Example #1
0
def _create(x, y, name, char, weight, item_type, equip_to=None, fore_color=(255, 255, 255), kind=None):
	_entity = entities.create_entity(group='items')
	
	_entity['stats'] = {'name': name,
	                    'display_name': name,
	                    'type': item_type,
	                    'weight': weight,
	                    'owner': None,
	                    'kind': kind,
	                    'equip_to': equip_to,
	                    'in_container': None}
	
	movement.register(_entity)
	flags.register(_entity)
	tile.register(_entity, surface='items', char=char, fore_color=fore_color)
	
	entities.create_event(_entity, 'collision_with_solid')
	entities.create_event(_entity, 'collision_with_entity')
	entities.create_event(_entity, 'get_interactions')
	entities.create_event(_entity, 'get_actions')
	entities.create_event(_entity, 'get_display_name')
	entities.create_event(_entity, 'seen')
	entities.register_event(_entity, 'get_display_name', get_display_name)
	
	entities.trigger_event(_entity, 'set_position', x=x, y=y)
	
	return _entity
Example #2
0
def _create_animal(x, y, health, speed, name, vision=65, faction='Mutants', has_ai=False, char='m', fore_color=(255, 255, 255)):
	_entity = entities.create_entity(group='life')
	
	entities.create_event(_entity, 'damage')
	entities.create_event(_entity, 'did_damage')
	entities.create_event(_entity, 'receive_memory')
	entities.create_event(_entity, 'handle_corpse')
	entities.create_event(_entity, 'finish_turn')

	tile.register(_entity, surface='life', char=char, fore_color=fore_color)
	movement.register(_entity, collisions=True)
	timers.register(_entity)
	stats.register(_entity, health, speed, vision, name=name, kind='animal')
	nodes.register(_entity)
	items.register(_entity)
	flags.register(_entity)
	noise.register(_entity)
	skeleton.register(_entity)
	ai_factions.register(_entity, faction)

	if has_ai:
		ai.register_animal(_entity)
	
	_entity['ai']['is_npc'] = True

	entities.register_event(_entity, 'finish_turn', finish_turn)
	entities.create_event(_entity, 'get_and_store_item')
	entities.create_event(_entity, 'get_and_hold_item')
	entities.create_event(_entity, 'reload')
	entities.create_event(_entity, 'shoot')
	entities.create_event(_entity, 'damage')
	entities.register_event(_entity, 'post_tick', ai_visuals.cleanup)
	entities.register_event(_entity, 'get_and_store_item', get_and_store_item)
	entities.register_event(_entity, 'get_and_hold_item', get_and_hold_item)
	entities.register_event(_entity, 'reload', reload_weapon)
	entities.register_event(_entity, 'shoot', shoot_weapon)
	entities.register_event(_entity, 'heard_noise', handle_heard_noise)
	entities.register_event(_entity, 'position_changed',
	                        lambda e, **kwargs: entities.trigger_event(e,
	                                                                   'create_noise',
	                                                                   volume=25,
	                                                                   text='?',
	                                                                   owner_can_hear=False,
	                                                                   callback=lambda t, x, y: entities.trigger_event(t,
	                                                                                                            'update_target_memory',
	                                                                                                            target_id=_entity['_id'],
	                                                                                                            key='last_seen_at',
	                                                                                                            value=[x, y])))
	#entities.register_event(_entity, 'position_changed', lambda e, **kwargs: ai_visuals.add_to_moved_life(e))
	entities.register_event(_entity, 'push', lambda e, **kwargs: movement.sub_move_cost(e))
	                        
	entities.trigger_event(_entity, 'set_position', x=x, y=y)
	entities.trigger_event(_entity, 'create_holder', name='weapon', max_weight=10)
	entities.trigger_event(_entity, 'create_holder', name='backpack', max_weight=10)

	return _entity
Example #3
0
def _create_node(node_grid, x, y):
    _entity = entities.create_entity()

    flags.register(_entity)
    tile.register(_entity, surface='node_grid', fore_color=(255, 0, 255))

    entities.trigger_event(_entity, 'set_position', x=x, y=y)
    entities.trigger_event(_entity, 'set_flag', flag='owner', value=None)
    entities.register_event(_entity, 'flag_changed', handle_node_flag_change)

