Example #1
0
def _create_context_from_phrase(life, phrase):
	_reactions = []
	
	if phrase['gist'] == 'comply':
		_reactions.append({'type': 'say','text': 'I give up!',
			'communicate': 'surrender'})
		
		if lfe.get_held_items(life, matches=[{'type': 'gun'}]):
			_reactions.append({'action': 'action',
				'text': '<Shoot %s>' % ' '.join(phrase['from']['name'])})
	
	elif phrase['gist'] == 'demand_drop_item':
		_reactions.append({'type': 'action','text': 'Drop the item.',
			'action': {'action': 'dropitem','item': phrase['item']},
			'score': 900,
			'delay': lfe.get_item_access_time(life,phrase['item']),
			'communicate': 'dropped_demanded_item'})
	
	elif phrase['gist'] == 'dialog':
		if not phrase['dialog_id'] in LIFE[SETTINGS['controlling']]['dialogs']:
			life['dialogs'].append(phrase['dialog_id'])
		
		if dialog.get_last_message(phrase['dialog_id'])['text']:
			logic.show_event(dialog.get_last_message(phrase['dialog_id'])['text'], life=phrase['from'])
		
		if dialog.is_turn_to_talk(LIFE[SETTINGS['controlling']], phrase['dialog_id']):
			dialog.process(LIFE[SETTINGS['controlling']], phrase['dialog_id'])
	
	elif phrase['gist'] == 'looks_hostile':
		#encounters.create_encounter(life, phrase['from'])
		#logic.show_event(
		alife.speech.start_dialog(phrase['from'], life['id'], 'encounter')
	#else:
	#	logging.warning('Unhandled player context: %s' % phrase['gist'])

	return _reactions
Example #2
0
def setup(life):
	#TODO: Add these two values to an array called PANIC_STATES
	#if not alife_seen:
	#	return False
	#if brain.retrieve_from_memory(life, 'tension_spike') >= 10:
	#	lfe.say(life, '@n panics!', action=True)
	
	_potential_talking_targets = []
	for ai in life['seen']:
		if not stats.can_talk_to(life, ai):
			continue
		
		#print life['name'], LIFE[ai]['name'], judgement.get_tension_with(life, ai)
		
		if stats.has_attacked_self(life, ai):
			stats.react_to_attack(life, ai)
		elif 0<judgement.get_tension_with(life, ai)<=judgement.get_max_tension_with(life, ai):
			stats.react_to_tension(life, ai)
		else:
			#if not stats.desires_first_contact_with(life, ai) and not stats.desires_conversation_with(life, ai):
			#	continue
			if not stats.desires_conversation_with(life, ai):
				continue
	
			_potential_talking_targets.append(ai)
	
	if not _potential_talking_targets:
		if life['dialogs']:
			_dialog = life['dialogs'][0]
			dialog.process(life, _dialog)
		
		if not lfe.ticker(life, 'talk', 6):
			return False
	
	if lfe.get_all_inventory_items(life, matches=[{'type': 'radio'}]):
		for ai in life['know']:
			if ai in _potential_talking_targets:
				continue
			
			if not stats.can_talk_to(life, ai):
				continue
			
			_potential_talking_targets.append(ai)
	
	#TODO: Score these
	random.shuffle(_potential_talking_targets)
	
	for target in _potential_talking_targets:
		if life['dialogs']:
			break
		
		#if stats.desires_first_contact_with(life, target):
		#	memory.create_question(life, target, 'establish_relationship', ignore_if_said_in_last=-1)
		
		if memory.get_questions_for_target(life, target):
			_question = memory.ask_target_question(life, target)
			speech.start_dialog(life, target, _question['gist'], **_question['args'])
		elif memory.get_orders_for_target(life, target):
			speech.start_dialog(life, target, 'give_order')
		elif stats.wants_group_member(life, target):
			memory.create_question(life, target, 'recruit', ignore_if_said_in_last=-1, group_id=life['group'])
	
	if life['dialogs']:
		_dialog = life['dialogs'][0]
		dialog.process(life, _dialog)	
	
	if not judgement.is_safe(life) and lfe.ticker(life, 'call_for_help', 90, fire=True):
		_combat_targets = judgement.get_ready_combat_targets(life)
		
		if _combat_targets:
			if life['camp'] and camps.is_in_camp(life, lfe.get_current_camp(life)):
				_nearest_camp = camps.get_nearest_known_camp(life)
				raids.create_raid(_nearest_camp['id'], join=life['id'])
				raids.add_raiders(_nearest_camp['id'], _combat_targets)
				
