Ejemplo n.º 1
0
    def do_fight_action(self, action_name):

        if self.opponent and mapReader.l1_dist(self.state, self.opponent.state) > 2:
            self.disengage_in_combat(self.opponent)
            return

        if self.opponent.killed:
            self.disengage_in_combat(self.opponent)
            return

        self.goals[3].modify_value(-1)

        if self.opponent.hidden:
            print str(self), ' cannot find ', str(self.opponent)

        self.last_action = action_name
        self.printy_action = action_name
        damage = 0
        # with weapon 1d6 damage + 1d(str/2) + 1
        if self.has_weapon:
            damage = self.weapon.damage + random.randrange(1, (self.attributes['strength'] / 4) + 2) + random.randint(0, self.attributes['weapon_skill']/2 + 1)+ 1
        else:  # without, 1d2 damage + 1d(str)
            damage = random.randrange(1, 3) + random.randrange(1, self.attributes['strength'] + 1)
        draw = random.random()
        chance_mult = 1

        if self.attributes['fighting_skill'] > 3:
            chance_mult += 0.1

        if self.attributes['fighting_skill'] > 7:
            chance_mult += 0.15

        if action_name == 'attack_head':
            if draw < 0.5 * chance_mult:
                self.opponent.hurt(damage + 2, 'head')
                self.goals[7].value = max(self.goals[7].value - (damage + 2) / 2, 0)
        elif action_name == 'attack_chest':
            if draw < 0.8 * chance_mult:
                self.opponent.hurt(damage + 1, 'chest')
                self.goals[7].value = max(self.goals[7].value - (damage + 1) / 2, 0)
        elif action_name == 'attack_gut':
            if draw < 0.8 * chance_mult:
                self.opponent.hurt(damage, 'gut')
                self.goals[7].value = max(self.goals[7].value - (damage) / 2, 0)
        elif action_name == 'attack_legs':
            if draw < 0.9 * chance_mult:
                self.opponent.hurt(damage - 1, 'legs')
                self.goals[7].value = max(self.goals[7].value - (damage - 1) / 2, 0)
        elif action_name == 'flee':
            self.opponent.disengage_in_combat(self)
            for goal in self.goals:
                if goal.name == "kill":
                    goal.value = 0
            self.fighting_state = FIGHT_STATE['fleeing']
Ejemplo n.º 2
0
    def do_action(self, action, game_map):

        ##IF you can Craft a weapon, do it
        ##if(not self.has_weapon):
        ##    for weapon in self.weaponInfo.weaponList:
        ##        if self.weaponInfo.canCraft(weapon, self.craftPouch):
        ##            action.index = 7
         ##           self.wepCanCraft = weapon


        self.hidden = False

        self.last_action = action
        self.printy_action = action.description
        rand = (random.randint(1, 10)) / 10
        loc = game_map[self.state[0]][self.state[1]]
        if action.index >= 0 and action.index <= 3:  # moving so don't know what gonna do here
            loc.setTribute(None)
            self.old_state = self.state
            (game_map[self.state[0]][self.state[1]]).setTribute(None)
            self.state = ((self.state[0] + action.delta_state[0]) % engine.GameEngine.map_dims[0],
                (self.state[1] + action.delta_state[1]) % engine.GameEngine.map_dims[1])
            (game_map[self.state[0]][self.state[1]]).setTribute(self)
        elif action.index == 4:  # find food
            food_prob = loc.getFoodChance()
            for goal in self.goals:
                if goal.name == "hunger":
                    if rand <= food_prob:
                        goal.value -= action.values[0]*3
        elif action.index == 5:  # fight
            self.sighted.engage_in_combat(self)
            self.goals[3].value = max(self.goals[3].value - action.values[0], 0)
        elif action.index == 6:  # scavenge
            wep_prob = loc.getWeaponChance()
            for goal in self.goals:
                if goal.name == "getweapon":
                    if wep_prob > 0.9:
                        if rand <= wep_prob:
                            self.getWeapon()
                            goal.value -= action.values[0]
                    else:
                        #doCraftScavenge will return zero if you fail to find something, and one if you succeed
                        num = self.checkCraftScavenge(game_map)
                        goal.value -= self.bestScavPoints * self.doCraftScavenge(game_map, self.bestScavChoice)
        elif action.index == 7:  # craft
            ##Crafting Probability is factored into doCraftWeapon
            self.checkCraftWeapon()
            if self.wepCanCraft != '':
                for goal in self.goals:
                    if goal.name == "getweapon":
                        ## Returns boolean if you did it or not
                        crafted = self.doCraftWeapon(game_map, self.wepCanCraft)
                        if crafted:
                            goal.value = 0
                        else:
                            goal.value -= (self.attributes['crafting_skill'])
        elif action.index == 8:  # hide
            ub = self.attributes['camouflage_skill']
            if random.randrange(0, 11) < ub:
                self.hidden = True

