def make_target_surrender(entity): _last_seen_at = entity['ai']['life_memory'][ entity['ai']['nearest_target']]['last_seen_at'] movement.walk_to_position(entity, _last_seen_at[0], _last_seen_at[1], zones.get_active_astar_map(), zones.get_active_weight_map())
def create_walk_node(entity, x, y, clear=False): _walk_speed = chr(31) if clear: clear_path(entity) redraw_path(entity) _node = _create_node(entity, x, y, draw_path=True, passive=False, name=_walk_speed, callback_on_touch=False) entities.trigger_event(_node, 'set_char', char='O') entity['node_grid']['nodes'][ _node['_id']]['callback'] = lambda: entities.trigger_event( entity, 'move_to_position', x=_node['x'], y=_node['y'], astar_map=zones.get_active_astar_map(), weight_map=zones.get_active_weight_map())
def _search_for_target(entity, target_id): _nodes = flags.get_flag(entity, 'search_nodes') if not _nodes: flags.delete_flag(entity, 'search_nodes') entities.trigger_event(entity, 'target_search_failed', target_id=target_id) return _node_list = _nodes.keys() _node_list.sort() _node_x, _node_y = _nodes[_node_list[0]][0] _distance = numbers.distance(movement.get_position(entity), (_node_x, _node_y)) if _distance <= 15 and life.can_see_position(entity, (_node_x, _node_y)): _nodes[_node_list[0]].remove((_node_x, _node_y)) if not _nodes[_node_list[0]]: del _nodes[_node_list[0]] else: movement.walk_to_position(entity, _node_x, _node_y, zones.get_active_astar_map(), zones.get_active_weight_map())
def handle_raid(entity, camp_id): entity['movement']['override_speed'] = 2 #60 * 1 ai_factions.FACTIONS[entity['faction']]['money'] -= get_attack_cost( entity, camp_id) movement.walk_to_position(entity, camp_id[0], camp_id[1], zones.get_active_astar_map(), zones.get_active_weight_map())
def find_cover(entity): _squad = entities.get_entity(ai_factions.FACTIONS[entity['ai']['faction']]['squads'][entity['ai']['squad']]) _cover_position = ai_squad_director.get_cover_position(_squad, entity['_id']) if not _cover_position or not numbers.distance(movement.get_position(entity), _cover_position): entities.trigger_event(entity, 'finish_turn') return movement.walk_to_position(entity, _cover_position[0], _cover_position[1], zones.get_active_astar_map(), zones.get_active_weight_map())
def find_push_position(entity): _squad = entities.get_entity(ai_factions.FACTIONS[entity['ai']['faction']]['squads'][entity['ai']['squad']]) _x, _y = movement.get_position(entity) _push_position = ai_squad_director.get_push_position(_squad, entity['_id']) if not _push_position: return #if not numbers.distance((_x, _y), _push_position) and not entity['ai']['visible_targets']: # entity['ai']['meta']['has_lost_target'] = True movement.walk_to_position(entity, _push_position[0], _push_position[1], zones.get_active_astar_map(), zones.get_active_weight_map())
def find_cover(entity): _squad = entities.get_entity(ai_factions.FACTIONS[entity['ai']['faction']] ['squads'][entity['ai']['squad']]) _cover_position = ai_squad_director.get_cover_position( _squad, entity['_id']) if not _cover_position or not numbers.distance( movement.get_position(entity), _cover_position): entities.trigger_event(entity, 'finish_turn') return movement.walk_to_position(entity, _cover_position[0], _cover_position[1], zones.get_active_astar_map(), zones.get_active_weight_map())
def find_push_position(entity): _squad = entities.get_entity(ai_factions.FACTIONS[entity['ai']['faction']] ['squads'][entity['ai']['squad']]) _x, _y = movement.get_position(entity) _push_position = ai_squad_director.get_push_position(_squad, entity['_id']) if not _push_position: return #if not numbers.distance((_x, _y), _push_position) and not entity['ai']['visible_targets']: # entity['ai']['meta']['has_lost_target'] = True movement.walk_to_position(entity, _push_position[0], _push_position[1], zones.get_active_astar_map(), zones.get_active_weight_map())