				#TODO: Remove memory call
				speech.announce(life,
					'camp_raid',
					camp=_nearest_camp,
					raiders=_combat_targets)
			
			if life['group']:
				for target in _combat_targets:
					_last_seen_at = None
					_know = brain.knows_alife_by_id(life, target)
					
					if _know:
						_last_seen_at = _know['last_seen_at']
						
					groups.distribute(life, 'under_attack', attacker=target, last_seen_at=_last_seen_at)
		
		for target in judgement.get_ready_combat_targets(life):
			_last_seen_at = None
			_know = brain.knows_alife_by_id(life, target)
			
			if _know:
				_last_seen_at = _know['last_seen_at']

			speech.announce(life, 'attacked_by_hostile', trusted=True, target_id=target, last_seen_at=_last_seen_at)

	_visible_items = [life['know_items'][item] for item in life['know_items'] if not life['know_items'][item]['last_seen_time'] and not 'parent_id' in ITEMS[life['know_items'][item]['item']]]
	for ai in [life['know'][i] for i in life['know']]:
		if judgement.is_target_dangerous(life, ai['life']['id']):
			continue
		
		#if life['state'] == 'combat':
		#	break
		
		if ai['life']['state'] in ['hiding', 'hidden']:
			break
		
		if not stats.can_talk_to(life, ai['life']['id']):
			continue

		for item in _visible_items:
			#TODO: Check
			if brain.has_shared_item_with(life, ai['life'], item['item']):
				continue

			if not item['item'] in ITEMS:
				continue

			brain.share_item_with(life, ai['life'], item['item'])
			speech.communicate(life,
				'share_item_info',
				item=item['item'],
				matches=[ai['life']['id']])
Example #3
0
def setup(life):
	#TODO: Add these two values to an array called PANIC_STATES
	#if not alife_seen:
	#	return False
	#if brain.retrieve_from_memory(life, 'tension_spike') >= 10:
	#	lfe.say(life, '@n panics!', action=True)
	_needs_help = stats.is_injured(life)
	
	_potential_talking_targets = []
	for ai in life['seen']:
		if not stats.can_talk_to(life, ai):
			continue
		
		_relationship_change = stats.wants_alignment_change(life, ai)
		
		#if 'player' in LIFE[ai]:
		#	print life['name'], LIFE[ai]['name'], judgement.get_tension_with(life, ai)>judgement.get_max_tension_with(life, ai), _relationship_change
		
		if stats.has_attacked_self(life, ai):
			stats.react_to_attack(life, ai)
		elif judgement.get_tension_with(life, ai)>judgement.get_max_tension_with(life, ai):
			stats.react_to_tension(life, ai)
		elif _needs_help:
			if stats.desires_help_from(life, ai):
				stats.ask_for_help(life, ai)
		elif _relationship_change:
			speech.change_alignment(life, ai, _relationship_change)
		else:
			if not stats.desires_conversation_with(life, ai):
				continue
	
			_potential_talking_targets.append(ai)
	
	if not _potential_talking_targets:
		if life['dialogs']:
			_dialog = life['dialogs'][0]
			dialog.process(life, _dialog)
		
		if not lfe.ticker(life, 'talk', 6):
			return False
	
	if lfe.get_all_inventory_items(life, matches=[{'type': 'radio'}]):
		for ai in life['know']:
			if ai in _potential_talking_targets:
				continue
			
			if not stats.can_talk_to(life, ai):
				continue
			
			_potential_talking_targets.append(ai)
	