        elif action.index == 9:  # get water
            water_prob = loc.getWaterChance()
            for goal in self.goals:
                if goal.name == "thirst":
                    if rand <= water_prob:
                        goal.value -= action.values[0]

        elif action.index == 10:  # rest
            for goal in self.goals:
                if goal.name == "rest":
                    goal.value -= action.values[0]
        elif action.index == 11:  # talk ally
            f1 = self.attributes['friendliness']
            x = self.state[0]
            y = self.state[1]
            w = engine.GameEngine.map_dims[0]
            h = engine.GameEngine.map_dims[1]
            targ = game_map[(x + 1) % w][y].tribute or \
                   game_map[(x - 1) % w][y].tribute or \
                   game_map[x][(y + 1) % h].tribute or \
                   game_map[x][(y - 1) % h].tribute
            if not targ:
                print 'No target for ally!'
            elif targ not in self.allies and targ.id != self.id:
                f2 = targ.attributes['friendliness']
                a1 = self.attributes['district_prejudices'][targ.district]
                a2 = targ.attributes['district_prejudices'][self.district]
                v = (f1 + f2 + a1 + a2) / 224.0
                if random.random() < v:
                    ##print str(self), ' and ', str(targ), ' have gotten allied!'
                    self.allies.append(targ)
                    targ.allies.append(self)
                    self.goals[6].value = 0

        elif action.index == 12:  # explore
            directions = mapReader.get_neighbors(game_map, self.state)
            evals = []

            for i, direction in enumerate(directions):
                if game_map[direction[0]][direction[1]].tribute is None:
                    evals.append((mapReader.l1_dist(direction, self.explore_point), direction, i))
            if len(evals) > 0:
                direction = min(evals, key=lambda x: x[0] + random.random() / 1000)  # rand is for breaking ties
                if mapReader.l1_dist(self.explore_point, direction[1]) < 3:
                    if self.goals[3].value > FIGHT_EMERGENCY_CUTOFF:
                        self.last_sighted_location = (self.explore_point[0] + U(0, 16),
                                              self.explore_point[1] + U(0, 16))
                    else:
                        self.explore_point_index = (self.explore_point_index + 1) % len(NAVIGATION_POINTS)
                        self.explore_point = NAVIGATION_POINTS[self.explore_point_index]
            ##print 'exploring!!'
                self.state = direction[1]
Ejemplo n.º 3
0
    def do_action(self, action, game_map):
        self.hidden = False

