Ejemplo n.º 1
0
def bullet_hit(life, bullet, limb):
    _owner = LIFE[bullet["shot_by"]]
    _actual_limb = lfe.get_limb(life, limb)
    _items_to_check = []

    if "player" in _owner:
        if bullet["aim_at_limb"] == limb:
            _msg = ["The round hits"]
        elif not limb in life["body"]:
            return "The round misses entirely!"
        else:
            _msg = ["The round misses slightly"]
        _detailed = True
    elif "player" in life:
        _msg = ["The round hits"]
    else:
        _msg = ["%s hits %s's %s" % (items.get_name(bullet), life["name"][0], limb)]

    for item_uid in lfe.get_items_attached_to_limb(life, limb):
        _items_to_check.append({"item": item_uid, "visible": True})
        _item = items.get_item_from_uid(item_uid)

        if "storing" in _item:
            for item_in_container_uid in _item["storing"]:
                _chance_of_hitting_item = _item["capacity"] / float(_item["max_capacity"])

                if random.uniform(0, 1) < _chance_of_hitting_item:
                    break

                _items_to_check.append({"item": item_in_container_uid, "visible": False})

    for entry in _items_to_check:
        _item = items.get_item_from_uid(entry["item"])
        _item_damage = get_puncture_value(bullet, _item, target_structure_name=_item["name"])
        _item["thickness"] = numbers.clip(_item["thickness"] - _item_damage, 0, _item["max_thickness"])

        if "material" in _item and not _item["material"] == "cloth":
            _speed_mod = _item_damage
            _can_stop = True

            bullet["speed"] *= _speed_mod
            bullet["velocity"][0] *= _speed_mod
            bullet["velocity"][1] *= _speed_mod
        else:
            _can_stop = False

        if not _item["thickness"]:
            _msg.append(", destroying the %s" % _item["name"])

            if _item["type"] == "explosive":
                items.explode(_item)
            else:
                items.delete_item(_item)
        else:
            if bullet["speed"] <= 1 and _can_stop:
                _msg.append(", lodging itself in %s" % items.get_name(_item))
                _ret_string = own_language(life, _msg)

                if _ret_string.endswith("!"):
                    return _ret_string
                else:
                    return _ret_string + "."
            else:
                if "material" in _item:
                    if _item["material"] == "metal":
                        _msg.append(", puncturing the %s" % _item["name"])
                    else:
                        _msg.append(", ripping through the %s" % _item["name"])

    _damage = get_puncture_value(bullet, _actual_limb, target_structure_name=limb)
    _actual_limb["thickness"] = numbers.clip(_actual_limb["thickness"] - _damage, 0, _actual_limb["max_thickness"])
    _damage_mod = 1 - (_actual_limb["thickness"] / float(_actual_limb["max_thickness"]))

    if limb in life["body"]:
        _msg.append(", " + lfe.add_wound(life, limb, cut=_damage * _damage_mod, impact_velocity=bullet["velocity"]))

    _ret_string = own_language(life, _msg)

    if _ret_string.endswith("!"):
        return _ret_string
    else:
        return _ret_string + "."
Ejemplo n.º 2
0
def bite(life, target_id, limb):
    logging.debug("%s bit %s in the %s." % (" ".join(life["name"]), " ".join(LIFE[target_id]["name"]), limb))
    target = LIFE[target_id]
    _msg = ["%s" % language.get_introduction(life)]

    _bite_strength = random.randint(1, 3)

    if numbers.distance(life["pos"], target["pos"]) > 1:
        _msg.append("bites the air")

        return " ".join(_msg) + "."

    _items_to_check = []

    for _item in lfe.get_items_attached_to_limb(target, limb):
        _items_to_check.append({"item": _item, "visible": True})
        _actual_item = items.get_item_from_uid(_item)

        if "storing" in _actual_item:
            for _item_in_container in _actual_item["storing"]:
                _items_to_check.append({"item": _item_in_container, "visible": False})

    for entry in _items_to_check:
        _item = items.get_item_from_uid(entry["item"])

        if not "thickness" in _item:
            logging.warning("Item '%s' has no set thickness. Guessing..." % _item["name"])
            _item["thickness"] = _item["size"] / 2

        _thickness = _item["thickness"]
        _item["thickness"] = numbers.clip(_item["thickness"] - _bite_strength, 0, 100)
        _bite_strength -= _thickness
        _tear = _item["thickness"] - _thickness
        _limb_in_context = False

        if _item["material"] == "cloth":
            if _thickness and not _item["thickness"]:
                _msg.append("rips through <own> %s" % _item["name"])
            elif _tear <= -3:
                _msg.append("rips <own> %s" % _item["name"])
            elif _tear <= -2:
                _msg.append("tears <own> %s" % _item["name"])
            elif _tear <= -1:
                _msg.append("slightly tears <own> %s" % _item["name"])

            if _bite_strength <= 0 and _item["thickness"]:
                _msg.append("is stopped by <own> %s" % _item["name"])
                return " ".join(_msg)

