def tick(life): if not lfe.execute_raw(life, 'discover', 'discover_type'): _lost_method = lfe.execute_raw(life, 'discover', 'when_lost') if _lost_method: if not life['path'] or not brain.retrieve_from_memory( life, 'discovery_lock'): if not 'scanned_chunks' in life['state_flags']: life['state_flags']['scanned_chunks'] = [] sight.scan_surroundings( life, _chunks=brain.get_flag(life, 'visible_chunks'), ignore_chunks=life['state_flags']['scanned_chunks']) _explore_chunk = chunks.find_best_chunk( life, ignore_starting=True, ignore_time=True, lost_method=_lost_method, only_recent=True) brain.store_in_memory(life, 'discovery_lock', True) brain.store_in_memory(life, 'explore_chunk', _explore_chunk) if not _explore_chunk: brain.flag(life, 'lost') return False survival.explore_known_chunks(life) else: return False
def conditions(life, alife_seen, alife_not_seen, targets_seen, targets_not_seen, source_map): RETURN_VALUE = STATE_UNCHANGED _mode = None if lfe.execute_raw(life, 'state', 'combat'): _mode = 'combat' if not _mode and lfe.execute_raw(life, 'state', 'hunt'): _mode = 'hunt' if not _mode: return False if not lfe.execute_raw(life, 'combat', 'ranged') and not lfe.execute_raw(life, 'combat', 'melee'): return False if not life['state'] == STATE: life['state_flags'] = {} stats.battle_cry(life) if gfx.position_is_in_frame(life['pos']) and SETTINGS['controlling']: _can_see = sight.can_see_position(life, LIFE[SETTINGS['controlling']]['pos']) if _can_see: _knows = brain.knows_alife_by_id(life, SETTINGS['controlling']) if _knows and judgement.can_trust(life, SETTINGS['controlling']): if lfe.ticker(life, 'enter_combat_message', 3, fire=True): logic.show_event('%s readies up.' % ' '.join(life['name']), life=life) RETURN_VALUE = STATE_CHANGE brain.flag(life, 'combat_mode', value=_mode) return RETURN_VALUE
def track_target(life, target_id): _tracking = brain.get_flag(life, 'tracking_targets') if not _tracking: brain.flag(life, 'tracking_targets', [target_id]) return None _tracking.append(target_id)
def desires_job(life): #TODO: We recalculate this, but the answer is always the same. _wont = brain.get_flag(life, 'wont_work') if life['job'] or _wont: if _wont: _wont = brain.flag(life, 'wont_work', value=_wont - 1) return False if not life['stats']['lone_wolf']: return True brain.flag(life, 'wont_work', value=1000) return False
def desires_job(life): #TODO: We recalculate this, but the answer is always the same. _wont = brain.get_flag(life, 'wont_work') if life['job'] or _wont: if _wont: _wont = brain.flag(life, 'wont_work', value=_wont-1) return False if not life['stats']['lone_wolf']: return True brain.flag(life, 'wont_work', value=1000) return False
def conditions(life, alife_seen, alife_not_seen, targets_seen, targets_not_seen, source_map): RETURN_VALUE = STATE_UNCHANGED _mode = None if lfe.execute_raw(life, 'state', 'combat'): _mode = 'combat' if not _mode and lfe.execute_raw(life, 'state', 'hunt'): _mode = 'hunt' if not _mode: return False if not lfe.execute_raw(life, 'combat', 'ranged') and not lfe.execute_raw( life, 'combat', 'melee'): return False if not life['state'] == STATE: life['state_flags'] = {} stats.battle_cry(life) if gfx.position_is_in_frame(life['pos']) and SETTINGS['controlling']: _can_see = sight.can_see_position( life, LIFE[SETTINGS['controlling']]['pos']) if _can_see: _knows = brain.knows_alife_by_id(life, SETTINGS['controlling']) if _knows and judgement.can_trust(life, SETTINGS['controlling']): if lfe.ticker(life, 'enter_combat_message', 3, fire=True): logic.show_event('%s readies up.' % ' '.join(life['name']), life=life) RETURN_VALUE = STATE_CHANGE brain.flag(life, 'combat_mode', value=_mode) return RETURN_VALUE
def tick(life): if not lfe.execute_raw(life, 'discover', 'discover_type'): _lost_method = lfe.execute_raw(life, 'discover', 'when_lost') if _lost_method: if not life['path'] or not brain.retrieve_from_memory(life, 'discovery_lock'): if not 'scanned_chunks' in life['state_flags']: life['state_flags']['scanned_chunks'] = [] sight.scan_surroundings(life, _chunks=brain.get_flag(life, 'visible_chunks'), ignore_chunks=life['state_flags']['scanned_chunks']) _explore_chunk = chunks.find_best_chunk(life, ignore_starting=True, ignore_time=True, lost_method=_lost_method, only_recent=True) brain.store_in_memory(life, 'discovery_lock', True) brain.store_in_memory(life, 'explore_chunk', _explore_chunk) if not _explore_chunk: brain.flag(life, 'lost') return False survival.explore_known_chunks(life) else: return False
def search_for_target(life, target_id): #TODO: Variable size instead of hardcoded _know = brain.knows_alife_by_id(life, target_id) _size = 30 _timer = brain.get_flag(life, 'search_time') _chunk_path = alife.brain.get_flag(life, 'chunk_path') if _chunk_path: travel_to_position(life, _chunk_path['end'], force=True) return False if _timer > 0: brain.flag(life, 'search_time', _timer - 1) return False if brain.alife_has_flag(life, target_id, 'search_map'): _search_map = brain.get_alife_flag(life, target_id, 'search_map') else: _search_map = maps.create_search_map(life, _know['last_seen_at'], _size) brain.flag_alife(life, target_id, 'search_map', value=_search_map) lfe.walk_to(life, _know['last_seen_at']) brain.flag(life, 'search_time', 12) return False _lowest = {'score': -1, 'pos': None} _x_top_left = bad_numbers.clip(_know['last_seen_at'][0] - (_size / 2), 0, MAP_SIZE[0]) _y_top_left = bad_numbers.clip(_know['last_seen_at'][1] - (_size / 2), 0, MAP_SIZE[1]) for x in range(0, _size): _x = _x_top_left + x if _x >= MAP_SIZE[0] - 1: continue for y in range(0, _size): _y = _y_top_left + y if _y >= MAP_SIZE[1] - 1: continue if not _search_map[y, x]: continue if sight.can_see_position(life, (_x, _y, _know['last_seen_at'][2]), get_path=True) or not lfe.can_walk_to( life, (_x, _y, _know['last_seen_at'][2])): _search_map[y, x] = 0 if _search_map[y, x] > 0 and ( not _lowest['pos'] or _search_map[y, x] < _lowest['score']): _lowest['score'] = _search_map[y, x] _lowest['pos'] = (_x, _y, x, y) if _lowest['pos']: x, y, _x, _y = _lowest['pos'] if travel_to_position(life, (x, y, _know['last_seen_at'][2]), stop_on_sight=False): _search_map[_y, _x] = 0 brain.flag( life, 'search_time', bad_numbers.clip( bad_numbers.distance(life['pos'], (x, y)) * .75, 5, 16)) else: _know['escaped'] = 2