def _get_item(entity, item_id, hold=False, weight=None): _item = entities.get_entity(item_id) _x, _y = movement.get_position(_item) _distance = numbers.distance(movement.get_position(entity), (_x, _y)) if weight: ai.set_meta_weight(entity, weight, 10*numbers.clip(_distance/30.0, 0, 1)) if _distance: movement.walk_to_position(entity, _x, _y, zones.get_active_astar_map(), zones.get_active_weight_map(), smp=True) else: if hold: life.get_and_hold_item(entity, item_id) else: life.get_and_store_item(entity, item_id)
def handle_movement_order(x, y): global WALK_PATH, WALK_DEST if not is_squad_member_selected() or (x, y) in zones.get_active_solids({}, ignore_calling_entity=True): return False _entity = get_selected_squad_member() movement.walk_to_position(_entity, x, y, zones.get_active_astar_map(), zones.get_active_weight_map()) WALK_PATH = _entity['movement']['path']['positions'] WALK_DEST = _entity['movement']['path']['destination'] settings.set_tick_mode('normal') return True
def find_melee_position(entity): _target = entity['ai']['nearest_target'] _x, _y = entity['ai']['life_memory'][_target]['last_seen_at'] _closest_pos = {'pos': None, 'distance': 0} _solids = zones.get_active_solids(entity, ignore_entities=[_target]) for x, y in [(_x-1, _y), (_x+1, _y), (_x, _y-1), (_x, _y+1), (_x-1, _y-1), (_x+1, _y-1), (_x-1, _y+1), (_x+1, _y+1)]: if (x, y) in _solids: continue _distance = numbers.distance(movement.get_position(entity), (x, y)) if not _closest_pos['pos'] or _distance < _closest_pos['distance']: _closest_pos['distance'] = _distance _closest_pos['pos'] = (x, y) movement.walk_to_position(entity, _closest_pos['pos'][0], _closest_pos['pos'][1], zones.get_active_astar_map(), zones.get_active_weight_map())
def handle_movement_order(x, y): global WALK_PATH, WALK_DEST if not is_squad_member_selected() or (x, y) in zones.get_active_solids( {}, ignore_calling_entity=True): return False _entity = get_selected_squad_member() movement.walk_to_position(_entity, x, y, zones.get_active_astar_map(), zones.get_active_weight_map()) WALK_PATH = _entity['movement']['path']['positions'] WALK_DEST = _entity['movement']['path']['destination'] settings.set_tick_mode('normal') return True
def handle_mouse_movement(x, y): global WALK_PATH, WALK_DEST if ui_menu.get_active_menu() or ui_menu.DELAY or not is_squad_member_selected(): return _x = x+camera.X _y = y+camera.Y if (_x, _y) in zones.get_active_solids({}, ignore_calling_entity=True, no_life=True): return _s_x, _s_y = movement.get_position(get_selected_squad_member()) if (_x, _y) == WALK_DEST or (_x, _y) == (_s_x, _s_y): return WALK_PATH = pathfinding.astar((_s_x, _s_y), (_x, _y), zones.get_active_astar_map(), zones.get_active_weight_map()) WALK_DEST = (_x, _y)
def find_melee_position(entity): _target = entity['ai']['nearest_target'] _x, _y = entity['ai']['life_memory'][_target]['last_seen_at'] _closest_pos = {'pos': None, 'distance': 0} _solids = zones.get_active_solids(entity, ignore_entities=[_target]) for x, y in [(_x - 1, _y), (_x + 1, _y), (_x, _y - 1), (_x, _y + 1), (_x - 1, _y - 1), (_x + 1, _y - 1), (_x - 1, _y + 1), (_x + 1, _y + 1)]: if (x, y) in _solids: continue _distance = numbers.distance(movement.get_position(entity), (x, y)) if not _closest_pos['pos'] or _distance < _closest_pos['distance']: _closest_pos['distance'] = _distance _closest_pos['pos'] = (x, y) movement.walk_to_position(entity, _closest_pos['pos'][0], _closest_pos['pos'][1], zones.get_active_astar_map(), zones.get_active_weight_map())
def _get_item(entity, item_id, hold=False, weight=None): _item = entities.get_entity(item_id) _x, _y = movement.get_position(_item) _distance = numbers.distance(movement.get_position(entity), (_x, _y)) if weight: ai.set_meta_weight(entity, weight, 10 * numbers.clip(_distance / 30.0, 0, 1)) if _distance: movement.walk_to_position(entity, _x, _y, zones.get_active_astar_map(), zones.get_active_weight_map(), smp=True) else: if hold: life.get_and_hold_item(entity, item_id) else: life.get_and_store_item(entity, item_id)