                # if not lfe.limb_is_cut(target, limb):
    if _bite_strength == 1:
        _msg.append(", cutting <own> %s" % limb)
    elif _bite_strength == 2:
        _msg.append(", tearing <own> %s" % limb)
    elif _bite_strength == 3:
        _msg.append(", ripping open <own> %s" % limb)

    if _bite_strength:
        lfe.add_wound(target, limb, cut=_bite_strength)

        # TODO: How thick is skin?
    _bite_strength -= 1

    # if not _bite_strength:
    # 	return ' '.join(_msg)

    _ret_string = own_language(target, _msg)

    return _ret_string + "."
Ejemplo n.º 3
0
def bite(life, target_id, limb):
	logging.debug('%s bit %s in the %s.' % (' '.join(life['name']), ' '.join(LIFE[target_id]['name']), limb))
	target = LIFE[target_id]
	_msg = ['%s' % language.get_introduction(life)]
	
	_bite_strength = random.randint(1, 3)
	
	if numbers.distance(life['pos'], target['pos'])>1:
		_msg.append('bites the air')
		return ' '.join(_msg)+'.'
	
	_items_to_check = []
	
	for _item in lfe.get_items_attached_to_limb(target, limb):
		_items_to_check.append({'item': _item, 'visible': True})
		_actual_item = items.get_item_from_uid(_item)
		
		if 'storing' in _actual_item:
			for _item_in_container in _actual_item['storing']:
				_items_to_check.append({'item': _item_in_container, 'visible': False})
	
	for entry in _items_to_check:
		_item = items.get_item_from_uid(entry['item'])

		if not 'thickness' in _item:
			logging.warning('Item \'%s\' has no set thickness. Guessing...' % _item['name'])
			_item['thickness'] = _item['size']/2
		
		_thickness = _item['thickness']
		_item['thickness'] = numbers.clip(_item['thickness']-_bite_strength, 0, 100)
		_bite_strength -= _thickness
		_tear = _item['thickness']-_thickness
		_limb_in_context = False
		
		if _item['material'] == 'cloth':
			if _thickness and not _item['thickness']:
				_msg.append('rips through <own> %s' % _item['name'])
			elif _tear<=-3:
				_msg.append('rips <own> %s' % _item['name'])
			elif _tear<=-2:
				_msg.append('tears <own> %s' % _item['name'])
			elif _tear<=-1:
				_msg.append('slightly tears <own> %s' % _item['name'])
			
			if _bite_strength <= 0 and _item['thickness']:
				_msg.append('is stopped by <own> %s' % _item['name'])
				return ' '.join(_msg)
	
	#if not lfe.limb_is_cut(target, limb):
	if _bite_strength==1:
		_msg.append(', cutting <own> %s' % limb)
	elif _bite_strength==2:
		_msg.append(', tearing <own> %s' % limb)
	elif _bite_strength==3:
		_msg.append(', ripping open <own> %s' % limb)

	if _bite_strength:
		lfe.add_wound(target, limb, cut=_bite_strength)
	
	#TODO: How thick is skin?
	_bite_strength -= 1
	
	#if not _bite_strength:
	#	return ' '.join(_msg)
	
	_ret_string = own_language(target, _msg)
	
	return _ret_string+'.'
Ejemplo n.º 4
0
def bullet_hit(life, bullet, limb):
	_owner = LIFE[bullet['shot_by']]
	_actual_limb = lfe.get_limb(life, limb)
	
	if 'player' in _owner:
		if bullet['aim_at_limb'] == limb:
			_msg = ['The round hits']
		elif not limb in life['body']:
			return 'The round misses entirely!'
		else:
			_msg = ['The round misses slightly']
		_detailed = True
	else:
		_msg = ['%s shoots' % language.get_name(_owner)]
	
	_items_to_check = []
	for item_uid in lfe.get_items_attached_to_limb(life, limb):
		_items_to_check.append({'item': item_uid, 'visible': True})
		_item = items.get_item_from_uid(item_uid)
		
		if 'storing' in _item:
			for item_in_container_uid in _item['storing']:
				print '*' * 100
				_chance_of_hitting_item = bullet['size']*(_item['capacity']/float(_item['max_capacity']))
				print 'percent chance of hitting item:', 1-_chance_of_hitting_item
				if random.uniform(0, 1)<_chance_of_hitting_item:
					continue
				
				_items_to_check.append({'item': item_in_container_uid, 'visible': False})
		
	for entry in _items_to_check:
		_item = items.get_item_from_uid(entry['item'])
		_item_damage = get_puncture_value(bullet, _item, target_structure_name=_item['name'])
		_item['thickness'] = numbers.clip(_item['thickness']-_item_damage, 0, _item['max_thickness'])
		