def create_function_map(): FUNCTION_MAP.update({'is_family': stats.is_family, 'name': lambda life: ' '.join(life['name']), 'is_same_species': stats.is_same_species, 'can_trust': judgement.can_trust, 'is_dangerous': judgement.is_target_dangerous, 'can_bite': stats.can_bite, 'can_scratch': stats.can_scratch, 'weapon_equipped_and_ready': combat.weapon_equipped_and_ready, 'prepare_for_ranged': combat.prepare_for_ranged, 'explore_unknown_chunks': survival.explore_unknown_chunks, 'is_nervous': stats.is_nervous, 'is_aggravated': stats.is_aggravated, 'is_scared': judgement.is_scared, 'is_safe': judgement.is_safe, 'is_healthy': None, 'is_intimidated': stats.is_intimidated, 'is_intimidating': lambda life, life_id: stats.is_intimidated_by(LIFE[life_id], life['id']), 'is_confident': stats.is_confident, 'is_situation_tense': lambda life: judgement.get_tension(life)>=10, 'is_combat_ready': lambda life, life_id: not LIFE[life_id]['state'] in ['hiding', 'hidden'], 'is_surrendering': lambda life, life_id: LIFE[life_id]['state'] == 'surrender', 'is_being_surrendered_to': lambda life: len(judgement.get_combat_targets(life, ignore_escaped=True, filter_func=lambda life, life_id: LIFE[life_id]['state'] == 'surrender'))>0, 'closest': None, 'kill': lambda life: lfe.kill(life, 'their own dumb self'), 'has_attacked_trusted': stats.has_attacked_trusted, 'has_attacked_self': stats.has_attacked_self, 'distance_to_pos': stats.distance_from_pos_to_pos, 'current_chunk_has_flag': lambda life, flag: chunks.get_flag(life, lfe.get_current_chunk_id(life), flag)>0, 'is_idle': lambda life: life['state'] == 'idle', 'is_relaxed': lambda life: life['state_tier'] == TIER_RELAXED, 'is_child_of': stats.is_child_of, 'is_parent_of': stats.is_parent_of, 'has_parent': stats.has_parent, 'has_child': stats.has_child, 'is_night': logic.is_night, 'is_born_leader': stats.is_born_leader, 'is_psychotic': stats.is_psychotic, 'is_safe_in_shelter': stats.is_safe_in_shelter, 'is_incapacitated': stats.is_incapacitated, 'is_target': lambda life, life_id: life_id in judgement.get_targets(life) or life_id in judgement.get_combat_targets(life), 'seen_target_recently': lambda life, life_id: brain.knows_alife_by_id(life, life_id)['last_seen_time']<=150, 'is_combat_target': lambda life, life_id: life_id in judgement.get_combat_targets(life), 'is_traitor': lambda life, life_id: len(lfe.get_memory(life, matches={'text': 'traitor', 'target': life_id}))>0, 'is_awake': judgement.is_target_awake, 'is_dead': judgement.is_target_dead, 'is_target_dead': judgement.is_target_dead, 'is_raiding': lambda life: (life['group'] and groups.get_stage(life, life['group'])==STAGE_RAIDING)==True, 'find_and_announce_shelter': groups.find_and_announce_shelter, 'desires_shelter': stats.desires_shelter, 'travel_to_position': movement.travel_to_position, 'find_target': movement.find_target, 'can_see_target': sight.can_see_target, 'has_threats': lambda life: len(judgement.get_threats(life, ignore_escaped=1))>0, 'has_visible_threat': lambda life: len(judgement.get_visible_threats(life))>0, 'has_combat_targets': lambda life: len(judgement.get_combat_targets(life))>0, 'has_lost_threat': lambda life: len(judgement.get_threats(life, escaped_only=True, ignore_escaped=2))>0, 'has_ready_combat_targets': lambda life: len(judgement.get_ready_combat_targets(life, recent_only=True, limit_distance=sight.get_vision(life)+10))>0, 'danger_close': stats.is_threat_too_close, 'number_of_alife_in_chunk_matching': lambda life, chunk_key, matching, amount: len(chunks.get_alife_in_chunk_matching(chunk_key, matching))>amount, 'number_of_alife_in_reference_matching': lambda life, reference_id, matching, amount: len(references.get_alife_in_reference_matching(reference_id, matching))>amount, 'announce_to_group': groups.announce, 'is_in_chunk': chunks.is_in_chunk, 'is_in_shelter': lfe.is_in_shelter, 'has_shelter': lambda life: len(judgement.get_known_shelters(life))>0, 'has_completed_job': lambda life, job_id: job_id in life['completed_jobs'], 'has_completed_task': lambda life, job_id: job_id in life['completed_jobs'], 'retrieve_from_memory': brain.retrieve_from_memory, 'pick_up_and_hold_item': lfe.pick_up_and_hold_item, 'has_usable_weapon': lambda life: not combat.has_ready_weapon(life) == False, 'has_potentially_usable_weapon': lambda life: combat.has_potentially_usable_weapon(life) == True, 'target_is_combat_ready': judgement.target_is_combat_ready, 'create_item_need': survival.add_needed_item, 'group_needs_resources': lambda life, group_id: groups.needs_resources(group_id), 'has_needs_to_meet': survival.has_needs_to_meet, 'has_unmet_needs': survival.has_unmet_needs, 'has_needs_to_satisfy': survival.has_needs_to_satisfy, 'has_needs': lambda life: survival.has_needs_to_meet(life) or survival.has_unmet_needs(life) or survival.has_needs_to_satisfy(life), 'has_number_of_items_matching': lambda life, matching, amount: len(lfe.get_all_inventory_items(life, matches=matching))>=amount, 'flag_item_matching': lambda life, matching, flag: lfe.get_all_inventory_items(life, matches=[matching]) and brain.flag_item(life, lfe.get_all_inventory_items(life, matches=[matching])[0], flag)>0, 