    node_grid[(x, y)] = _entity['_id']
    UNCLAIMED_NODES.add((x, y))
Example #4
0
def _create(x, y, surface='effects', group='effects'):
	_entity = entities.create_entity()

	movement.register(_entity)
	tile.register(_entity, surface=surface)
	
	timers.register(_entity)
	entities.add_entity_to_group(_entity, group)

	entities.trigger_event(_entity, 'set_position', x=x, y=y)

	return _entity
Example #5
0
def _create_node(node_grid, x, y):
	_entity = entities.create_entity()
	
	flags.register(_entity)
	tile.register(_entity, surface='node_grid', fore_color=(255, 0, 255))
	
	entities.trigger_event(_entity, 'set_position', x=x, y=y)
	entities.trigger_event(_entity, 'set_flag', flag='owner', value=None)
	entities.register_event(_entity, 'flag_changed', handle_node_flag_change)
	
	node_grid[(x, y)] = _entity['_id']
	UNCLAIMED_NODES.add((x, y))
Example #6
0
def boot():
	global CURSOR
	
	CURSOR = entities.create_entity(group='systems')
	tile.register(CURSOR, surface='ui')
	
	events.register_event('camera', logic)
	events.register_event('mouse_moved', handle_mouse_movement)
	events.register_event('mouse_pressed', handle_mouse_pressed)
	events.register_event('input', handle_keyboard_input)
	events.register_event('draw', lambda *args: entities.trigger_event(CURSOR, 'draw'))
	
	entities.trigger_event(CURSOR, 'set_position', x=constants.MAP_VIEW_WIDTH/2, y=constants.MAP_VIEW_HEIGHT/2)
Example #7
0
def create_context(x, y, text, callback):
	_entity = entities.create_entity(group='contexts')
	_entity['text'] = text
	_entity['callback'] = callback
	
	tile.register(_entity, surface='effects', char='!', fore_color=(0, 200, 0))
	timers.register(_entity, use_system_event='logic')
	
	entities.trigger_event(_entity, 'set_position', x=x, y=y)
	entities.trigger_event(_entity, 'animate', animation=['!', ' '], repeat=-1)
	entities.trigger_event(_entity, 'create_timer', time=120, exit_callback=entities.delete_entity)
	
	return _entity
Example #8
0
def _create_node(entity, x, y, draw_path=False, passive=True, action_time=0, name='Node', callback_on_touch=True):
	global LAST_CLICKED_POS
	
	_path_index = -1
	
	if LAST_CLICKED_POS:
		_node_positions = [(p['node']['x'], p['node']['y']) for p in entity['node_grid']['nodes'].values() if not p['node']['name'] == chr(31)]
		
		for node_id in entity['node_grid']['path'][:]:
			_last_node = entity['node_grid']['nodes'][node_id]
			
			if LAST_CLICKED_POS in _last_node['node']['path']:
				_move_cost = 0
				
				for pos in _last_node['node']['path'][_last_node['node']['path'].index(LAST_CLICKED_POS):]:
					_move_cost += movement.get_move_cost(entity)
					
					if _move_cost < action_time and pos in _node_positions:
						return
				
				_path_index = entity['node_grid']['path'].index(node_id)
				entity['node_grid']['nodes'][entity['node_grid']['path'][_path_index]]['node']['action_time'] = action_time
				
				break
		
		LAST_CLICKED_POS = None	
	
	_node = entities.create_entity(group='nodes')
	_node['x'] = x
	_node['y'] = y
	_node['name'] = name
	_node['draw_path'] = draw_path
	_node['path'] = []
	_node['owner_id'] = entity['_id']
	_node['action_time'] = action_time
	_node['busy_pos'] = []
	
	tile.register(_node, surface='nodes')	
	entities.trigger_event(_node, 'set_position', x=x, y=y)
		
	if _path_index == -1:
		_path_index = len(entity['node_grid']['path'])
	
	entity['node_grid']['nodes'][_node['_id']] = {'node': _node,
	                                              'passive': passive,
	                                              'callback': None,
	                                              'call_on_touch': callback_on_touch}
	entity['node_grid']['path'].insert(_path_index, _node['_id'])
	
