Example #1
0
def execute_scheme():
    if not WORLD_INFO['scheme']:
        return False

    _event = None

    for event in WORLD_INFO['scheme']:
        if event['time'] <= WORLD_INFO['ticks']:
            _event = event
            break

    if not _event:
        return False

    _situation = core.get_player_situation()
    _player = LIFE[SETTINGS['controlling']]

    if 'sound' in _event:
        alife.noise.create(_event['pos'], _event['volume'], _event['sound'][0],
                           _event['sound'][1])

    if 'radio' in _event and _situation['has_radio']:
        gfx.message('%s: %s' % (_event['radio'][0], _event['radio'][1]),
                    style='radio')

    if 'glitch' in _event:
        gfx.glitch_text(_event['glitch'], change_text_only=_event['change'])

    if 'life' in _event:
        _life = spawns.generate_life(_event['life']['type'],
                                     position=_event['life']['position'])[0]

        if 'injuries' in _event['life']:
            for limb in _event['life']['injuries']:
                lfe.add_wound(_life, limb, **_event['life']['injuries'][limb])

    if 'group' in _event:
        if 'stage' in _event:
            alife.groups.set_stage(LIFE[_event['member']], _event['group'],
                                   _event['stage'])

            if _event['stage'] == STAGE_RAIDING:
                alife.groups.raid(LIFE[_event['member']], _event['group'],
                                  _event['flags']['chunk_key'])

    WORLD_INFO['scheme'].remove(_event)
Example #2
0
def execute_scheme():
	if not WORLD_INFO['scheme']:
		return False
	
	_event = None
	
	for event in WORLD_INFO['scheme']:
		if event['time'] <= WORLD_INFO['ticks']:
			_event = event
			break
	
	if not _event:
		return False
	
	_situation = core.get_player_situation()
	_player = LIFE[SETTINGS['controlling']]
	
	if 'sound' in _event:
		alife.noise.create(_event['pos'], _event['volume'], _event['sound'][0], _event['sound'][1])
	
	if 'radio' in _event and _situation['has_radio']:
		gfx.message('%s: %s' % (_event['radio'][0], _event['radio'][1]), style='radio')
	
	if 'glitch' in _event:
		gfx.glitch_text(_event['glitch'], change_text_only=_event['change'])
	
	if 'life' in _event:
		_life = spawns.generate_life(_event['life']['type'], position=_event['life']['position'])[0]
		
		if 'injuries' in _event['life']:
			for limb in _event['life']['injuries']:
				lfe.add_wound(_life, limb, **_event['life']['injuries'][limb])
	
	if 'group' in _event:
		if 'stage' in _event:
			alife.groups.set_stage(LIFE[_event['member']], _event['group'], _event['stage'])
			
			if _event['stage'] == STAGE_RAIDING:
				alife.groups.raid(LIFE[_event['member']], _event['group'], _event['flags']['chunk_key'])
	
	WORLD_INFO['scheme'].remove(_event)
Example #3
0
def form_scheme(force=False):
    print WORLD_INFO['next_scheme_timer']
    if WORLD_INFO['next_scheme_timer']:
        WORLD_INFO['next_scheme_timer'] -= 1

        return False

    if (WORLD_INFO['scheme'] and not force) or not SETTINGS['controlling']:
        return False

    _overwatch_mood = WORLD_INFO['overwatch']['mood']
    _player = LIFE[SETTINGS['controlling']]
    _player_situation = core.get_player_situation()
    _event_names = []

    if _player_situation['active_factions']:
        if not _player_situation['active_factions'] == [
                'ZES'
        ] and not random.randint(0,
                                 (len(artifacts.get_active_fields()) + 1) * 3):
            _event_names.append('anomaly')

