def manage_hands(life): for item in [lfe.get_inventory_item(life, item) for item in lfe.get_held_items(life)]: judgement.judge_item(life, item["uid"]) _known_item = brain.get_remembered_item(life, item["uid"]) if _known_item["score"]: # judgement.get_score_of_highest_scoring_item(life): continue _equip_action = {"action": "equipitem", "item": item["uid"]} if len(lfe.find_action(life, matches=[_equip_action])): return True if lfe.can_wear_item(life, item["uid"]): lfe.add_action(life, _equip_action, 401, delay=lfe.get_item_access_time(life, item["uid"])) return True _storage = lfe.can_put_item_in_storage(life, item["uid"]) if not "CAN_WEAR" in item["flags"] and _storage: _store_action = {"action": "storeitem", "item": item["uid"], "container": _storage} if len(lfe.find_action(life, matches=[_store_action])): continue lfe.add_action(life, _store_action, 401, delay=lfe.get_item_access_time(life, item["uid"])) return True return False
def manage_inventory(life): if manage_hands(life): return False for weapon_uid in combat.get_equipped_weapons(life): if not combat.weapon_is_working(life, weapon_uid): if combat.weapon_is_in_preferred_working_condition(life, weapon_uid): if not len(lfe.find_action(life,matches=[{'action': 'refillammo'}])): combat.reload_weapon(life, weapon_uid) return True _item_to_wear = {'score': 0, 'item_uid': None} _item_to_equip = {'score': 0, 'item_uid': None} for item in [lfe.get_inventory_item(life, item) for item in lfe.get_all_unequipped_items(life)]: judgement.judge_item(life, item['uid']) _known_item = brain.get_remembered_item(life, item['uid']) if _known_item['score']: if lfe.can_wear_item(life, item['uid']): if _known_item['score'] > _item_to_wear['score']: _item_to_wear['score'] = _known_item['score'] _item_to_wear['item_uid'] = item['uid'] else: if rawparse.raw_has_section(life, 'items') and rawparse.raw_section_has_identifier(life, 'items', item['type']): _action = lfe.execute_raw(life, 'items', item['type']) if item['type'] == 'gun' and lfe.get_all_equipped_items(life, matches=[{'type': 'gun'}]): continue if _action == 'equip': if _known_item['score'] > _item_to_equip['score']: _item_to_equip['score'] = _known_item['score'] _item_to_equip['item_uid'] = item['uid'] _item = None if _item_to_wear['score'] > _item_to_equip['score']: _item = _item_to_wear['item_uid'] elif _item_to_equip['item_uid']: _item = _item_to_equip['item_uid'] if _item: _equip_action = {'action': 'equipitem', 'item': _item} if len(lfe.find_action(life, matches=[_equip_action])): return False lfe.add_action(life, _equip_action, 401, delay=lfe.get_item_access_time(life, _item)) return False return True
def manage_inventory(life): if manage_hands(life): return False for weapon_uid in combat.get_equipped_weapons(life): if not combat.weapon_is_working(life, weapon_uid): if combat.weapon_is_in_preferred_working_condition(life, weapon_uid): combat.reload_weapon(life, weapon_uid) return True _item_to_wear = {"score": 0, "item_uid": None} _item_to_equip = {"score": 0, "item_uid": None} for item in [lfe.get_inventory_item(life, item) for item in lfe.get_all_unequipped_items(life)]: judgement.judge_item(life, item["uid"]) _known_item = brain.get_remembered_item(life, item["uid"]) if _known_item["score"]: if lfe.can_wear_item(life, item["uid"]): if _known_item["score"] > _item_to_wear["score"]: _item_to_wear["score"] = _known_item["score"] _item_to_wear["item_uid"] = item["uid"] else: if rawparse.raw_has_section(life, "items") and rawparse.raw_section_has_identifier( life, "items", item["type"] ): _action = lfe.execute_raw(life, "items", item["type"]) if _action == "equip": if _known_item["score"] > _item_to_equip["score"]: _item_to_equip["score"] = _known_item["score"] _item_to_equip["item_uid"] = item["uid"] _item = None if _item_to_wear["score"] > _item_to_equip["score"]: _item = _item_to_wear["item_uid"] elif _item_to_equip["item_uid"]: _item = _item_to_equip["item_uid"] if _item: _equip_action = {"action": "equipitem", "item": _item} if len(lfe.find_action(life, matches=[_equip_action])): return False lfe.add_action(life, _equip_action, 401, delay=lfe.get_item_access_time(life, _item)) return True return False