'drop_item_matching': lambda life, matching: lfe.get_all_inventory_items(life, matches=[matching]) and lfe.drop_item(life, lfe.get_all_inventory_items(life, matches=[matching])[0]['uid'])>0, 'has_target_to_follow': lambda life: judgement.get_target_to_follow(life)>0, 'has_target_to_guard': lambda life: judgement.get_target_to_guard(life)>0, 'get_recent_events': speech.get_recent_events, 'get_target': lambda life, life_id: speech.get_target(life, lfe.has_dialog_with(life, life_id), dialog.get_flag(lfe.has_dialog_with(life, life_id), 'NEXT_GIST')), 'get_needs': lambda life, life_id: speech.get_needs(life, lfe.has_dialog_with(life, life_id), dialog.get_flag(lfe.has_dialog_with(life, life_id), 'NEXT_GIST')), 'get_location': lambda life: '%s, %s' % (life['pos'][0], life['pos'][1]), 'join_group': lambda life, **kwargs: groups.join_group(life, kwargs['group_id']), 'add_group_member': lambda life, life_id: groups.add_member(life, life['group'], life_id), 'claim_to_be_group_leader': lambda life, life_id: groups.set_leader(life, life['group'], life['id']), 'is_group_leader': lambda life: groups.is_leader_of_any_group(life)==True, 'is_in_same_group': lambda life, life_id: (life['group'] and LIFE[life_id]['group'] == life['group'])>0, 'is_target_group_leader': lambda life, life_id: (groups.is_leader_of_any_group(LIFE[life_id]))==True, 'is_in_group': lambda life: life['group']>0, 'is_target_hostile': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['alignment'] == 'hostile', 'is_target_in_group': lambda life, life_id, **kwargs: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group']==kwargs['group'], 'is_target_in_any_group': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group']>0, 'is_target_group_friendly': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group'] and groups.get_group_memory(life, brain.knows_alife_by_id(life, life_id)['group'], 'alignment')=='trust', 'is_target_group_hostile': groups.is_target_group_hostile, 'is_target_group_neutral': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group'] and groups.get_group_memory(life, brain.knows_alife_by_id(life, life_id)['group'], 'alignment')=='neutral', 'is_group_hostile': lambda life, **kwargs: groups.get_group_memory(life, kwargs['group_id'], 'alignment')=='hostile', 'is_injured': lambda life: len(lfe.get_cut_limbs(life)) or len(lfe.get_bleeding_limbs(life)), 'inform_of_group_members': speech.inform_of_group_members, 'update_group_members': speech.update_group_members, 'get_group_flag': groups.get_flag, 'get_flag': brain.get_flag, 'get_group': lambda life: life['group'], 'discover_group': lambda life, **kwargs: groups.discover_group(life, kwargs['group_id']), 'add_target_to_known_group': lambda life, life_id, **kwargs: groups.add_member(life, kwargs['group_id'], life_id), 'knows_about_group': lambda life, **kwargs: groups.group_exists(life, kwargs['group_id']), 'group_has_shelter': lambda life: groups.get_shelter(life, life['group'])>0, 'declare_group_hostile': lambda life, **kwargs: stats.declare_group_hostile(life, kwargs['group_id']), 'declare_group_trusted': lambda life, **kwargs: stats.declare_group_trusted(life, kwargs['group_id']), 'declare_group_target': lambda life, life_id: stats.declare_group_target(life, life_id, 'hostile'), 'get_group_shelter': lambda life: groups.get_shelter(life, life['group']), 'set_group_shelter': lambda life, **kwargs: groups.set_shelter(life, kwargs['group_id'], kwargs['shelter']), 'get_group_stage': lambda life: groups.get_stage(life, life['group']), 'get_group_stage_message': speech.get_group_stage_message, 'set_group_stage': lambda life, **kwargs: groups.set_stage(life, kwargs['group_id'], kwargs['stage']), 'is_group_motivated_for_crime': lambda life: life['group'] and groups.get_motive(life, life['group']) == 'crime', 'wants_to_leave_group_for_group': lambda life: stats.wants_to_abandon_group(life, life['group']), 'knows_items_matching': lambda life, **kwargs: len(brain.get_multi_matching_remembered_items(life, kwargs['items'], no_owner=True))>0, 'get_known_group': speech.get_known_group, 'inform_of_group': speech.inform_of_group, 'force_inform_of_group': speech.force_inform_of_group, 'inform_of_items': lambda life, life_id, **kwargs: speech.inform_of_items(life, life_id, kwargs['items']), 'update_location': lambda life, life_id: brain.update_known_life(life, life_id, 'last_seen_at', LIFE[life_id]['pos'][:]), 'has_questions_for_target': lambda life, life_id: len(memory.get_questions_for_target(life, life_id))>0, 'has_orders_for_target': lambda life, life_id: len(memory.get_orders_for_target(life, life_id))>0, 'ask_target_question': memory.ask_target_question, 'give_target_order_message': memory.give_target_order_message, 'give_target_order': memory.give_target_order, 'take_order': memory.take_order, 'reject_order': memory.reject_order, 'get_introduction_message': speech.get_introduction_message, 'get_introduction_gist': speech.get_introduction_gist, 'establish_trust': stats.establish_trust, 'establish_feign_trust': stats.establish_feign_trust, 'establish_aggressive': stats.establish_aggressive, 'establish_hostile': stats.establish_hostile, 'establish_scared': stats.establish_scared, 'claim_hostile': lambda life, target, **kwargs: stats.establish_hostile(life, kwargs['target_id']), 'describe_target': lambda life, life_id, **kwargs: speech.describe_target(life, kwargs['target']), 'consume': lfe.consume, 'explode': items.explode, 'is_player': lambda life: 'player' in life, 'is_neutral': lambda life, life_id: brain.knows_alife_by_id(life, life_id)['alignment'] == 'neutral', 'reset_think_timer': lfe.reset_think_rate, 'mark_target_as_combat_ready': lambda life, life_id: brain.flag_alife(life, life_id, 'combat_ready'), 'mark_target_as_not_combat_ready': lambda life, life_id: brain.flag_alife(life, life_id, 'combat_ready', value=False), 'saw_target_recently': lambda life, **kwargs: brain.knows_alife_by_id(life, kwargs['target_id']) and -1<brain.knows_alife_by_id(life, kwargs['target_id'])['last_seen_time']<6000, 'update_location_of_target_from_target': speech.update_location_of_target_from_target, 'ping': lambda life: logging.debug('%s: Ping!' % ' '.join(life['name'])), 'wander': lambda life: alife_discover.tick(life), 'pick_up_item': lambda life: alife_needs.tick(life), 'take_shelter': lambda life: alife_shelter.tick(life), 'has_non_relaxed_goal': lambda life: life['state_tier']>TIER_RELAXED, 'needs_to_manage_inventory': lambda life: alife_manage_items.conditions(life) == True, 'manage_inventory': lambda life: alife_manage_items.tick(life), 'cover_exposed': lambda life: len(combat.get_exposed_positions(life))>0, 'ranged_ready': lambda life: lfe.execute_raw(life, 'combat', 'ranged_ready'), 'ranged_attack': lambda life: alife_combat.ranged_attack(life), 'melee_ready': lambda life: lfe.execute_raw(life, 'combat', 'melee_ready'), 'melee_attack': lambda life: alife_combat.melee_attack(life), 'take_cover': lambda life: alife_cover.tick(life), 'hide': lambda life: alife_escape.tick(life), 'stop': lfe.stop, 'search_for_threat': lambda life: alife_search.tick(life), 'has_low_recoil': lambda life: life['recoil']>=.25, 'has_medium_recoil': lambda life: life['recoil']>=.5, 'has_high_recoil': lambda life: life['recoil']>=.75, 'has_focus_point': lambda life: len(lfe.get_memory(life, matches={'text': 'focus_on_chunk'}))>0, 'walk_to': lambda life: movement.travel_to_chunk(life, lfe.get_memory(life, matches={'text': 'focus_on_chunk'})[len(lfe.get_memory(life, matches={'text': 'focus_on_chunk'}))-1]['chunk_key']), 'follow_target': alife_follow.tick, 'guard_focus_point': lambda life: movement.guard_chunk(life, lfe.get_memory(life, matches={'text': 'focus_on_chunk'})[0]['chunk_key']), 'disarm': lambda life, life_id: brain.flag_alife(life, life_id, 'disarm', value=WORLD_INFO['ticks']), 'drop_weapon': lambda life: lfe.drop_item(life, lfe.get_held_items(life, matches={'type': 'gun'})[0]), 'is_disarming': lambda life, life_id: brain.get_alife_flag(life, life_id, 'disarm')>0, 'set_raid_location': lambda life, **kwargs: lfe.memory(life, 'focus_on_chunk', chunk_key=kwargs['chunk_key']), 'move_to_chunk': lambda life, **kwargs: movement.set_focus_point(life, kwargs['chunk_key']), 'move_to_chunk_key': movement.set_focus_point, 'recruiting': lambda life, life_id: speech.send(life, life_id, 'recruit'), 'is_raiding': lambda life: life['group'] and groups.get_stage(life, life['group']) == STAGE_ATTACKING, 'is_in_target_chunk': lambda life, target_id: lfe.get_current_chunk_id(life) == lfe.get_current_chunk_id(LIFE[target_id]), 'get_chunk_key': lfe.get_current_chunk_id, 'has_threat_in_combat_range': stats.has_threat_in_combat_range, 'find_nearest_chunk_in_reference': references.find_nearest_chunk_key_in_reference_of_type, 'has_item_type': lambda life, item_match: not lfe.get_inventory_item_matching(life, item_match) == None, 'move_to_target': lambda life, target_id: movement.travel_to_position(life, LIFE[target_id]['pos']), 'is_in_range_of_target': lambda life, target_id, distance: numbers.distance(life['pos'], LIFE[target_id]['pos'])<=int(distance), 'track_target': lambda life, target_id: brain.meet_alife(life, LIFE[target_id]) and judgement.track_target(life, target_id), 'untrack_target': judgement.untrack_target, 'clear_tracking': lambda life: brain.flag(life, 'tracking_targets', []), 'can_see_item': lambda life, item_uid: item_uid in life['seen_items'], 'has_item': lambda life, item_uid: item_uid in life['inventory'], 'pick_up_item': movement.pick_up_item, 'create_mission': missions.create_mission_for_self, 'give_mission': missions.create_mission_and_give, 'do_mission': alife_work.tick, 'has_mission': lambda life: len(life['missions'])>0, 'drop_item': lfe.drop_item, 'get_id': lambda life: life['id'], 'always': lambda life: 1==1, 'pass': lambda life, *a, **k: True, 'never': lambda life: 1==2})
def generate_needs(life): if not lfe.ticker(life, 'generate_needs', 90, fire=True): return False if stats.desires_weapon(life): brain.flag(life, 'no_weapon') else: brain.unflag(life, 'no_weapon') if combat.get_weapons(life): for weapon in combat.get_weapons(life): _weapon_uid = weapon['uid'] #for _flag in ['ammo', 'feed']: if len(combat.get_all_ammo_for_weapon(life, _weapon_uid)) >= 5: _flag_name = '%s_needs_ammo' % _weapon_uid _need = brain.get_flag(life, _flag_name) if _need: delete_needed_item(life, _need) brain.unflag(life, _flag_name) if combat.get_feeds_for_weapon(life, _weapon_uid): _flag_name = '%s_needs_feed' % _weapon_uid _need = brain.get_flag(life, _flag_name) if _need: delete_needed_item(life, _need) brain.unflag(life, _flag_name) if not combat.has_potentially_usable_weapon( life) and not combat.has_ready_weapon(life): #_weapon_with_feed = None #for weapon in combat.get_weapons(life): # if weapons.get_feed(weapon): # _weapon_with_feed = weapon['uid'] # break #if _weapon_with_feed: # _weapon_uid = weapon['uid'] # _flag_name = '%s_needs_ammo' % _weapon_uid # _n = add_needed_item(life, # {'type': 'bullet', 'owner': None, 'ammotype': weapon['ammotype']}, # satisfy_if=action.make_small_script(function='get_flag', # args={'flag': _flag_name}), # satisfy_callback=action.make_small_script(return_function='pick_up_and_hold_item')) # # brain.flag(life, _flag_name, value=_n) for weapon in combat.get_weapons(life): _weapon_uid = weapon['uid'] _flag_name = '%s_needs_feed' % _weapon_uid if