def handle_mouse_movement(x, y): global WALK_PATH, WALK_DEST if ui_menu.get_active_menu( ) or ui_menu.DELAY or not is_squad_member_selected(): return _x = x + camera.X _y = y + camera.Y if (_x, _y) in zones.get_active_solids({}, ignore_calling_entity=True, no_life=True): return _s_x, _s_y = movement.get_position(get_selected_squad_member()) if (_x, _y) == WALK_DEST or (_x, _y) == (_s_x, _s_y): return WALK_PATH = pathfinding.astar((_s_x, _s_y), (_x, _y), zones.get_active_astar_map(), zones.get_active_weight_map()) WALK_DEST = (_x, _y)
def get_vantage_point(squad, member_id): _member = entities.get_entity(member_id) _member_pos = movement.get_position(_member) _best_vantage = {'position': None, 'score': 1000} _engage_range = flags.get_flag(_member, 'engage_distance') _min_engage_range = flags.get_flag(_member, 'min_engage_distance') if _member['movement']['path']['destination']: if _member['movement']['path']['destination'] in squad['position_map_scores']: _scores = squad['position_map_scores'][_member['movement']['path']['destination']] _score = _scores['vantage']# + _scores['member_coverage'] _continue = False for target_id in squad['known_targets']: _last_known_position = _member['ai']['life_memory'][target_id]['last_seen_at'] _distance_to_target = numbers.distance(_member['movement']['path']['destination'], _last_known_position) if _distance_to_target < _min_engage_range: _continue = True break if not _continue and _scores['targets'] and _score >= _min_engage_range and _score <= _engage_range: return _member['movement']['path']['destination'] for pos in squad['position_map_scores']: _scores = squad['position_map_scores'][pos] _dist = numbers.distance(_member_pos, pos) _score = _scores['vantage'] + _dist _continue = False if not _scores['targets'] or _score - _dist < _min_engage_range or _score > _engage_range + _dist: continue for target_id in squad['known_targets']: _last_known_position = _member['ai']['life_memory'][target_id]['last_seen_at'] _distance_to_target = numbers.distance(pos, _last_known_position) if _distance_to_target < _min_engage_range: _continue = True break if _continue: continue if _score < _best_vantage['score']: _astar_distance = len(pathfinding.astar(_member_pos, pos, zones.get_active_astar_map(), zones.get_active_weight_map())) _best_vantage['score'] = _score + _scores['member_coverage'] + int(round((_astar_distance * .15))) _best_vantage['position'] = pos[:] if not _best_vantage['position']: _member['ai']['meta']['has_firing_position'] = False entities.trigger_event(_member, 'create_timer', time=60, exit_callback=_reset_fire_position) return _x, _y = movement.get_position(_member) _member_positions = set() for squad_member_id in squad['members']: if squad_member_id == member_id: continue _member_positions.add(movement.get_position_via_id(squad_member_id)) _v_p = _best_vantage['position'] _friendly_fire = False for pos in shapes.line((_x, _y), _best_vantage['position']): if pos in _member_positions: _friendly_fire = True break if _friendly_fire: for n_pos in [(_v_p[0]-1, _v_p[1]-1), (_v_p[0], _v_p[1]-1), (_v_p[0]+1, _v_p[1]-1), (_v_p[0]-1, _v_p[1]), (_v_p[0]+1, _v_p[1]), (_v_p[0]-1, _v_p[1]+1), (_v_p[0], _v_p[1]+1), (_v_p[0]+1, _v_p[1]+1)]: if not n_pos in squad['position_map_scores']: continue _break = False for nn_pos in shapes.line((_x, _y), n_pos): if nn_pos in _member_positions: _break = True break else: _v_p = n_pos break if _break: continue for coverage_pos in shapes.circle(_v_p[0], _v_p[1], 6): if not coverage_pos in squad['position_map_scores']: continue _c_dist = 15 * (1 - (numbers.distance(coverage_pos, (_x, _y)) / 6.0)) squad['position_map_scores'][coverage_pos]['member_coverage'] += _c_dist squad['position_map_scores'][_v_p]['member_coverage'] += 6 return _v_p