        _event_names.append('capture')

    if not random.randint(0, 8):
        _event_names.append('resupply')

    if not random.randint(0, 4):
        _event_names.append('attract')

    if not _event_names:
        WORLD_INFO['next_scheme_timer'] = 50

        return False

    _event_name = random.choice(_event_names)

    print _event_name

    if _event_name == 'attract':
        if _player_situation['enemy_factions'] and not _player_situation[
                'friendly_factions']:
            for enemy_faction in _player_situation['enemy_factions']:
                for enemy_of_enemy_faction in alife.factions.get_faction_enemies(
                        enemy_faction):
                    _nearest_group = alife.factions.get_nearest_group(
                        enemy_of_enemy_faction, _player['pos'])

                    if not _nearest_group:
                        continue

                    alife.factions.move_group_to(
                        enemy_of_enemy_faction, _nearest_group,
                        lfe.get_current_chunk_id(_player))

                    WORLD_INFO['next_scheme_timer'] = 250

    elif _event_name == 'capture':
        _chosen_faction = random.choice(_player_situation['active_factions'])
        _chosen_group = random.choice(
            alife.factions.get_faction(_chosen_faction)['groups'])

        alife.factions.capture_territory(_chosen_faction, _chosen_group)

        WORLD_INFO['next_scheme_timer'] = 350

    elif _event_name == 'resupply':
        _chunk_key = random.choice(
            WORLD_INFO['territories'][artifacts.find_territory(
                y_min=.5)]['chunk_keys'])
        _pos = WORLD_INFO['chunk_map'][_chunk_key]['pos']
        _storage_items = [{
            'item': 'AK-74',
            'rarity': 1.0
        }, {
            'item': '5.45x39mm round',
            'rarity': 0.6
        }, {
            'item': '5.45x39mm round',
            'rarity': 0.6
        }, {
            'item': '5.45x39mm round',
            'rarity': 0.6
        }, {
            'item': '5.45x39mm round',
            'rarity': 0.6
        }, {
            'item': '5.45x39mm round',
            'rarity': 0.6
        }, {
            'item': '5.45x39mm round',
            'rarity': 0.6
        }, {
            'item': '5.45x39mm round',
            'rarity': 0.6
        }, {
            'item': '5.45x39mm magazine',
            'rarity': 1.0
        }]
        _storage = [{
            'item': 'military crate',
            'rarity': 1.0,
            'spawn_list': _storage_items
        }]

        for faction_name in WORLD_INFO['factions']:
            if faction_name == 'ZES':
                continue

            _faction = WORLD_INFO['factions'][faction_name]

            for group_id in _faction['groups']:
                if not random.randint(0, 3):
                    continue

                #alife.factions.move_group_to(faction_name, group_id, _chunk_key)
                alife.factions.resupply(faction_name, group_id, _chunk_key)

        events.create_cache_drop(_pos, _storage)

        WORLD_INFO['next_scheme_timer'] = 350

    elif _event_name == 'anomaly':
        _territory_id = events.create_anomaly_field(_player_situation,
                                                    y_min=.65)

        for faction_name in _player_situation['active_factions']:
            if faction_name == 'ZES':
                continue

            _faction = WORLD_INFO['factions'][faction_name]

            for group_id in _faction['groups']:
                if random.randint(0, 1):
                    continue

                _chunk_key = random.choice(
                    WORLD_INFO['territories'][_territory_id]['chunk_keys'])

                maps.load_cluster_at_position_if_needed(
                    WORLD_INFO['chunk_map'][_chunk_key]['pos'])
                alife.factions.move_group_to(faction_name, group_id,
                                             _chunk_key)

        WORLD_INFO['next_scheme_timer'] = 350
Example #4
0
def form_scheme(force=False):
	if (WORLD_INFO['scheme'] or (WORLD_INFO['ticks']-WORLD_INFO['last_scheme_time'])<200) and not force or not SETTINGS['controlling']:
		return False
	