combat.have_feed_and_ammo_for_weapon(life, _weapon_uid): continue #print 'feeds?', combat.get_feeds_for_weapon(life, _weapon_uid), [ITEMS[i]['name'] for i in lfe.get_held_items(life)] if not combat.get_feeds_for_weapon( life, _weapon_uid) and not brain.get_flag( life, _flag_name): _n = add_needed_item( life, { 'type': weapon['feed'], 'owner': None, 'ammotype': weapon['ammotype'] }, satisfy_if=action.make_small_script( function='get_flag', args={'flag': _flag_name}), satisfy_callback=action.make_small_script( return_function='pick_up_and_hold_item')) brain.flag(life, _flag_name, value=_n) _flag_name = '%s_needs_ammo' % _weapon_uid if len(combat.get_all_ammo_for_weapon( life, _weapon_uid)) < 5 and not brain.get_flag( life, _flag_name): _n = add_needed_item( life, { 'type': 'bullet', 'owner': None, 'ammotype': weapon['ammotype'] }, satisfy_if=action.make_small_script( function='get_flag', args={'flag': _flag_name}), satisfy_callback=action.make_small_script( return_function='pick_up_and_hold_item')) brain.flag(life, _flag_name, value=_n)
def generate_needs(life): if not lfe.ticker(life, "generate_needs", 90, fire=True): return False if stats.desires_weapon(life): brain.flag(life, "no_weapon") else: brain.unflag(life, "no_weapon") if combat.get_weapons(life): for weapon in combat.get_weapons(life): _weapon_uid = weapon["uid"] # for _flag in ['ammo', 'feed']: if len(combat.get_all_ammo_for_weapon(life, _weapon_uid)) >= 5: _flag_name = "%s_needs_ammo" % _weapon_uid _need = brain.get_flag(life, _flag_name) if _need: delete_needed_item(life, _need) brain.unflag(life, _flag_name) if combat.get_feeds_for_weapon(life, _weapon_uid): _flag_name = "%s_needs_feed" % _weapon_uid _need = brain.get_flag(life, _flag_name) if _need: delete_needed_item(life, _need) brain.unflag(life, _flag_name) if not combat.has_potentially_usable_weapon(life) and not combat.has_ready_weapon(life): # _weapon_with_feed = None # for weapon in combat.get_weapons(life): # if weapons.get_feed(weapon): # _weapon_with_feed = weapon['uid'] # break # if _weapon_with_feed: # _weapon_uid = weapon['uid'] # _flag_name = '%s_needs_ammo' % _weapon_uid # _n = add_needed_item(life, # {'type': 'bullet', 'owner': None, 'ammotype': weapon['ammotype']}, # satisfy_if=action.make_small_script(function='get_flag', # args={'flag': _flag_name}), # satisfy_callback=action.make_small_script(return_function='pick_up_and_hold_item')) # # brain.flag(life, _flag_name, value=_n) for weapon in combat.get_weapons(life): _weapon_uid = weapon["uid"] _flag_name = "%s_needs_feed" % _weapon_uid if combat.have_feed_and_ammo_for_weapon(life, _weapon_uid): continue # print 'feeds?', combat.get_feeds_for_weapon(life, _weapon_uid), [ITEMS[i]['name'] for i in lfe.get_held_items(life)] if not combat.get_feeds_for_weapon(life, _weapon_uid) and not brain.get_flag(life, _flag_name): _n = add_needed_item( life, {"type": weapon["feed"], "owner": None, "ammotype": weapon["ammotype"]}, satisfy_if=action.make_small_script(function="get_flag", args={"flag": _flag_name}), satisfy_callback=action.make_small_script(return_function="pick_up_and_hold_item"), ) brain.flag(life, _flag_name, value=_n) _flag_name = "%s_needs_ammo" % _weapon_uid if len(combat.get_all_ammo_for_weapon(life, _weapon_uid)) < 5 and not brain.get_flag(life, _flag_name): _n = add_needed_item( life, {"type": "bullet", "owner": None, "ammotype": weapon["ammotype"]}, satisfy_if=action.make_small_script(function="get_flag", args={"flag": _flag_name}), satisfy_callback=action.make_small_script(return_function="pick_up_and_hold_item"), ) brain.flag(life, _flag_name, value=_n)
def search_for_target(life, target_id): #TODO: Variable size instead of hardcoded _know = brain.knows_alife_by_id(life, target_id) _size = 30 _timer = brain.get_flag(life, 'search_time') _chunk_path = alife.brain.get_flag(life, 'chunk_path') if _chunk_path: travel_to_position(life, _chunk_path['end'], force=True) return False if _timer>0: brain.flag(life, 'search_time', _timer-1) return False if brain.alife_has_flag(life, target_id, 'search_map'): _search_map = brain.get_alife_flag(life, target_id, 'search_map') else: _search_map = maps.create_search_map(life, _know['last_seen_at'], _size) brain.flag_alife(life, target_id, 'search_map', value=_search_map) lfe.walk_to(life, _know['last_seen_at']) brain.flag(life, 'search_time', 12) return False _lowest = {'score': -1, 'pos': None} _x_top_left = bad_numbers.clip(_know['last_seen_at'][0]-(_size/2), 0, MAP_SIZE[0]) _y_top_left = bad_numbers.clip(_know['last_seen_at'][1]-(_size/2), 0, MAP_SIZE[1]) for x in range(0, _size): _x = _x_top_left+x if _x >= MAP_SIZE[0]-1: continue for y in range(0, _size): _y = _y_top_left+y if _y >= MAP_SIZE[1]-1: continue if not _search_map[y, x]: continue if sight.can_see_position(life, (_x, _y, _know['last_seen_at'][2]), get_path=True) or not lfe.can_walk_to(life, (_x, _y, _know['last_seen_at'][2])): _search_map[y, x] = 0 if _search_map[y, x]>0 and (not _lowest['pos'] or _search_map[y, x] < _lowest['score']): _lowest['score'] = _search_map[y, x] _lowest['pos'] = (_x, _y, x, y) if _lowest['pos']: x, y, _x, _y = _lowest['pos'] if travel_to_position(life, (x, y, _know['last_seen_at'][2]), stop_on_sight=False): _search_map[_y, _x] = 0 brain.flag(life, 'search_time', bad_numbers.clip(bad_numbers.distance(life['pos'], (x, y))*.75, 5, 16)) else: _know['escaped'] = 2
