.0
		
		if _knows['last_seen_time']:
			_friendly_confidence += _recent_mod
		else:
			_friendly_confidence += judgement.get_ranged_combat_rating_of_target(life, target_id)*_recent_mod
	
	for target_id in judgement.get_threats(life, ignore_escaped=True):
		_knows = brain.knows_alife_by_id(life, target_id)
		
		if _knows['dead'] or _knows['asleep']:
			continue
		
		_recent_mod = numbers.clip(_knows['last_seen_time'], 0, 300)/300.0
		
		if _knows['last_seen_time']:
			_threat_confidence += 2*_recent_mod
		else:
			_threat_confidence += judgement.get_ranged_combat_rating_of_target(life, target_id)*_recent_mod
	
	return _friendly_confidence > _threat_confidence
Ejemplo n.º 2
0
def is_confident(life):
    if 'player' in life:
        return False

    _friendly_confidence = judgement.get_ranged_combat_rating_of_target(
        life, life['id'])
    _threat_confidence = 0

    for target_id in judgement.get_trusted(life, visible=False):
        _knows = brain.knows_alife_by_id(life, target_id)

        if _knows['dead'] or _knows['asleep']:
            continue

        if _knows['last_seen_time'] > 30:
            if brain.get_alife_flag(life, target_id, 'threat_score'):
                _recent_mod = 1 - (
                    numbers.clip(_knows['last_seen_time'], 0, 300) / 300.0)
                _score = brain.get_alife_flag(life, target_id, 'threat_score')
                _friendly_confidence += _score * _recent_mod
            else:
                _friendly_confidence += 1
        else:
            _score = judgement.get_ranged_combat_rating_of_target(
                life, target_id)

            brain.flag_alife(life, target_id, 'threat_score', value=_score)

            _friendly_confidence += _score

    for target_id in judgement.get_threats(life, ignore_escaped=False):
        _knows = brain.knows_alife_by_id(life, target_id)

        if _knows['dead'] or _knows['asleep']:
            continue

        if _knows['last_seen_time']:
            if brain.get_alife_flag(life, target_id, 'threat_score'):
                if _knows['last_seen_time'] > 50:
                    _recent_mod = 1 - (
                        numbers.clip(_knows['last_seen_time'], 0, 600) / 600.0)
                else:
                    _recent_mod = 1

                _score = brain.get_alife_flag(life, target_id, 'threat_score')
                _threat_confidence += _score * _recent_mod
            else:
                _threat_confidence += 1
        else:
            _score = judgement.get_ranged_combat_rating_of_target(
                life, target_id, inventory_check=False)

            brain.flag_alife(life, target_id, 'threat_score', value=_score)

            _threat_confidence += _score

    return _friendly_confidence - _threat_confidence >= -2
Ejemplo n.º 3
0
def is_confident(life):
	if 'player' in life:
		return False
	
	_friendly_confidence = judgement.get_ranged_combat_rating_of_target(life, life['id'])
	_threat_confidence = 0
	
	for target_id in judgement.get_trusted(life, visible=False):
		_knows = brain.knows_alife_by_id(life, target_id)
		
		if _knows['dead'] or _knows['asleep']:
			continue
		
		if _knows['last_seen_time']>30:
			if brain.get_alife_flag(life, target_id, 'threat_score'):
				_recent_mod = 1-(numbers.clip(_knows['last_seen_time'], 0, 300)/300.0)
				_score = brain.get_alife_flag(life, target_id, 'threat_score')
				_friendly_confidence += _score*_recent_mod
			else:
				_friendly_confidence += 1
		else:
			_score = judgement.get_ranged_combat_rating_of_target(life, target_id)
			
			brain.flag_alife(life, target_id, 'threat_score', value=_score)
			
			_friendly_confidence += _score
	
	for target_id in judgement.get_threats(life, ignore_escaped=False):
		_knows = brain.knows_alife_by_id(life, target_id)
		
		if _knows['dead'] or _knows['asleep']:
			continue
		
		if _knows['last_seen_time']:
			if brain.get_alife_flag(life, target_id, 'threat_score'):
				if _knows['last_seen_time']>50:
					_recent_mod = 1-(numbers.clip(_knows['last_seen_time'], 0, 600)/600.0)
				else:
					_recent_mod = 1
				
				_score = brain.get_alife_flag(life, target_id, 'threat_score')
				_threat_confidence += _score*_recent_mod
			else:
				_threat_confidence += 1
		else:
			_score = judgement.get_ranged_combat_rating_of_target(life, target_id, inventory_check=False)
			
			brain.flag_alife(life, target_id, 'threat_score', value=_score)
			
			_threat_confidence += _score
	
	return _friendly_confidence-_threat_confidence>=-2