def manage_hands(life): for item in [ lfe.get_inventory_item(life, item) for item in lfe.get_held_items(life) ]: judgement.judge_item(life, item['uid']) _known_item = brain.get_remembered_item(life, item['uid']) for weapon in combat.get_equipped_weapons(life): if item['type'] == ITEMS[weapon]['feed'] and len( item['rounds']) >= 5: combat.load_feed(life, weapon, item['uid']) return True if _known_item[ 'score']: #judgement.get_score_of_highest_scoring_item(life): continue _equip_action = {'action': 'equipitem', 'item': item['uid']} if len(lfe.find_action(life, matches=[_equip_action])): return True if lfe.can_wear_item(life, item['uid']): lfe.add_action(life, _equip_action, 401, delay=lfe.get_item_access_time(life, item['uid'])) return True _storage = lfe.can_put_item_in_storage(life, item['uid']) if not 'CAN_WEAR' in item['flags'] and _storage: _store_action = { 'action': 'storeitem', 'item': item['uid'], 'container': _storage } if len(lfe.find_action(life, matches=[_store_action])): continue lfe.add_action(life, _store_action, 401, delay=lfe.get_item_access_time(life, item['uid'])) return True return False
def manage_hands(life): for item in [lfe.get_inventory_item(life, item) for item in lfe.get_held_items(life)]: judgement.judge_item(life, item['uid']) _known_item = brain.get_remembered_item(life, item['uid']) for weapon in combat.get_equipped_weapons(life): if item['type'] == ITEMS[weapon]['feed'] and len(item['rounds'])>=5: combat.load_feed(life, weapon, item['uid']) return True if _known_item['score']:#judgement.get_score_of_highest_scoring_item(life): continue _equip_action = {'action': 'equipitem', 'item': item['uid']} if len(lfe.find_action(life, matches=[_equip_action])): return True if lfe.can_wear_item(life, item['uid']): lfe.add_action(life, _equip_action, 401, delay=lfe.get_item_access_time(life, item['uid'])) return True _storage = lfe.can_put_item_in_storage(life, item['uid']) if not 'CAN_WEAR' in item['flags'] and _storage: _store_action = {'action': 'storeitem', 'item': item['uid'], 'container': _storage} if len(lfe.find_action(life, matches=[_store_action])): continue lfe.add_action(life,_store_action, 401, delay=lfe.get_item_access_time(life, item['uid'])) return True return False
def remember_item(life, item): #logging.debug('%s learned about %s (%s)' % (' '.join(life['name']), item['name'], item['uid'])) #TODO: Doing too much here. Try to get rid of this check. if not item['uid'] in life['know_items']: life['know_items'][item['uid']] = {'item': item['uid'], 'score': judgement.judge_item(life, item['uid']), 'last_seen_at': item['pos'][:], 'last_seen_time': 0, 'last_owned_by': item['owner'], 'shared_with': [], 'lost': False, 'flags': {}} if item['type'] in life['known_items_type_cache']: life['known_items_type_cache'][item['type']].append(item['uid']) else: life['known_items_type_cache'][item['type']] = [item['uid']] return True return True
def remember_item(life, item): #logging.debug('%s learned about %s (%s)' % (' '.join(life['name']), item['name'], item['uid'])) #TODO: Doing too much here. Try to get rid of this check. if not item['uid'] in life['know_items']: life['know_items'][item['uid']] = { 'item': item['uid'], 'score': judgement.judge_item(life, item['uid'], initial=True), 'last_seen_at': item['pos'][:], 'last_seen_time': 0, 'last_owned_by': item['owner'], 'shared_with': [], 'lost': False, 'flags': {} } if item['type'] in life['known_items_type_cache']: life['known_items_type_cache'][item['type']].append(item['uid']) else: life['known_items_type_cache'][item['type']] = [item['uid']] return True return True