	return _node
Example #9
0
def create_context(x, y, text, callback):
    _entity = entities.create_entity(group='contexts')
    _entity['text'] = text
    _entity['callback'] = callback

    tile.register(_entity, surface='effects', char='!', fore_color=(0, 200, 0))
    timers.register(_entity, use_system_event='logic')

    entities.trigger_event(_entity, 'set_position', x=x, y=y)
    entities.trigger_event(_entity, 'animate', animation=['!', ' '], repeat=-1)
    entities.trigger_event(_entity,
                           'create_timer',
                           time=120,
                           exit_callback=entities.delete_entity)

    return _entity
Example #10
0
def boot():
    global CURSOR

    CURSOR = entities.create_entity(group='systems')
    tile.register(CURSOR, surface='ui')

    events.register_event('camera', logic)
    events.register_event('mouse_moved', handle_mouse_movement)
    events.register_event('mouse_pressed', handle_mouse_pressed)
    events.register_event('input', handle_keyboard_input)
    events.register_event('draw',
                          lambda *args: entities.trigger_event(CURSOR, 'draw'))

    entities.trigger_event(CURSOR,
                           'set_position',
                           x=constants.MAP_VIEW_WIDTH / 2,
                           y=constants.MAP_VIEW_HEIGHT / 2)
Example #11
0
def _create(x,
            y,
            name,
            char,
            weight,
            item_type,
            equip_to=None,
            fore_color=(255, 255, 255),
            kind=None):
    _entity = entities.create_entity(group='items')

    _entity['stats'] = {
        'name': name,
        'display_name': name,
        'type': item_type,
        'weight': weight,
        'owner': None,
        'kind': kind,
        'equip_to': equip_to,
        'in_container': None
    }

    movement.register(_entity)
    flags.register(_entity)
    tile.register(_entity, surface='items', char=char, fore_color=fore_color)

    entities.create_event(_entity, 'collision_with_solid')
    entities.create_event(_entity, 'collision_with_entity')
    entities.create_event(_entity, 'get_interactions')
    entities.create_event(_entity, 'get_actions')
    entities.create_event(_entity, 'get_display_name')
    entities.create_event(_entity, 'seen')
    entities.register_event(_entity, 'get_display_name', get_display_name)

    entities.trigger_event(_entity, 'set_position', x=x, y=y)

    return _entity
Example #12
0
def _create_human(x, y, health, speed, name, vision=50, faction='Rogues', is_player=False, has_ai=False, fore_color=(255, 255, 255)):
	_entity = entities.create_entity(group='life')
	
	entities.create_event(_entity, 'get_and_store_item')
	entities.create_event(_entity, 'get_and_hold_item')
	entities.create_event(_entity, 'reload')
	entities.create_event(_entity, 'shoot')
	entities.create_event(_entity, 'damage')
	entities.create_event(_entity, 'did_damage')
	entities.create_event(_entity, 'receive_memory')
	entities.create_event(_entity, 'handle_corpse')
	entities.create_event(_entity, 'finish_turn')

	tile.register(_entity, surface='life', char='@', fore_color=fore_color)
	movement.register(_entity, collisions=True)
	timers.register(_entity)
	stats.register(_entity, health, speed, vision, name=name, kind='human')
	nodes.register(_entity)
	items.register(_entity)
	flags.register(_entity)
	noise.register(_entity)
	missions.register(_entity)
	skeleton.register(_entity)
	skeleton.create_motion(_entity, 'stand')
	skeleton.create_motion(_entity, 'crouch', stat_mod={'mobility': 1.55})
	skeleton.create_motion(_entity, 'crawl', stat_mod={'mobility': 2.3})
	skeleton.create_limb(_entity, 'head', [], True, 0.1, stat_mod={'vision': .75})
	skeleton.create_limb(_entity, 'chest', ['head'], True, 0.88, stat_mod={'mobility': .1})
	skeleton.create_limb(_entity, 'torso', ['chest'], True, 0.75, stat_mod={'mobility': .6})
	skeleton.create_limb(_entity, 'left arm', ['chest'], False, 0.3, can_sever=True, stat_mod={'accuracy': .22})
	skeleton.create_limb(_entity, 'right arm', ['chest'], False, 0.3, can_sever=True, stat_mod={'accuracy': .22})
	skeleton.create_limb(_entity, 'left leg', ['torso'], False, 0.45, can_sever=True, stat_mod={'mobility': .4})
	skeleton.create_limb(_entity, 'right leg', ['torso'], False, 0.45, can_sever=True, stat_mod={'mobility': .4})

	if has_ai:
		ai.register_human(_entity)
	
	ai_factions.register(_entity, faction)
	