def search_for_target(life, target_id): # TODO: Variable size instead of hardcoded _know = brain.knows_alife_by_id(life, target_id) _size = 30 _timer = brain.get_flag(life, "search_time") _chunk_path = alife.brain.get_flag(life, "chunk_path") if _chunk_path: travel_to_position(life, _chunk_path["end"], force=True) return False if _timer > 0: brain.flag(life, "search_time", _timer - 1) return False if brain.alife_has_flag(life, target_id, "search_map"): _search_map = brain.get_alife_flag(life, target_id, "search_map") else: _search_map = maps.create_search_map(life, _know["last_seen_at"], _size) brain.flag_alife(life, target_id, "search_map", value=_search_map) lfe.walk_to(life, _know["last_seen_at"]) brain.flag(life, "search_time", 12) return False _lowest = {"score": -1, "pos": None} _x_top_left = numbers.clip(_know["last_seen_at"][0] - (_size / 2), 0, MAP_SIZE[0]) _y_top_left = numbers.clip(_know["last_seen_at"][1] - (_size / 2), 0, MAP_SIZE[1]) for x in range(0, _size): _x = _x_top_left + x if _x >= MAP_SIZE[0] - 1: continue for y in range(0, _size): _y = _y_top_left + y if _y >= MAP_SIZE[1] - 1: continue if not _search_map[y, x]: continue if sight.can_see_position(life, (_x, _y, _know["last_seen_at"][2]), get_path=True) or not lfe.can_walk_to( life, (_x, _y, _know["last_seen_at"][2]) ): _search_map[y, x] = 0 if _search_map[y, x] > 0 and (not _lowest["pos"] or _search_map[y, x] < _lowest["score"]): _lowest["score"] = _search_map[y, x] _lowest["pos"] = (_x, _y, x, y) if _lowest["pos"]: x, y, _x, _y = _lowest["pos"] if travel_to_position(life, (x, y, _know["last_seen_at"][2]), stop_on_sight=False): _search_map[_y, _x] = 0 brain.flag(life, "search_time", numbers.clip(numbers.distance(life["pos"], (x, y)) * 0.75, 5, 16)) else: _know["escaped"] = 2
def manage_combat(life, group_id): if has_flag(life, group_id, 'confident'): _was_confident = get_flag(life, group_id, 'confident') if _was_confident == stats.is_confident(life) and not lfe.ticker( life, 'decision_wait', 16): return False flag(life, group_id, 'confident', stats.is_confident(life)) _existing_friendlies = get_flag(life, group_id, 'friendlies') _existing_targets = get_flag(life, group_id, 'targets') _last_focal_point = get_flag(life, group_id, 'last_focal_point') if not _existing_friendlies: _existing_friendlies = {} if not _existing_targets: _existing_targets = {} for life_id in get_group(life, group_id)['members']: if not life_id in _existing_friendlies: _existing_friendlies[life_id] = {'updated': -900} flag(life, group_id, 'friendlies', _existing_friendlies) _checked_targets = [] for target_id in judgement.get_threats(life): if target_id in _existing_targets: _existing_targets[target_id]['time'] = 0 else: _existing_targets[target_id] = { 'time': 0, 'pos': brain.knows_alife_by_id(life, target_id)['last_seen_at'][:] } _checked_targets.append(target_id) _enemy_focal_pos = None for target_id in _existing_targets: if not _enemy_focal_pos: _enemy_focal_pos = _existing_targets[target_id]['pos'][:] else: _enemy_focal_pos = bad_numbers.lerp_velocity( _enemy_focal_pos, _existing_targets[target_id]['pos'], 0.5) if target_id in _checked_targets: continue _existing_targets[target_id]['time'] += 1 if _existing_targets[target_id]['time'] > 100: del _existing_targets[target_id] continue _hostile_chunks = get_flag(life, group_id, 'hostile_chunks') _previous_visible_chunks = brain.get_flag(life, 'group_combat_vis_chunks') if _previous_visible_chunks and _previous_visible_chunks[ 'from_pos'] == life['pos']: _visible_chunks = _previous_visible_chunks['visible_chunks'] else: _visible_chunks = chunks.get_visible_chunks_from( life['pos'], life['vision_max'] * .75) brain.flag(life, 'group_combat_vis_chunks', value={ 'from_pos': life['pos'][:], 'visible_chunks': _visible_chunks }) if _enemy_focal_pos: lfe.clear_ticker(life, 'group_command_reset') if not _last_focal_point or bad_numbers.distance( _enemy_focal_pos, _last_focal_point) > 30: _hostile_chunks = chunks.get_visible_chunks_from( (int(round(_enemy_focal_pos[0])), int(round(_enemy_focal_pos[1])), 2), life['vision_max'] * 1.5) flag(life, group_id, 'hostile_chunks', _hostile_chunks) flag(life, group_id, 'visible_chunks', _visible_chunks) flag(life, group_id, 'last_focal_point', _enemy_focal_pos) else: _ticker = lfe.ticker(life, 'group_command_reset', 48) if get_stage(life, group_id) == STAGE_ATTACKING: if _ticker: set_stage(life, group_id, STAGE_FORMING) flag(life, group_id, 'friendlies', None) flag(life, group_id, 'strategy', None) else: manage_strategy(life, group_id) return False if not get_stage(life, group_id) == STAGE_ATTACKING: speech.announce_combat_to_group(life, group_id) set_stage(life, group_id, STAGE_ATTACKING) if not lfe.ticker(life, 'group_command_rate', 3): return False _orig_visible_chunks = _visible_chunks[:] #TODO: Check distance to threat for hostile_chunk_key in _hostile_chunks: if hostile_chunk_key in _visible_chunks: _visible_chunks.remove(hostile_chunk_key) #TODO: Additional stages: PLANNING, EXECUTING if _visible_chunks and stats.is_confident(life): for target_id in order_spread_out( life, group_id, _visible_chunks, filter_by=lambda life_id: WORLD_INFO[ 'ticks'] - _existing_friendlies[life_id]['updated'] > 100): _existing_friendlies[target_id]['updated'] = WORLD_INFO['ticks'] else: _distant_chunk = {'distance': -1, 'chunk_key': None} _unchecked_members = get_group(life, group_id)['members'][:] for chunk_key in _orig_visible_chunks: _distance = bad_numbers.distance( (int(round( _enemy_focal_pos[0])), int(round(_enemy_focal_pos[1]))), chunks.get_chunk(chunk_key)['pos']) _distance *= bad_numbers.clip( bad_numbers.distance(life['pos'], _enemy_focal_pos), 1, 35) / 35.0 if chunk_key in _visible_chunks: _distance *= 2 for member_id in _unchecked_members: if life['id'] == member_id: continue _target = brain.knows_alife_by_id(life, member_id) if _target['last_seen_time'] <= 25 and chunks.get_chunk_key_at( _target['last_seen_at']) == chunk_key: _distance *= (2.5 * (1 - (bad_numbers.clip( _target['last_seen_time'], 0, 25) / 25.0))) if _distance > _distant_chunk['distance']: _distant_chunk['distance'] = _distance _distant_chunk['chunk_key'] = chunk_key if _distant_chunk['chunk_key']: for target_id in order_move_to( life, group_id, _distant_chunk['chunk_key'], filter_by=lambda life_id: WORLD_INFO['ticks'] - _existing_friendlies[life_id]['updated'] > 100): _existing_friendlies[target_id]['updated'] = WORLD_INFO[ 'ticks'] return False