def look(life): if not 'CAN_SEE' in life['life_flags']: return False for target_id in life['know']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] += 1 life['know'][target_id]['time_visible'] = 0 else: life['know'][target_id]['time_visible'] += 1 if 'player' in life: if life['path'] or not brain.get_flag(life, 'visible_chunks'): if SETTINGS['smp']: _visible_chunks = post_scan_surroundings(life) else: _visible_chunks = scan_surroundings(life, judge=False, get_chunks=True, ignore_chunks=0) _chunks = [maps.get_chunk(c) for c in _visible_chunks] brain.flag(life, 'visible_chunks', value=_visible_chunks) elif 'player' in life: _visible_chunks = brain.get_flag(life, 'visible_chunks') _chunks = [maps.get_chunk(c) for c in _visible_chunks] else: #This is for optimizing. Be careful if you mess with this... _nearby_alife = {} for alife in LIFE.values(): if alife['id'] == life['id']: continue if bad_numbers.distance( life['pos'], alife['pos']) <= get_vision(life) and can_see_position( life, alife['pos']): _nearby_alife[alife['id']] = { 'pos': alife['pos'][:], 'stance': alife['stance'] } _last_nearby_alife = brain.get_flag(life, '_nearby_alife') if not _last_nearby_alife == _nearby_alife: brain.flag(life, '_nearby_alife', value=_nearby_alife) else: for target_id in life['seen']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] = 0 return False _chunks = [ maps.get_chunk(c) for c in brain.get_flag(life, 'visible_chunks') ] life['seen'] = [] life['seen_items'] = [] for item_uid in life['know_items']: life['know_items'][item_uid]['last_seen_time'] += 1 for target_id in life['know']: life['know'][target_id]['last_seen_time'] += 1 if life['know'][target_id]['last_seen_time'] >= 10 and not life[ 'know'][target_id]['escaped']: life['know'][target_id]['escaped'] = 1 if not 'player' in life: quick_look(life) return False for chunk in _chunks: judgement.judge_chunk_visually( life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) judgement.judge_chunk_life( life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) for ai in [LIFE[i] for i in chunk['life']]: if ai['id'] == life['id']: continue if not is_in_fov(life, ai['pos']): if ai['id'] in life['know']: life['know'][ai['id']]['time_visible'] = 0 continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1 - _stealth_coverage: continue life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ ai['id']]['dead'] and life['know'][ ai['id']]['last_seen_time'] > 25: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None core.record_loss(1) life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) for item in [ITEMS[i] for i in chunk['items'] if i in ITEMS]: if not is_in_fov(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): #TODO: This doesn't work because we are specifically checking chunks if item['owner'] and lfe.item_is_equipped( LIFE[item['owner']], item['uid']): life['know_items'][item['uid']]['last_seen_at'] = LIFE[ item['owner']]['pos'] life['know_items'][ item['uid']]['last_owned_by'] = item['owner'] life['know_items'][item['uid']]['last_seen_time'] = 0 continue life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item( life, item['uid']) life['know_items'][item['uid']]['lost'] = False
def quick_look(life): _life = [] _items = [] _current_chunk = lfe.get_current_chunk_id(life) _current_chunk_pos = chunks.get_chunk(_current_chunk)['pos'] _x_chunk_min = bad_numbers.clip( _current_chunk_pos[0] - ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[0] - WORLD_INFO['chunk_size']) _y_chunk_min = bad_numbers.clip( _current_chunk_pos[1] - ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[1] - WORLD_INFO['chunk_size']) _x_chunk_max = bad_numbers.clip( _current_chunk_pos[0] + ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[0] - WORLD_INFO['chunk_size']) _y_chunk_max = bad_numbers.clip( _current_chunk_pos[1] + ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[1] - WORLD_INFO['chunk_size']) _has_ready_weapon = combat.has_ready_weapon(life) for y in range(_y_chunk_min, _y_chunk_max, WORLD_INFO['chunk_size']): for x in range(_x_chunk_min, _x_chunk_max, WORLD_INFO['chunk_size']): _chunk_key = '%s,%s' % (x, y) _chunk = chunks.get_chunk(_chunk_key) for life_id in _chunk['life']: ai = LIFE[life_id] if