        self.last_action = action
        self.printy_action = action.description
        rand = (random.randint(1, 10)) / 10
        loc = game_map[self.state[0]][self.state[1]]
        if 3 >= action.index >= 0:  # moving so don't know what gonna do here
            loc.set_tribute(None)
            self.old_state = self.state
            (game_map[self.state[0]][self.state[1]]).set_tribute(None)
            self.state = ((self.state[0] + action.delta_state[0]) % engine.GameEngine.map_dims[0],
                          (self.state[1] + action.delta_state[1]) % engine.GameEngine.map_dims[1])
            game_map[self.state[0]][self.state[1]].set_tribute(self)
        elif action.index == 4:  # find food
            food_prob = loc.get_food_chance()
            if rand <= food_prob:
                self.goals['hunger'].modify_value(-action.values[0] * 3)
        elif action.index == 5:  # fight
            self.sighted.engage_in_combat(self)
            self.goals['kill'].value = max(
                self.goals['kill'].value -
                action.values[0],
                0)
        elif action.index == 6:  # scavenge
            wep_prob = loc.get_weapon_chance()
            goal = self.goals['get_weapon']
            if wep_prob > 0.9:
                if rand <= wep_prob:
                    self.get_weapon()
                    goal.modify_value(-action.values[0])
            else:
                # doCraftScavenge will return zero if you fail to find something, and one if you succeed
                #num = self.check_craft_scavenge(game_map)
                goal.modify_value(-self.best_scavenge_points * self.do_craft_scavenge(game_map,
                                                                                      self.best_scavenge_choice))
        elif action.index == 7:  # craft
            # Crafting Probability is factored into doCraftWeapon
            self.check_craft_weapon()
            if self.wep_can_craft != '':
                # Returns boolean if you did it or not
                crafted = self.do_craft_weapon(self.wep_can_craft)
                if crafted:
                    self.goals['get_weapon'].value = 0
                else:
                    self.goals[
                        'get_weapon'].modify_value(-self.attributes['crafting_skill'])
        elif action.index == 8:  # hide
            ub = self.attributes['camouflage_skill']
            if random.randrange(0, 11) < ub:
                self.hidden = True

        elif action.index == 9:  # get water
            water_prob = loc.get_water_chance()
            if rand <= water_prob:
                self.goals['thirst'].modify_value(-action.values[0])

        elif action.index == 10:  # rest
            self.goals['rest'].modify_value(-action.values[0])
        elif action.index == 11:  # talk ally
            f1 = self.attributes['friendliness']
            x = self.state[0]
            y = self.state[1]
            w = engine.GameEngine.map_dims[0]
            h = engine.GameEngine.map_dims[1]
            target = game_map[(x + 1) % w][y].tribute or \
                game_map[(x - 1) % w][y].tribute or \
                game_map[x][(y + 1) % h].tribute or \
                game_map[x][(y - 1) % h].tribute
            if not target:
                print 'No target for ally!'
            elif target not in self.allies and target.id != self.id:
                f2 = target.attributes['friendliness']
                a1 = self.attributes['district_prejudices'][target.district]
                a2 = target.attributes['district_prejudices'][self.district]
                v = (f1 + f2 + a1 + a2) / 224.0
                if random.random() < v:
                    if engine.GameEngine.FIGHT_MESSAGES:
                        print str(self), ' and ', str(target), ' have gotten allied!'
                    self.allies.append(target)
                    target.allies.append(self)
                    self.goals['ally'].value = 0

        elif action.index == 12:  # explore
            directions = mapReader.get_neighbors(game_map, self.state)
            evals = []

            for i, direction in enumerate(directions):
                if game_map[direction[0]][direction[1]].tribute is None:
                    evals.append(
                        (mapReader.l1_dist(
                            direction,
                            self.explore_point),
                            direction,
                            i))
            if len(evals) > 0:
                direction = min(
                    evals,
                    key=lambda x1: x1[0] +
                    random.random() /
                    1000)  # rand is for breaking ties
                if mapReader.l1_dist(self.explore_point, direction[1]) < 3:
                    if self.goals['kill'].value > FIGHT_EMERGENCY_CUTOFF:
                        self.last_sighted_location = (self.explore_point[0] + u(0, 16),
                                                      self.explore_point[1] + u(0, 16))
                    else:
                        self.explore_point_index = (
                            self.explore_point_index + 1) % len(NAVIGATION_POINTS)
                        self.explore_point = NAVIGATION_POINTS[
                            self.explore_point_index]

                self.state = direction[1]