	_entity['ai']['is_player'] = is_player
	_entity['ai']['is_npc'] = not is_player
	
	if faction == 'Rogues':
		entities.register_event(_entity,
		                        'did_damage',
		                        lambda e, target_id, damage: effects.printer(entities.get_entity(target_id)['tile']['x'],
		                                            entities.get_entity(target_id)['tile']['y']-1,
		                                            '%s' % damage,
		                                            fore_color=(200, 0, 0),
		                                            speed_mod=0.3,
		                                            show_mod=1.0,
		                                            moving=True,
		                                            center=True))
		entities.register_event(_entity,
		                        'log_kill',
		                        lambda e, target_id: effects.printer(entities.get_entity(target_id)['tile']['x'],
		                                            entities.get_entity(target_id)['tile']['y']-1,
		                                            'KILL',
		                                            fore_color=(255, 0, 0),
		                                            speed_mod=0.3,
		                                            show_mod=1.0,
		                                            moving=True,
		                                            center=True))

	entities.register_event(_entity, 'finish_turn', finish_turn)
	entities.register_event(_entity, 'post_tick', ai_visuals.cleanup)
	entities.register_event(_entity, 'get_and_store_item', get_and_store_item)
	entities.register_event(_entity, 'get_and_hold_item', get_and_hold_item)
	entities.register_event(_entity, 'reload', reload_weapon)
	entities.register_event(_entity, 'shoot', shoot_weapon)
	entities.register_event(_entity, 'heard_noise', handle_heard_noise)
	entities.register_event(_entity, 'position_changed',
	                        lambda e, **kwargs: entities.trigger_event(e,
	                                                                   'create_noise',
	                                                                   volume=25,
	                                                                   text='?',
	                                                                   callback=lambda t, x, y: entities.trigger_event(t,
	                                                                                                            'update_target_memory',
	                                                                                                            target_id=_entity['_id'],
	                                                                                                            key='last_seen_at',
	                                                                                                            value=[x, y])))
	#entities.register_event(_entity, 'damage',
	#                        lambda e, **kwargs: entities.trigger_event(e,
	#                                                                   'create_noise',
	#                                                                   volume=12,
	#                                                                   text='Ow!',
	#                                                                   owner_can_hear=True,
	#                                                                   show_on_sight=True,
	#                                                                   callback=lambda t, x, y: entities.trigger_event(t,
	#                                                                                                            'update_target_memory',
	#                                                                                                            target_id=_entity['_id'],
	#                                                                                                            key='last_seen_at',
	#                                                                                                            value=[x, y])))
	#entities.register_event(_entity, 'position_changed', lambda e, **kwargs: ai_visuals.add_to_moved_life(e))
	entities.register_event(_entity, 'push', lambda e, **kwargs: movement.sub_move_cost(e))
	                        
	entities.trigger_event(_entity, 'set_position', x=x, y=y)
	entities.trigger_event(_entity, 'create_holder', name='weapon', max_weight=10)
	entities.trigger_event(_entity, 'create_holder', name='backpack', max_weight=10)
	
	_get_and_hold_item(_entity, items.leather_backpack(20, 20)['_id'])

	return _entity
Example #13
0
def _create_robot(x, y, health, speed, name, vision=30, faction='Rogues', is_player=False, has_ai=True, fore_color=(200, 200, 200)):
	_entity = entities.create_entity(group='life')
	
	entities.create_event(_entity, 'get_and_store_item')
	entities.create_event(_entity, 'get_and_hold_item')
	entities.create_event(_entity, 'reload')
	entities.create_event(_entity, 'shoot')
	entities.create_event(_entity, 'damage')
	entities.create_event(_entity, 'did_damage')
	entities.create_event(_entity, 'receive_memory')
	entities.create_event(_entity, 'handle_corpse')
	entities.create_event(_entity, 'finish_turn')

	tile.register(_entity, surface='life', char='@', fore_color=fore_color)
	movement.register(_entity, collisions=True)
	timers.register(_entity)
	stats.register(_entity, health, speed, vision, name=name, kind='human')
	nodes.register(_entity)
	items.register(_entity)
	flags.register(_entity)
	noise.register(_entity)
	missions.register(_entity)
	skeleton.register(_entity)

	if has_ai:
		ai.register_robot(_entity)
	
	ai_factions.register(_entity, faction)
	