ai['dead']: continue if life_id == life['id']: continue if not can_see_position(life, LIFE[life_id]['pos']): continue _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1 - _stealth_coverage: continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) _life.append(life_id) for item_uid in _chunk['items']: if not item_uid in ITEMS: continue item = ITEMS[item_uid] if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): continue # #TODO: This doesn't work because we are specifically checking chunks # if item['owner'] and lfe.item_is_equipped(LIFE[item['owner']], item['uid']): # life['know_items'][item['uid']]['last_seen_at'] = LIFE[item['owner']]['pos'] # life['know_items'][item['uid']]['last_owned_by'] = item['owner'] # life['know_items'][item['uid']]['last_seen_time'] = 0 # # continue if not can_see_position(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) life['seen_items'].append(item['uid']) life['know_items'][ item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][ item['uid']]['score'] = judgement.judge_item( life, item['uid']) life['know_items'][item['uid']]['lost'] = False _items.append(item_uid)
def manage_inventory(life): if manage_hands(life): return False for weapon_uid in combat.get_equipped_weapons(life): if not combat.weapon_is_working(life, weapon_uid): if combat.weapon_is_in_preferred_working_condition( life, weapon_uid): if not len( lfe.find_action(life, matches=[{ 'action': 'refillammo' }])): combat.reload_weapon(life, weapon_uid) return True _item_to_wear = {'score': 0, 'item_uid': None} _item_to_equip = {'score': 0, 'item_uid': None} for item in [ lfe.get_inventory_item(life, item) for item in lfe.get_all_unequipped_items(life) ]: judgement.judge_item(life, item['uid']) _known_item = brain.get_remembered_item(life, item['uid']) if _known_item['score']: if lfe.can_wear_item(life, item['uid']): if _known_item['score'] > _item_to_wear['score']: _item_to_wear['score'] = _known_item['score'] _item_to_wear['item_uid'] = item['uid'] else: if rawparse.raw_has_section( life, 'items') and rawparse.raw_section_has_identifier( life, 'items', item['type']): _action = lfe.execute_raw(life, 'items', item['type']) if item['type'] == 'gun' and lfe.get_all_equipped_items( life, matches=[{ 'type': 'gun' }]): continue if _action == 'equip': if _known_item['score'] > _item_to_equip['score']: _item_to_equip['score'] = _known_item['score'] _item_to_equip['item_uid'] = item['uid'] _item = None if _item_to_wear['score'] > _item_to_equip['score']: _item = _item_to_wear['item_uid'] elif _item_to_equip['item_uid']: _item = _item_to_equip['item_uid'] if _item: _equip_action = {'action': 'equipitem', 'item': _item} if len(lfe.find_action(life, matches=[_equip_action])): return False lfe.add_action(life, _equip_action, 401, delay=lfe.get_item_access_time(life, _item)) return False return True
def look(life): if not 'CAN_SEE' in life['life_flags']: return False for target_id in life['know']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] += 1 life['know'][target_id]['time_visible'] = 0 else: life['know'][target_id]['time_visible'] += 1 if 'player' in life: if life['path'] or not brain.get_flag(life, 'visible_chunks'): if SETTINGS['smp']: _visible_chunks = post_scan_surroundings(life) else: _visible_chunks = scan_surroundings(life, judge=False, get_chunks=True, ignore_chunks=0) _chunks = [maps.get_chunk(c) for c in _visible_chunks] brain.flag(life, 'visible_chunks', value=_visible_chunks) elif 'player' in life: _visible_chunks = brain.get_flag(life, 'visible_chunks') _chunks = [maps.get_chunk(c) for c in _visible_chunks] else: #This is for optimizing. Be careful if you mess with this... _nearby_alife = {} for alife in LIFE.values(): if alife['id'] == life['id']: continue if bad_numbers.distance(life['pos'], alife['pos'])<=get_vision(life) and can_see_position(life, alife['pos']): _nearby_alife[alife['id']] = {'pos': alife['pos'][:], 'stance': alife['stance']} _last_nearby_alife = brain.get_flag(life, '_nearby_alife') if not _last_nearby_alife == _nearby_alife: brain.flag(life, '_nearby_alife', value=_nearby_alife) else: for target_id in life['seen']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] = 0 return False _chunks = [maps.get_chunk(c) for c in brain.get_flag(life, 'visible_chunks')] life['seen'] = [] life['seen_items'] = [] for item_uid in life['know_items']: life['know_items'][item_uid]['last_seen_time'] += 1 for target_id in life['know']: life['know'][target_id]['last_seen_time'] += 1 if life['know'][target_id]['last_seen_time']>=10 and not life['know'][target_id]['escaped']: life['know'][target_id]['escaped'] = 1 if not 'player' in life: quick_look(life) return False for chunk in _chunks: judgement.judge_chunk_visually(life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) judgement.judge_chunk_life(life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) for ai in [LIFE[i] for i in chunk['life']]: if ai['id'] == life['id']: continue if not is_in_fov(life, ai['pos']): if ai['id'] in life['know']: life['know'][ai['id']]['time_visible'] = 0 continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1-_stealth_coverage: continue life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ai['id']]['dead'] and life['know'][ai['id']]['last_seen_time']>25: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None core.record_loss(1) life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) for item in [ITEMS[i] for i in chunk['items'] if i in ITEMS]: if not is_in_fov(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): #TODO: This doesn't work because we are specifically checking chunks if item['owner'] and lfe.item_is_equipped(LIFE[item['owner']], item['uid']): life['know_items'][item['uid']]['last_seen_at'] = LIFE[item['owner']]['pos'] life['know_items'][item['uid']]['last_owned_by'] = item['owner'] life['know_items'][item['uid']]['last_seen_time'] = 0 continue life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item(life, item['uid']) life['know_items'][item['uid']]['lost'] = False
def quick_look(life): _life = [] _items = [] _current_chunk = lfe.get_current_chunk_id(life) _current_chunk_pos = chunks.get_chunk(_current_chunk)['pos'] _x_chunk_min = bad_numbers.clip(_current_chunk_pos[0]-((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[0]-WORLD_INFO['chunk_size']) _y_chunk_min = bad_numbers.clip(_current_chunk_pos[1]-((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[1]-WORLD_INFO['chunk_size']) _x_chunk_max = bad_numbers.clip(_current_chunk_pos[0]+((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[0]-WORLD_INFO['chunk_size']) _y_chunk_max = bad_numbers.clip(_current_chunk_pos[1]+((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[1]-WORLD_INFO['chunk_size']) _has_ready_weapon = combat.has_ready_weapon(life) for y in range(_y_chunk_min, _y_chunk_max, WORLD_INFO['chunk_size']): for x in range(_x_chunk_min, _x_chunk_max, WORLD_INFO['chunk_size']): _chunk_key = '%s,%s' % (x, y) _chunk = chunks.get_chunk(_chunk_key) for life_id in _chunk['life']: ai = LIFE[life_id] if ai['dead']: continue if life_id == life['id']: continue if not can_see_position(life, LIFE[life_id]['pos']): continue _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1-_stealth_coverage: continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) _life.append(life_id) for item_uid in _chunk['items']: if not item_uid in ITEMS: continue item = ITEMS[item_uid] if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): continue # #TODO: This doesn't work because we are specifically checking chunks # if item['owner'] and lfe.item_is_equipped(LIFE[item['owner']], item['uid']): # life['know_items'][item['uid']]['last_seen_at'] = LIFE[item['owner']]['pos'] # life['know_items'][item['uid']]['last_owned_by'] = item['owner'] # life['know_items'][item['uid']]['last_seen_time'] = 0 # # continue if not can_see_position(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item(life, item['uid']) life['know_items'][item['uid']]['lost'] = False _items.append(item_uid)