def manage_combat(life, group_id): if has_flag(life, group_id, 'confident'): _was_confident = get_flag(life, group_id, 'confident') if _was_confident == stats.is_confident(life) and not lfe.ticker(life, 'decision_wait', 16): return False flag(life, group_id, 'confident', stats.is_confident(life)) _existing_friendlies = get_flag(life, group_id, 'friendlies') _existing_targets = get_flag(life, group_id, 'targets') _last_focal_point = get_flag(life, group_id, 'last_focal_point') if not _existing_friendlies: _existing_friendlies = {} if not _existing_targets: _existing_targets = {} for life_id in get_group(life, group_id)['members']: if not life_id in _existing_friendlies: _existing_friendlies[life_id] = {'updated': -900} flag(life, group_id, 'friendlies', _existing_friendlies) _checked_targets = [] for target_id in judgement.get_threats(life): if target_id in _existing_targets: _existing_targets[target_id]['time'] = 0 else: _existing_targets[target_id] = {'time': 0, 'pos': brain.knows_alife_by_id(life, target_id)['last_seen_at'][:]} _checked_targets.append(target_id) _enemy_focal_pos = None for target_id in _existing_targets: if not _enemy_focal_pos: _enemy_focal_pos = _existing_targets[target_id]['pos'][:] else: _enemy_focal_pos = bad_numbers.lerp_velocity(_enemy_focal_pos, _existing_targets[target_id]['pos'], 0.5) if target_id in _checked_targets: continue _existing_targets[target_id]['time'] += 1 if _existing_targets[target_id]['time']>100: del _existing_targets[target_id] continue _hostile_chunks = get_flag(life, group_id, 'hostile_chunks') _previous_visible_chunks = brain.get_flag(life, 'group_combat_vis_chunks') if _previous_visible_chunks and _previous_visible_chunks['from_pos'] == life['pos']: _visible_chunks = _previous_visible_chunks['visible_chunks'] else: _visible_chunks = chunks.get_visible_chunks_from(life['pos'], life['vision_max']*.75) brain.flag(life, 'group_combat_vis_chunks', value={'from_pos': life['pos'][:], 'visible_chunks': _visible_chunks}) if _enemy_focal_pos: lfe.clear_ticker(life, 'group_command_reset') if not _last_focal_point or bad_numbers.distance(_enemy_focal_pos, _last_focal_point)>30: _hostile_chunks = chunks.get_visible_chunks_from((int(round(_enemy_focal_pos[0])), int(round(_enemy_focal_pos[1])), 2), life['vision_max']*1.5) flag(life, group_id, 'hostile_chunks', _hostile_chunks) flag(life, group_id, 'visible_chunks', _visible_chunks) flag(life, group_id, 'last_focal_point', _enemy_focal_pos) else: _ticker = lfe.ticker(life, 'group_command_reset', 48) if get_stage(life, group_id) == STAGE_ATTACKING: if _ticker: set_stage(life, group_id, STAGE_FORMING) flag(life, group_id, 'friendlies', None) flag(life, group_id, 'strategy', None) else: manage_strategy(life, group_id) return False if not get_stage(life, group_id) == STAGE_ATTACKING: speech.announce_combat_to_group(life, group_id) set_stage(life, group_id, STAGE_ATTACKING) if not lfe.ticker(life, 'group_command_rate', 3): return False _orig_visible_chunks = _visible_chunks[:] #TODO: Check distance to threat for hostile_chunk_key in _hostile_chunks: if hostile_chunk_key in _visible_chunks: _visible_chunks.remove(hostile_chunk_key) #TODO: Additional stages: PLANNING, EXECUTING if _visible_chunks and stats.is_confident(life): for target_id in order_spread_out(life, group_id, _visible_chunks, filter_by=lambda life_id: WORLD_INFO['ticks']-_existing_friendlies[life_id]['updated']>100): _existing_friendlies[target_id]['updated'] = WORLD_INFO['ticks'] else: _distant_chunk = {'distance': -1, 'chunk_key': None} _unchecked_members = get_group(life, group_id)['members'][:] for chunk_key in _orig_visible_chunks: _distance = bad_numbers.distance((int(round(_enemy_focal_pos[0])), int(round(_enemy_focal_pos[1]))), chunks.get_chunk(chunk_key)['pos']) _distance *= bad_numbers.clip(bad_numbers.distance(life['pos'], _enemy_focal_pos), 1, 35)/35.0 if chunk_key in _visible_chunks: _distance *= 2 for member_id in _unchecked_members: if life['id'] == member_id: continue _target = brain.knows_alife_by_id(life, member_id) if _target['last_seen_time'] <= 25 and chunks.get_chunk_key_at(_target['last_seen_at']) == chunk_key: _distance *= (2.5*(1-(bad_numbers.clip(_target['last_seen_time'], 0, 25)/25.0))) if _distance>_distant_chunk['distance']: _distant_chunk['distance'] = _distance _distant_chunk['chunk_key'] = chunk_key if _distant_chunk['chunk_key']: for target_id in order_move_to(life, group_id, _distant_chunk['chunk_key'], filter_by=lambda life_id: WORLD_INFO['ticks']-_existing_friendlies[life_id]['updated']>100): _existing_friendlies[target_id]['updated'] = WORLD_INFO['ticks'] return False