	_entity['ai']['is_player'] = is_player
	_entity['ai']['is_npc'] = not is_player
	
	if is_player:
		entities.register_event(_entity,
		                        'did_damage',
		                        lambda e, target_id, damage: effects.printer(entities.get_entity(target_id)['tile']['x'],
		                                            entities.get_entity(target_id)['tile']['y']-1,
		                                            '%s' % damage,
		                                            fore_color=(200, 0, 0),
		                                            speed_mod=0.3,
		                                            show_mod=1.0,
		                                            moving=True,
		                                            center=True))
		entities.register_event(_entity,
		                        'log_kill',
		                        lambda e, target_id: effects.printer(entities.get_entity(target_id)['tile']['x'],
		                                            entities.get_entity(target_id)['tile']['y']-1,
		                                            'KILL',
		                                            fore_color=(255, 0, 0),
		                                            speed_mod=0.3,
		                                            show_mod=1.0,
		                                            moving=True,
		                                            center=True))

	entities.register_event(_entity, 'delete', _handle_robot_death)
	entities.register_event(_entity, 'finish_turn', finish_turn)
	entities.register_event(_entity, 'post_tick', ai_visuals.cleanup)
	entities.register_event(_entity, 'get_and_store_item', get_and_store_item)
	entities.register_event(_entity, 'get_and_hold_item', get_and_hold_item)
	entities.register_event(_entity, 'reload', reload_weapon)
	entities.register_event(_entity, 'shoot', shoot_weapon)
	entities.register_event(_entity, 'heard_noise', handle_heard_noise)
	entities.register_event(_entity, 'position_changed',
	                        lambda e, **kwargs: entities.trigger_event(e,
	                                                                   'create_noise',
	                                                                   volume=25,
	                                                                   text='?',
	                                                                   callback=lambda t, x, y: entities.trigger_event(t,
	                                                                                                            'update_target_memory',
	                                                                                                            target_id=_entity['_id'],
	                                                                                                            key='last_seen_at',
	                                                                                                            value=[x, y])))
	entities.register_event(_entity, 'push', lambda e, **kwargs: movement.sub_move_cost(e))
	                        
	entities.trigger_event(_entity, 'set_position', x=x, y=y)
	entities.trigger_event(_entity, 'create_holder', name='weapon', max_weight=10)
	entities.trigger_event(_entity, 'create_holder', name='backpack', max_weight=10)
	
	_get_and_hold_item(_entity, items.leather_backpack(20, 20)['_id'])

	return _entity
Example #14
0
def _create_animal(x,
                   y,
                   health,
                   speed,
                   name,
                   vision=65,
                   faction='Mutants',
                   has_ai=False,
                   char='m',
                   fore_color=(255, 255, 255)):
    _entity = entities.create_entity(group='life')

    entities.create_event(_entity, 'damage')
    entities.create_event(_entity, 'did_damage')
    entities.create_event(_entity, 'receive_memory')
    entities.create_event(_entity, 'handle_corpse')
    entities.create_event(_entity, 'finish_turn')

    tile.register(_entity, surface='life', char=char, fore_color=fore_color)
    movement.register(_entity, collisions=True)
    timers.register(_entity)
    stats.register(_entity, health, speed, vision, name=name, kind='animal')
    nodes.register(_entity)
    items.register(_entity)
    flags.register(_entity)
    noise.register(_entity)
    skeleton.register(_entity)
    ai_factions.register(_entity, faction)

    if has_ai:
        ai.register_animal(_entity)

