def get_combat_score(life, group_id, potential=False): _group = get_group(life, group_id) _score = 0 for member in [LIFE[l] for l in _group['members']]: if combat.get_best_weapon(member): if not potential and not combat.weapon_equipped_and_ready(member): continue _score += 1 return _score
def tick(life, alife_seen, alife_not_seen, targets_seen, targets_not_seen, source_map): _threat = judgement.get_nearest_threat(life) if not 'hiding' in life['state_flags']: movement.hide(life, _threat) life['state_flags']['hiding'] = True return True _weapon = combat.get_best_weapon(life) if _weapon: if not combat.weapon_equipped_and_ready(life): combat._equip_weapon(life, _weapon['weapon']['uid'], _weapon['feed']['uid'])