	#TODO: Score these
	random.shuffle(_potential_talking_targets)
	
	for target in _potential_talking_targets:
		if life['dialogs']:
			break
		
		#if stats.desires_first_contact_with(life, target):
		#	memory.create_question(life, target, 'establish_relationship', ignore_if_said_in_last=-1)
		
		if memory.get_questions_for_target(life, target) and numbers.distance(life['pos'], LIFE[target]['pos'])<=25:
			_question = memory.ask_target_question(life, target)
			speech.start_dialog(life, target, _question['gist'], **_question['args'])
		elif memory.get_orders_for_target(life, target):
			speech.start_dialog(life, target, 'give_order')
		#elif stats.wants_group_member(life, target):
		#	memory.create_question(life, target, 'recruit', ignore_if_said_in_last=-1, group_id=life['group'])
	
	if life['dialogs']:
		_dialog = life['dialogs'][0]
		dialog.process(life, _dialog)
	
	if not judgement.is_safe(life) and lfe.ticker(life, 'call_for_help', 90, fire=True):
		_combat_targets = judgement.get_ready_combat_targets(life)
		
		if _combat_targets:
			if life['camp'] and camps.is_in_camp(life, lfe.get_current_camp(life)):
				_nearest_camp = camps.get_nearest_known_camp(life)
				raids.create_raid(_nearest_camp['id'], join=life['id'])
				raids.add_raiders(_nearest_camp['id'], _combat_targets)
				
				#TODO: Remove memory call
				speech.announce(life,
					'camp_raid',
					camp=_nearest_camp,
					raiders=_combat_targets)
			
			if life['group']:
				for target in _combat_targets:
					_last_seen_at = None
					_know = brain.knows_alife_by_id(life, target)
					
					if _know:
						_last_seen_at = _know['last_seen_at']
						
					groups.distribute(life, 'under_attack', attacker=target, last_seen_at=_last_seen_at)
		
		for target in judgement.get_ready_combat_targets(life):
			_last_seen_at = None
			_know = brain.knows_alife_by_id(life, target)
			
			if _know:
				_last_seen_at = _know['last_seen_at']

			speech.announce(life,
			                'attacked_by_hostile',
			                trusted=True,
			                target_id=target,
			                filter_if=lambda life_id: brain.knows_alife_by_id(life, life_id)['last_seen_time']<=30,
			                last_seen_at=_last_seen_at,
			                ignore_if_said_in_last=150)

	_visible_items = [life['know_items'][item] for item in life['know_items'] if not life['know_items'][item]['last_seen_time'] and not 'parent_id' in ITEMS[life['know_items'][item]['item']]]
	for ai in [life['know'][i] for i in life['know']]:
		if judgement.is_target_dangerous(life, ai['life']['id']):
			continue
		
		#if life['state'] == 'combat':
		#	break
		
		if ai['life']['state'] in ['hiding', 'hidden']:
			break
		
		if not stats.can_talk_to(life, ai['life']['id']):
			continue

		for item in _visible_items:
			#TODO: Check
			if brain.has_shared_item_with(life, ai['life'], item['item']):
				continue

			if not item['item'] in ITEMS:
				continue

			brain.share_item_with(life, ai['life'], item['item'])
			speech.communicate(life,
				'share_item_info',
				item=item['item'],
				matches=[ai['life']['id']])
Example #4
0
					ForceDraw = True
					
				if event.key == pygame.K_F2:
					code.interact(local=locals())
					
				if event.key == pygame.K_F3:
					PC.ChangeMap(Maps[PC.currentMap.level-1])
					PC.currentMap.UpdateVisibility(PC, PC.x, PC.y)
					ForceDraw = True
					
				if event.key == pygame.K_F4:
					PC.ChangeMap(Maps[PC.currentMap.level+1])
					PC.currentMap.UpdateVisibility(PC, PC.x, PC.y)
					ForceDraw = True
		else:
			dialog.process(event)
		
		if event.type == MOUSEBUTTONDOWN:			
			mouseCellX, mouseCellY = win.getcoordinatesatpixel(event.pos)
			#print(win.getcoordinatesatpixel(event.pos))
			if mouseCellY == 26:
				if mouseCellX < 9:					
					dialog = messagesDialog.MessagesDialog()
				if mouseCellX >= 9 and mouseCellX < 18:
					dialog = inventoryDialog.InventoryDialog(PC)
				if mouseCellX >= 18 and mouseCellX < 27:
					dialog = skillsDialog.SkillsDialog(PC)								
			
#			if mouseCellX > 0 and mouseCellY > 0 and mouseCellX < 39 and mouseCellY < 19:
				#Animations.append(animation.DrawNecromancerSpell(PC.currentMap.characters[2], PC, 'red'))