	_overwatch_mood = WORLD_INFO['overwatch']['mood']
	
	core.handle_tracked_alife()
	
	if _overwatch_mood == 'rest':
		return False
	
	_player_situation = core.get_player_situation()
	
	if _overwatch_mood == 'hurt':
		if hurt_player(_player_situation):
			WORLD_INFO['last_scheme_time'] = WORLD_INFO['ticks']
			
			return True
	elif _overwatch_mood == 'intrigue':
		if intrigue_player(_player_situation):
			WORLD_INFO['last_scheme_time'] = WORLD_INFO['ticks']
			
			return True	
	elif _overwatch_mood == 'help':
		if help_player(_player_situation):
			WORLD_INFO['last_scheme_time'] = WORLD_INFO['ticks']
			
			return True	
	
	#if _player_situation['armed']:
	_i = random.randint(0, 3)+10
	
	if _i == 1:
		_military_group_leader = get_group_leader_with_motive('military')
		_bandit_group_leader = get_group_leader_with_motive('crime', online=False)
		
		#TODO: Actual bandit camp location
		if _military_group_leader and _bandit_group_leader:
			_bandit_group_location = lfe.get_current_chunk_id(LIFE[_bandit_group_leader])
			order_group(LIFE[_military_group_leader], LIFE[_military_group_leader]['group'], STAGE_RAIDING, 30, chunk_key=_bandit_group_location)
			alife.groups.discover_group(LIFE[_military_group_leader], LIFE[_bandit_group_leader]['group'])
			alife.groups.declare_group_hostile(LIFE[_military_group_leader], LIFE[_military_group_leader]['group'], LIFE[_bandit_group_leader]['group'])
	
	elif _i == 2:
		_spawn_pos = spawns.get_spawn_in_ref('farms')
		_real_direction = language.get_real_direction(numbers.direction_to((MAP_SIZE[0]/2, MAP_SIZE[1]/2), _spawn_pos))
		
		spawn_life('loner', _spawn_pos, 35, injuries={'llowerleg': {'cut': 1}})

		_messages = [{'text': 'Hello? Can anyone hear me?'},
	                 {'text': 'Bandits robbed me and left me to bleed out...'},
	                 {'text': 'I\'m by a farm to the %s.' % _real_direction},
	                 {'text': 'They might still be around. Please hurry!'}]
		events.broadcast(_messages, 40)
	
	elif 1 == 1:
		_bandit_group_leader = core.get_group_leader_with_motive('crime', online=True)
		_military_group_leader = core.get_group_leader_with_motive('military', online=False)
		
		if _military_group_leader and _bandit_group_leader:
			_bandit_group_location = lfe.get_current_chunk_id(LIFE[_bandit_group_leader])
			_military_group_location = lfe.get_current_chunk_id(LIFE[_military_group_leader])
			order_group(LIFE[_bandit_group_leader], LIFE[_bandit_group_leader]['group'], STAGE_RAIDING, 500, chunk_key=_military_group_location)
			alife.groups.discover_group(LIFE[_bandit_group_leader], LIFE[_military_group_leader]['group'])
			alife.groups.declare_group_hostile(LIFE[_bandit_group_leader], LIFE[_bandit_group_leader]['group'], LIFE[_military_group_leader]['group'])

			_real_direction = language.get_real_direction(numbers.direction_to((MAP_SIZE[0]/2, MAP_SIZE[1]/2), alife.chunks.get_chunk(_military_group_location)['pos']))
		
			_messages = [{'text': 'Attention all neutral and bandit squads.'},
				         {'text': 'We finally got solid contact on military in the %s compound.' % _real_direction},
				         {'text': 'We\'re located near coords %s and heading out soon.' % (', '.join(_bandit_group_location.split(',')))}]
			events.broadcast(_messages, 40)
Example #5
0
def form_scheme(force=False):
	print WORLD_INFO['next_scheme_timer']
	if WORLD_INFO['next_scheme_timer']:
		WORLD_INFO['next_scheme_timer'] -= 1
		
		return False
	
	if (WORLD_INFO['scheme'] and not force) or not SETTINGS['controlling']:
		return False
	