    _entity['ai']['is_npc'] = True

    entities.register_event(_entity, 'finish_turn', finish_turn)
    entities.create_event(_entity, 'get_and_store_item')
    entities.create_event(_entity, 'get_and_hold_item')
    entities.create_event(_entity, 'reload')
    entities.create_event(_entity, 'shoot')
    entities.create_event(_entity, 'damage')
    entities.register_event(_entity, 'post_tick', ai_visuals.cleanup)
    entities.register_event(_entity, 'get_and_store_item', get_and_store_item)
    entities.register_event(_entity, 'get_and_hold_item', get_and_hold_item)
    entities.register_event(_entity, 'reload', reload_weapon)
    entities.register_event(_entity, 'shoot', shoot_weapon)
    entities.register_event(_entity, 'heard_noise', handle_heard_noise)
    entities.register_event(
        _entity, 'position_changed', lambda e, **kwargs: entities.
        trigger_event(e,
                      'create_noise',
                      volume=25,
                      text='?',
                      owner_can_hear=False,
                      callback=lambda t, x, y: entities.trigger_event(
                          t,
                          'update_target_memory',
                          target_id=_entity['_id'],
                          key='last_seen_at',
                          value=[x, y])))
    #entities.register_event(_entity, 'position_changed', lambda e, **kwargs: ai_visuals.add_to_moved_life(e))
    entities.register_event(_entity, 'push',
                            lambda e, **kwargs: movement.sub_move_cost(e))

    entities.trigger_event(_entity, 'set_position', x=x, y=y)
    entities.trigger_event(_entity,
                           'create_holder',
                           name='weapon',
                           max_weight=10)
    entities.trigger_event(_entity,
                           'create_holder',
                           name='backpack',
                           max_weight=10)

    return _entity
Example #15
0
def _create_node(entity,
                 x,
                 y,
                 draw_path=False,
                 passive=True,
                 action_time=0,
                 name='Node',
                 callback_on_touch=True):
    global LAST_CLICKED_POS

    _path_index = -1

    if LAST_CLICKED_POS:
        _node_positions = [(p['node']['x'], p['node']['y'])
                           for p in entity['node_grid']['nodes'].values()
                           if not p['node']['name'] == chr(31)]

        for node_id in entity['node_grid']['path'][:]:
            _last_node = entity['node_grid']['nodes'][node_id]

            if LAST_CLICKED_POS in _last_node['node']['path']:
                _move_cost = 0

                for pos in _last_node['node']['path'][
                        _last_node['node']['path'].index(LAST_CLICKED_POS):]:
                    _move_cost += movement.get_move_cost(entity)

                    if _move_cost < action_time and pos in _node_positions:
                        return

                _path_index = entity['node_grid']['path'].index(node_id)
                entity['node_grid']['nodes'][entity['node_grid']['path'][
                    _path_index]]['node']['action_time'] = action_time

                break

        LAST_CLICKED_POS = None

    _node = entities.create_entity(group='nodes')
    _node['x'] = x
    _node['y'] = y
    _node['name'] = name
    _node['draw_path'] = draw_path
    _node['path'] = []
    _node['owner_id'] = entity['_id']
    _node['action_time'] = action_time
    _node['busy_pos'] = []

    tile.register(_node, surface='nodes')
    entities.trigger_event(_node, 'set_position', x=x, y=y)

    if _path_index == -1:
        _path_index = len(entity['node_grid']['path'])

    entity['node_grid']['nodes'][_node['_id']] = {
        'node': _node,
        'passive': passive,
        'callback': None,
        'call_on_touch': callback_on_touch
    }
    entity['node_grid']['path'].insert(_path_index, _node['_id'])

    return _node
Example #16
0
def _create_human(x,
                  y,
                  health,
                  speed,
                  name,
                  vision=50,
                  faction='Rogues',
                  is_player=False,
                  has_ai=False,
                  fore_color=(255, 255, 255)):
    _entity = entities.create_entity(group='life')

    entities.create_event(_entity, 'get_and_store_item')
    entities.create_event(_entity, 'get_and_hold_item')
    entities.create_event(_entity, 'reload')
    entities.create_event(_entity, 'shoot')
    entities.create_event(_entity, 'damage')
    entities.create_event(_entity, 'did_damage')
    entities.create_event(_entity, 'receive_memory')
    entities.create_event(_entity, 'handle_corpse')
    entities.create_event(_entity, 'finish_turn')