def look(life): if not 'CAN_SEE' in life['life_flags']: return False for target_id in life['know']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] += 1 life['know'][target_id]['time_visible'] = 0 else: life['know'][target_id]['time_visible'] += 1 if 'player' in life: if life['path'] or not brain.get_flag(life, 'visible_chunks'): if SETTINGS['smp']: _visible_chunks = post_scan_surroundings(life) else: _visible_chunks = scan_surroundings(life, judge=False, get_chunks=True, ignore_chunks=0) _chunks = [maps.get_chunk(c) for c in _visible_chunks] brain.flag(life, 'visible_chunks', value=_visible_chunks) elif 'player' in life: _visible_chunks = brain.get_flag(life, 'visible_chunks') _chunks = [maps.get_chunk(c) for c in _visible_chunks] else: #This is for optimizing. Be careful if you mess with this... _nearby_alife = {} for alife in LIFE.values(): if alife['id'] == life['id']: continue if bad_numbers.distance( life['pos'], alife['pos']) <= get_vision(life) and can_see_position( life, alife['pos']): _nearby_alife[alife['id']] = { 'pos': alife['pos'][:], 'stance': alife['stance'] } _last_nearby_alife = brain.get_flag(life, '_nearby_alife') if not _last_nearby_alife == _nearby_alife: brain.flag(life, '_nearby_alife', value=_nearby_alife) else: for target_id in life['seen']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] = 0 return False _chunks = [ maps.get_chunk(c) for c in brain.get_flag(life, 'visible_chunks') ] life['seen'] = [] life['seen_items'] = [] for item_uid in life['know_items']: life['know_items'][item_uid]['last_seen_time'] += 1 for target_id in life['know']: life['know'][target_id]['last_seen_time'] += 1 if life['know'][target_id]['last_seen_time'] >= 10 and not life[ 'know'][target_id]['escaped']: life['know'][target_id]['escaped'] = 1 if not 'player' in life: quick_look(life) return False for chunk in _chunks: judgement.judge_chunk_visually( life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) judgement.judge_chunk_life( life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) for ai in [LIFE[i] for i in chunk['life']]: if ai['id'] == life['id']: continue if not is_in_fov(life, ai['pos']): if ai['id'] in life['know']: life['know'][ai['id']]['time_visible'] = 0 continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1 - _stealth_coverage: continue life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ ai['id']]['dead'] and life['know'][ ai['id']]['last_seen_time'] > 25: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None core.record_loss(1) life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) for item in [ITEMS[i] for i in chunk['items'] if i in ITEMS]: if not is_in_fov(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): #TODO: This doesn't work because we are specifically checking chunks if item['owner'] and lfe.item_is_equipped( LIFE[item['owner']], item['uid']): life['know_items'][item['uid']]['last_seen_at'] = LIFE[ item['owner']]['pos'] life['know_items'][ item['uid']]['last_owned_by'] = item['owner'] life['know_items'][item['uid']]['last_seen_time'] = 0 continue life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item( life, item['uid']) life['know_items'][item['uid']]['lost'] = False
def look(life): if not 'CAN_SEE' in life['life_flags']: return False for target_id in life['know']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] += 1 life['know'][target_id]['time_visible'] = 0 else: life['know'][target_id]['time_visible'] += 1 if 'player' in life: if life['path'] or not brain.get_flag(life, 'visible_chunks'): if SETTINGS['smp']: _visible_chunks = post_scan_surroundings(life) else: _visible_chunks = scan_surroundings(life, judge=False, get_chunks=True, ignore_chunks=0) _chunks = [maps.get_chunk(c) for c in _visible_chunks] brain.flag(life, 'visible_chunks', value=_visible_chunks) elif 'player' in life: _visible_chunks = brain.get_flag(life, 'visible_chunks') _chunks = [maps.get_chunk(c) for c in _visible_chunks] else: #This is for optimizing. Be careful if you mess with this... _nearby_alife = {} for alife in LIFE.values(): if alife['id'] == life['id']: continue if bad_numbers.distance(life['pos'], alife['pos'])<=get_vision(life) and can_see_position(life, alife['pos']): _nearby_alife[alife['id']] = {'pos': alife['pos'][:], 'stance': alife['stance']} _last_nearby_alife = brain.get_flag(life, '_nearby_alife') if not _last_nearby_alife == _nearby_alife: brain.flag(life, '_nearby_alife', value=_nearby_alife) else: for target_id in life['seen']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] = 0 return False _chunks = [maps.get_chunk(c) for c in brain.get_flag(life, 'visible_chunks')] life['seen'] = [] life['seen_items'] = [] for item_uid in life['know_items']: life['know_items'][item_uid]['last_seen_time'] += 1 for target_id in life['know']: life['know'][target_id]['last_seen_time'] += 1 if life['know'][target_id]['last_seen_time']>=10 and not life['know'][target_id]['escaped']: life['know'][target_id]['escaped'] = 1 if not 'player' in life: quick_look(life) return False for chunk in _chunks: judgement.judge_chunk_visually(life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) judgement.judge_chunk_life(life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) for ai in [LIFE[i] for i in chunk['life']]: if ai['id'] == life['id']: continue if not is_in_fov(life, ai['pos']): if ai['id'] in life['know']: life['know'][ai['id']]['time_visible'] = 0 continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1-_stealth_coverage: continue life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ai['id']]['dead'] and life['know'][ai['id']]['last_seen_time']>25: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None core.record_loss(1) life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) for item in [ITEMS[i] for i in chunk['items'] if i in ITEMS]: if not is_in_fov(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): #TODO: This doesn't work because we are specifically checking chunks if item['owner'] and lfe.item_is_equipped(LIFE[item['owner']], item['uid']): life['know_items'][item['uid']]['last_seen_at'] = LIFE[item['owner']]['pos'] life['know_items'][item['uid']]['last_owned_by'] = item['owner'] life['know_items'][item['uid']]['last_seen_time'] = 0 continue life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item(life, item['uid']) life['know_items'][item['uid']]['lost'] = False