		_speed_mod = _item_damage
		bullet['speed'] *= _speed_mod
		bullet['velocity'][0] *= _speed_mod
		bullet['velocity'][1] *= _speed_mod
		
		if not _item['thickness']:
			_msg.append(', destroying the %s' % _item['name'])

			if _item['type'] == 'explosive':
				items.explode(_item)
			else:
				items.delete_item(_item)
		else:
			if bullet['speed']<=1:
				_msg.append(', lodging itself in %s' % items.get_name(_item))
				_ret_string = own_language(life, _msg)
			
				if _ret_string.endswith('!'):
					return _ret_string
				else:
					return _ret_string+'.'
			else:
				if 'material' in _item:
					if _item['material'] == 'metal':
						_msg.append(', puncturing the %s' % _item['name'])
					else:
						_msg.append(', ripping through the %s' % _item['name'])
	
	_damage = get_puncture_value(bullet, _actual_limb, target_structure_name=limb)
	_actual_limb['thickness'] = numbers.clip(_actual_limb['thickness']-_damage, 0, _actual_limb['max_thickness'])
	_damage_mod = 1-(_actual_limb['thickness']/float(_actual_limb['max_thickness']))
	
	if limb in life['body']:
		_msg.append(', '+lfe.add_wound(life, limb, cut=_damage*_damage_mod, impact_velocity=bullet['velocity']))
	
	#return '%s punctures %s (%s)' % (bullet['name'], limb, get_puncture_value(bullet, _actual_limb, target_structure_name=limb))
	_ret_string = own_language(life, _msg)
	
	if _ret_string.endswith('!'):
		return _ret_string
	else:
		return _ret_string+'.'
Ejemplo n.º 5
0
def bullet_hit(life, bullet, limb):
	_owner = LIFE[bullet['shot_by']]
	_actual_limb = lfe.get_limb(life, limb)
	_items_to_check = []
	_msg = []
	
	#if 'player' in _owner:
	#	if bullet['aim_at_limb'] == limb:
	#		_hit = True
	#		_msg = ['The round hits']
	#	elif not limb in life['body']:
	#		return 'The round misses entirely!'
	#	else:
	#		_msg = ['The round misses slightly']
	#	_detailed = True
	#
	#elif 'player' in life:
	#	_msg = ['The round hits']
	#else:
	#	_msg = ['%s hits %s\'s %s' % (items.get_name(bullet), life['name'][0], limb)]
	
	for item_uid in lfe.get_items_attached_to_limb(life, limb):
		_items_to_check.append({'item': item_uid, 'visible': True})
		_item = items.get_item_from_uid(item_uid)
		
		if 'storing' in _item:
			for item_in_container_uid in _item['storing']:
				_chance_of_hitting_item = _item['capacity']/float(_item['max_capacity'])
				
				if random.uniform(0, 1)<_chance_of_hitting_item:
					break
				
				_items_to_check.append({'item': item_in_container_uid, 'visible': False})
		
	for entry in _items_to_check:
		_item = items.get_item_from_uid(entry['item'])
		_item_damage = get_puncture_value(bullet, _item, target_structure_name=_item['name'])
		_item['thickness'] = bad_numbers.clip(_item['thickness']-_item_damage, 0, _item['max_thickness'])
		
		if 'material' in _item and not _item['material'] == 'cloth':
			_speed_mod = _item_damage
			_can_stop = True
			
			bullet['speed'] *= _speed_mod
			bullet['velocity'][0] *= _speed_mod
			bullet['velocity'][1] *= _speed_mod
		else:
			_can_stop = False
		
		if not _item['thickness']:
			if _item['uid'] in lfe.get_all_visible_items(life):
				if 'player' in _owner:
					_msg.append('%s\'s %s is destroyed!' % (' '.join(life['name']), _item['name']))

			if _item['type'] == 'explosive':
				items.explode(_item)
			else:
				items.delete_item(_item)
		#else:
		#	if bullet['speed']<=1 and _can_stop:
		#		#if 'player' in _owner:
		#		#	_msg.append(', lodging itself in %s' % items.get_name(_item))
		#		#_ret_string = own_language(life, _msg)
		#	
		#		if _ret_string.endswith('!'):
		#			return _ret_string
		#		else:
		#			return _ret_string+'.'
		#	#else:
		#	#	if 'material' in _item:
		#	#		if _item['material'] == 'metal':
		#	#			_msg.append(', puncturing the %s' % _item['name'])
		#	#		else:
		#	#			_msg.append(', ripping through the %s' % _item['name'])
	
	_damage = get_puncture_value(bullet, _actual_limb, target_structure_name=limb)
	_actual_limb['thickness'] = bad_numbers.clip(_actual_limb['thickness']-_damage, 0, _actual_limb['max_thickness'])

	if not _actual_limb['thickness']:
		lfe.sever_limb(life, limb, (0, 0, 0))
	
	_damage_mod = 1-(_actual_limb['thickness']/float(_actual_limb['max_thickness']))
	
	if limb in life['body']:
		_msg.append(lfe.add_wound(life, limb, cut=_damage*_damage_mod, impact_velocity=bullet['velocity']))
	
	#_ret_string = own_language(life, _msg)
	
	return ' '.join(_msg)