    tile.register(_entity, surface='life', char='@', fore_color=fore_color)
    movement.register(_entity, collisions=True)
    timers.register(_entity)
    stats.register(_entity, health, speed, vision, name=name, kind='human')
    nodes.register(_entity)
    items.register(_entity)
    flags.register(_entity)
    noise.register(_entity)
    missions.register(_entity)
    skeleton.register(_entity)
    skeleton.create_motion(_entity, 'stand')
    skeleton.create_motion(_entity, 'crouch', stat_mod={'mobility': 1.55})
    skeleton.create_motion(_entity, 'crawl', stat_mod={'mobility': 2.3})
    skeleton.create_limb(_entity,
                         'head', [],
                         True,
                         0.1,
                         stat_mod={'vision': .75})
    skeleton.create_limb(_entity,
                         'chest', ['head'],
                         True,
                         0.88,
                         stat_mod={'mobility': .1})
    skeleton.create_limb(_entity,
                         'torso', ['chest'],
                         True,
                         0.75,
                         stat_mod={'mobility': .6})
    skeleton.create_limb(_entity,
                         'left arm', ['chest'],
                         False,
                         0.3,
                         can_sever=True,
                         stat_mod={'accuracy': .22})
    skeleton.create_limb(_entity,
                         'right arm', ['chest'],
                         False,
                         0.3,
                         can_sever=True,
                         stat_mod={'accuracy': .22})
    skeleton.create_limb(_entity,
                         'left leg', ['torso'],
                         False,
                         0.45,
                         can_sever=True,
                         stat_mod={'mobility': .4})
    skeleton.create_limb(_entity,
                         'right leg', ['torso'],
                         False,
                         0.45,
                         can_sever=True,
                         stat_mod={'mobility': .4})

    if has_ai:
        ai.register_human(_entity)

    ai_factions.register(_entity, faction)

    _entity['ai']['is_player'] = is_player
    _entity['ai']['is_npc'] = not is_player

    if faction == 'Rogues':
        entities.register_event(
            _entity, 'did_damage', lambda e, target_id, damage: effects.
            printer(entities.get_entity(target_id)['tile']['x'],
                    entities.get_entity(target_id)['tile']['y'] - 1,
                    '%s' % damage,
                    fore_color=(200, 0, 0),
                    speed_mod=0.3,
                    show_mod=1.0,
                    moving=True,
                    center=True))
        entities.register_event(
            _entity, 'log_kill', lambda e, target_id: effects.printer(
                entities.get_entity(target_id)['tile']['x'],
                entities.get_entity(target_id)['tile']['y'] - 1,
                'KILL',
                fore_color=(255, 0, 0),
                speed_mod=0.3,
                show_mod=1.0,
                moving=True,
                center=True))

    entities.register_event(_entity, 'finish_turn', finish_turn)
    entities.register_event(_entity, 'post_tick', ai_visuals.cleanup)
    entities.register_event(_entity, 'get_and_store_item', get_and_store_item)
    entities.register_event(_entity, 'get_and_hold_item', get_and_hold_item)
    entities.register_event(_entity, 'reload', reload_weapon)
    entities.register_event(_entity, 'shoot', shoot_weapon)
    entities.register_event(_entity, 'heard_noise', handle_heard_noise)
    entities.register_event(
        _entity, 'position_changed', lambda e, **kwargs: entities.
        trigger_event(e,
                      'create_noise',
                      volume=25,
                      text='?',
                      callback=lambda t, x, y: entities.trigger_event(
                          t,
                          'update_target_memory',
                          target_id=_entity['_id'],
                          key='last_seen_at',
                          value=[x, y])))
    #entities.register_event(_entity, 'damage',
    #                        lambda e, **kwargs: entities.trigger_event(e,
    #                                                                   'create_noise',
    #                                                                   volume=12,
    #                                                                   text='Ow!',
    #                                                                   owner_can_hear=True,
    #                                                                   show_on_sight=True,
    #                                                                   callback=lambda t, x, y: entities.trigger_event(t,
    #                                                                                                            'update_target_memory',
    #                                                                                                            target_id=_entity['_id'],
    #                                                                                                            key='last_seen_at',
    #                                                                                                            value=[x, y])))
    #entities.register_event(_entity, 'position_changed', lambda e, **kwargs: ai_visuals.add_to_moved_life(e))
    entities.register_event(_entity, 'push',
                            lambda e, **kwargs: movement.sub_move_cost(e))

    entities.trigger_event(_entity, 'set_position', x=x, y=y)
    entities.trigger_event(_entity,
                           'create_holder',
                           name='weapon',
                           max_weight=10)
    entities.trigger_event(_entity,
                           'create_holder',
                           name='backpack',
                           max_weight=10)

