Example #1
0
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)
Example #2
0
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)
Example #3
0
def desires_weapon(life):
	if not combat.get_weapons(life):
		return True
	
	#if life['stats']['firearms'] >= 5:
	return False