def make_target_surrender(entity): _last_seen_at = entity["ai"]["life_memory"][entity["ai"]["nearest_target"]]["last_seen_at"] movement.walk_to_position( entity, _last_seen_at[0], _last_seen_at[1], zones.get_active_astar_map(), zones.get_active_weight_map() )
def draw_path(entity, x_mod=0, y_mod=0): _last_x, _last_y = (0, 0) _node_ids = entity['node_grid']['path'][:] _action_time_max = 0 _surface_width = display.get_surface('nodes')['width'] _surface_height = display.get_surface('nodes')['height'] for node_id in _node_ids: _node = entity['node_grid']['nodes'][node_id] if not _last_x: _last_x, _last_y = movement.get_position(entity) if (_last_x, _last_y) == (_node['node']['x'], _node['node']['y']): continue _node['node']['busy_pos'] = [] if _node['node']['draw_path'] and not _node['node']['path']: _path = pathfinding.astar((_last_x, _last_y), (_node['node']['x'], _node['node']['y']), zones.get_active_astar_map(), zones.get_active_weight_map()) if (_node['node']['x'], _node['node']['y']) in _path: _path.remove((_node['node']['x'], _node['node']['y'])) _node['node']['path'] = _path _move_cost = 0 for pos in _node['node']['path']: for node_id in _node_ids: _check_node = entity['node_grid']['nodes'][node_id]['node'] if not _check_node['action_time']: continue if (_check_node['x'], _check_node['y']) == pos: _action_time_max = _check_node['action_time'] if _action_time_max and _move_cost <= _action_time_max: _color_mod = int( round(200 * numbers.clip( _move_cost / float(_action_time_max), .75, 1))) _color = (_color_mod, 0, 0) _node['node']['busy_pos'].append(pos) else: _color = (200, 200, 200) if _action_time_max: _move_cost += movement.get_move_cost(entity) if _move_cost >= _action_time_max: _action_time_max = 0 _move_cost = 0 if pos[0] - x_mod < 0 or pos[1] - y_mod < 0 or pos[ 0] - x_mod >= _surface_width or pos[ 1] - y_mod >= _surface_height: continue display.write_char('nodes', pos[0] - x_mod, pos[1] - y_mod, chr(177), fore_color=_color) if _node['node']['draw_path']: _last_x, _last_y = (_node['node']['x'], _node['node']['y'])
def get_vantage_point(squad, member_id): _member = entities.get_entity(member_id) _member_pos = movement.get_position(_member) _best_vantage = {'position': None, 'score': 1000} _engage_range = flags.get_flag(_member, 'engage_distance') _min_engage_range = flags.get_flag(_member, 'min_engage_distance') if _member['movement']['path']['destination']: if _member['movement']['path']['destination'] in squad[ 'position_map_scores']: _scores = squad['position_map_scores'][_member['movement']['path'] ['destination']] _score = _scores['vantage'] # + _scores['member_coverage'] _continue = False for target_id in squad['known_targets']: _last_known_position = _member['ai']['life_memory'][target_id][ 'last_seen_at'] _distance_to_target = numbers.distance( _member['movement']['path']['destination'], _last_known_position) if _distance_to_target < _min_engage_range: _continue = True break if not _continue and _scores[ 'targets'] and _score >= _min_engage_range and _score <= _engage_range: return _member['movement']['path']['destination'] for pos in squad['position_map_scores']: _scores = squad['position_map_scores'][pos] _dist = numbers.distance(_member_pos, pos) _score = _scores['vantage'] + _dist _continue = False if not _scores[ 'targets'] or _score - _dist < _min_engage_range or _score > _engage_range + _dist: continue for target_id in squad['known_targets']: _last_known_position = _member['ai']['life_memory'][target_id][ 'last_seen_at'] _distance_to_target = numbers.distance(pos, _last_known_position) if _distance_to_target < _min_engage_range: _continue = True break if _continue: continue if _score < _best_vantage['score']: _astar_distance = len( pathfinding.astar(_member_pos, pos, zones.get_active_astar_map(), zones.get_active_weight_map())) _best_vantage['score'] = _score + _scores['member_coverage'] + int( round((_astar_distance * .15))) _best_vantage['position'] = pos[:] if not _best_vantage['position']: _member['ai']['meta']['has_firing_position'] = False entities.trigger_event(_member, 'create_timer', time=60, exit_callback=_reset_fire_position) return _x, _y = movement.get_position(_member) _member_positions = set() for squad_member_id in squad['members']: if squad_member_id == member_id: continue _member_positions.add(movement.get_position_via_id(squad_member_id)) _v_p = _best_vantage['position'] _friendly_fire = False for pos in shapes.line((_x, _y), _best_vantage['position']): if pos in _member_positions: _friendly_fire = True break if _friendly_fire: for n_pos in [(_v_p[0] - 1, _v_p[1] - 1), (_v_p[0], _v_p[1] - 1), (_v_p[0] + 1, _v_p[1] - 1), (_v_p[0] - 1, _v_p[1]), (_v_p[0] + 1, _v_p[1]), (_v_p[0] - 1, _v_p[1] + 1), (_v_p[0], _v_p[1] + 1), (_v_p[0] + 1, _v_p[1] + 1)]: if not n_pos in squad['position_map_scores']: continue _break = False for nn_pos in shapes.line((_x, _y), n_pos): if nn_pos in _member_positions: _break = True break else: _v_p = n_pos break if _break: continue for coverage_pos in shapes.circle(_v_p[0], _v_p[1], 6): if not coverage_pos in squad['position_map_scores']: continue _c_dist = 15 * (1 - (numbers.distance(coverage_pos, (_x, _y)) / 6.0)) squad['position_map_scores'][coverage_pos][ 'member_coverage'] += _c_dist squad['position_map_scores'][_v_p]['member_coverage'] += 6 return _v_p
def handle_raid(entity, camp_id): entity['movement']['override_speed'] = 2#60 * 1 ai_factions.FACTIONS[entity['faction']]['money'] -= get_attack_cost(entity, camp_id) movement.walk_to_position(entity, camp_id[0], camp_id[1], zones.get_active_astar_map(), zones.get_active_weight_map())
def create_walk_node(entity, x, y, clear=False): _walk_speed = chr(31) if clear: clear_path(entity) redraw_path(entity) _node = _create_node(entity, x, y, draw_path=True, passive=False, name=_walk_speed, callback_on_touch=False) entities.trigger_event(_node, 'set_char', char='O') entity['node_grid']['nodes'][_node['_id']]['callback'] = lambda: entities.trigger_event(entity, 'move_to_position', x=_node['x'], y=_node['y'], astar_map=zones.get_active_astar_map(), weight_map=zones.get_active_weight_map())
def draw_path(entity, x_mod=0, y_mod=0): _last_x, _last_y = (0, 0) _node_ids = entity['node_grid']['path'][:] _action_time_max = 0 _surface_width = display.get_surface('nodes')['width'] _surface_height = display.get_surface('nodes')['height'] for node_id in _node_ids: _node = entity['node_grid']['nodes'][node_id] if not _last_x: _last_x, _last_y = movement.get_position(entity) if (_last_x, _last_y) == (_node['node']['x'], _node['node']['y']): continue _node['node']['busy_pos'] = [] if _node['node']['draw_path'] and not _node['node']['path']: _path = pathfinding.astar((_last_x, _last_y), (_node['node']['x'], _node['node']['y']), zones.get_active_astar_map(), zones.get_active_weight_map()) if (_node['node']['x'], _node['node']['y']) in _path: _path.remove((_node['node']['x'], _node['node']['y'])) _node['node']['path'] = _path _move_cost = 0 for pos in _node['node']['path']: for node_id in _node_ids: _check_node = entity['node_grid']['nodes'][node_id]['node'] if not _check_node['action_time']: continue if (_check_node['x'], _check_node['y']) == pos: _action_time_max = _check_node['action_time'] if _action_time_max and _move_cost <= _action_time_max: _color_mod = int(round(200*numbers.clip(_move_cost/float(_action_time_max), .75, 1))) _color = (_color_mod, 0, 0) _node['node']['busy_pos'].append(pos) else: _color = (200, 200, 200) if _action_time_max: _move_cost += movement.get_move_cost(entity) if _move_cost >= _action_time_max: _action_time_max = 0 _move_cost = 0 if pos[0]-x_mod < 0 or pos[1]-y_mod < 0 or pos[0]-x_mod >= _surface_width or pos[1]-y_mod >= _surface_height: continue display.write_char('nodes', pos[0]-x_mod, pos[1]-y_mod, chr(177), fore_color=_color) if _node['node']['draw_path']: _last_x, _last_y = (_node['node']['x'], _node['node']['y'])