    _get_and_hold_item(_entity, items.leather_backpack(20, 20)['_id'])

    return _entity
Example #17
0
def _create_robot(x,
                  y,
                  health,
                  speed,
                  name,
                  vision=30,
                  faction='Rogues',
                  is_player=False,
                  has_ai=True,
                  fore_color=(200, 200, 200)):
    _entity = entities.create_entity(group='life')

    entities.create_event(_entity, 'get_and_store_item')
    entities.create_event(_entity, 'get_and_hold_item')
    entities.create_event(_entity, 'reload')
    entities.create_event(_entity, 'shoot')
    entities.create_event(_entity, 'damage')
    entities.create_event(_entity, 'did_damage')
    entities.create_event(_entity, 'receive_memory')
    entities.create_event(_entity, 'handle_corpse')
    entities.create_event(_entity, 'finish_turn')

    tile.register(_entity, surface='life', char='@', fore_color=fore_color)
    movement.register(_entity, collisions=True)
    timers.register(_entity)
    stats.register(_entity, health, speed, vision, name=name, kind='human')
    nodes.register(_entity)
    items.register(_entity)
    flags.register(_entity)
    noise.register(_entity)
    missions.register(_entity)
    skeleton.register(_entity)

    if has_ai:
        ai.register_robot(_entity)

    ai_factions.register(_entity, faction)

    _entity['ai']['is_player'] = is_player
    _entity['ai']['is_npc'] = not is_player

    if is_player:
        entities.register_event(
            _entity, 'did_damage', lambda e, target_id, damage: effects.
            printer(entities.get_entity(target_id)['tile']['x'],
                    entities.get_entity(target_id)['tile']['y'] - 1,
                    '%s' % damage,
                    fore_color=(200, 0, 0),
                    speed_mod=0.3,
                    show_mod=1.0,
                    moving=True,
                    center=True))
        entities.register_event(
            _entity, 'log_kill', lambda e, target_id: effects.printer(
                entities.get_entity(target_id)['tile']['x'],
                entities.get_entity(target_id)['tile']['y'] - 1,
                'KILL',
                fore_color=(255, 0, 0),
                speed_mod=0.3,
                show_mod=1.0,
                moving=True,
                center=True))

    entities.register_event(_entity, 'delete', _handle_robot_death)
    entities.register_event(_entity, 'finish_turn', finish_turn)
    entities.register_event(_entity, 'post_tick', ai_visuals.cleanup)
    entities.register_event(_entity, 'get_and_store_item', get_and_store_item)
    entities.register_event(_entity, 'get_and_hold_item', get_and_hold_item)
    entities.register_event(_entity, 'reload', reload_weapon)
    entities.register_event(_entity, 'shoot', shoot_weapon)
    entities.register_event(_entity, 'heard_noise', handle_heard_noise)
    entities.register_event(
        _entity, 'position_changed', lambda e, **kwargs: entities.
        trigger_event(e,
                      'create_noise',
                      volume=25,
                      text='?',
                      callback=lambda t, x, y: entities.trigger_event(
                          t,
                          'update_target_memory',
                          target_id=_entity['_id'],
                          key='last_seen_at',
                          value=[x, y])))
    entities.register_event(_entity, 'push',
                            lambda e, **kwargs: movement.sub_move_cost(e))

    entities.trigger_event(_entity, 'set_position', x=x, y=y)
    entities.trigger_event(_entity,
                           'create_holder',
                           name='weapon',
                           max_weight=10)
    entities.trigger_event(_entity,
                           'create_holder',
                           name='backpack',
                           max_weight=10)

    _get_and_hold_item(_entity, items.leather_backpack(20, 20)['_id'])

    return _entity