	_overwatch_mood = WORLD_INFO['overwatch']['mood']
	_player = LIFE[SETTINGS['controlling']]
	_player_situation = core.get_player_situation()
	_event_names = []
	
	if _player_situation['active_factions']:
		if not _player_situation['active_factions'] == ['ZES'] and not random.randint(0, (len(artifacts.get_active_fields())+1)*3):
			_event_names.append('anomaly')
	
		_event_names.append('capture')
	
	if not random.randint(0, 8):
		_event_names.append('resupply')
	
	if not random.randint(0, 4):
		_event_names.append('attract')
	
	if not _event_names:
		WORLD_INFO['next_scheme_timer'] = 50
		
		return False
	
	_event_name = random.choice(_event_names)
	
	print _event_name
	
	if _event_name == 'attract':
		if _player_situation['enemy_factions'] and not _player_situation['friendly_factions']:
			for enemy_faction in _player_situation['enemy_factions']:
				for enemy_of_enemy_faction in alife.factions.get_faction_enemies(enemy_faction):
					_nearest_group = alife.factions.get_nearest_group(enemy_of_enemy_faction, _player['pos'])
				
					if not _nearest_group:
						continue
					
					alife.factions.move_group_to(enemy_of_enemy_faction, _nearest_group, lfe.get_current_chunk_id(_player))
					
					WORLD_INFO['next_scheme_timer'] = 250
	
	elif _event_name == 'capture':
		_chosen_faction = random.choice(_player_situation['active_factions'])
		_chosen_group = random.choice(alife.factions.get_faction(_chosen_faction)['groups'])
		
		alife.factions.capture_territory(_chosen_faction, _chosen_group)
		
		WORLD_INFO['next_scheme_timer'] = 350
	
	elif _event_name == 'resupply':
		_chunk_key = random.choice(WORLD_INFO['territories'][artifacts.find_territory(y_min=.5)]['chunk_keys'])
		_pos = WORLD_INFO['chunk_map'][_chunk_key]['pos']
		_storage_items = [{'item': 'AK-74', 'rarity': 1.0},
			             {'item': '5.45x39mm round', 'rarity': 0.6},
			             {'item': '5.45x39mm round', 'rarity': 0.6},
			             {'item': '5.45x39mm round', 'rarity': 0.6},
			             {'item': '5.45x39mm round', 'rarity': 0.6},
			             {'item': '5.45x39mm round', 'rarity': 0.6},
			             {'item': '5.45x39mm round', 'rarity': 0.6},
			             {'item': '5.45x39mm round', 'rarity': 0.6},
			             {'item': '5.45x39mm magazine', 'rarity': 1.0}]
		_storage = [{'item': 'military crate', 'rarity': 1.0, 'spawn_list': _storage_items}]
		
		for faction_name in WORLD_INFO['factions']:
			if faction_name == 'ZES':
				continue
			
			_faction = WORLD_INFO['factions'][faction_name]
			
			for group_id in _faction['groups']:
				if not random.randint(0, 3):
					continue
				
				#alife.factions.move_group_to(faction_name, group_id, _chunk_key)
				alife.factions.resupply(faction_name, group_id, _chunk_key)
		
		events.create_cache_drop(_pos, _storage)
		
		WORLD_INFO['next_scheme_timer'] = 350
	
	elif _event_name == 'anomaly':
		_territory_id = events.create_anomaly_field(_player_situation, y_min=.65)
		
		for faction_name in _player_situation['active_factions']:
			if faction_name == 'ZES':
				continue
			
			_faction = WORLD_INFO['factions'][faction_name]
			
			for group_id in _faction['groups']:
				if random.randint(0, 1):
					continue
				
				_chunk_key = random.choice(WORLD_INFO['territories'][_territory_id]['chunk_keys'])
				
				maps.load_cluster_at_position_if_needed(WORLD_INFO['chunk_map'][_chunk_key]['pos'])
				alife.factions.move_group_to(faction_name, group_id, _chunk_key)
		
		WORLD_INFO['next_scheme_timer'] = 350