/
ai_squad_logic.py
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/
ai_squad_logic.py
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from framework import entities, movement, goapy
import ai_factions
import ai_squads
import brains
import zones
import life
def register_human(entity):
entity['brain'] = goapy.World()
entity['brain'].add_planner(brains.squad_capture_camp())
entities.register_event(entity, 'logic', _human_logic)
return entity
def register_wild_dog(entity):
entity['brain'] = goapy.World()
entity['brain'].add_planner(brains.squad_capture_camp())
entities.register_event(entity, 'logic', _wild_dog_logic)
return entity
def _handle_goap(entity, brain='brain'):
for planner in entity[brain].planners:
_start_state = {}
for key in planner.values.keys():
_start_state[key] = entity['meta'][key]
for key in planner.action_list.conditions.keys():
if key in entity['weights']:
planner.action_list.set_weight(key, entity['weights'][key])
planner.set_start_state(**_start_state)
entity[brain].calculate()
return entity[brain].get_plan(debug=False)
#######
#Logic#
#######
def _human_logic(entity):
if not entity['leader']:
return
entity['meta']['has_camp'] = entity['camp_id'] > 0
if entities.get_entity(entity['leader'])['ai']['is_player']:
return
_goap = _handle_goap(entity)
if not _goap:
return
_plan = _goap[0]
_plan['planner'].trigger_callback(entity, _plan['actions'][0]['name'])
def _wild_dog_logic(entity):
if not entity['leader']:
return
entity['meta']['has_camp'] = entity['camp_id'] > 0
if entities.get_entity(entity['leader'])['ai']['is_player']:
return
_goap = _handle_goap(entity)
if not _goap:
return
_plan = _goap[0]
_plan['planner'].trigger_callback(entity, _plan['actions'][0]['name'])
def leader_handle_lost_target(entity, target_id):
pass
############
#Operations#
############
#Lost targets
def member_handle_lost_target(entity, target_id):
for member_id in ai_squads.get_assigned_squad(entity)['members']:
if member_id == entity['_id']:
continue
_member = entities.get_entity(member_id)
entities.trigger_event(_member, 'squad_inform_lost_target', member_id=entity['_id'], target_id=target_id)
entity['ai']['life_memory'][target_id]['is_lost'] = True
entity['ai']['life_memory'][target_id]['searched_for'] = False
def member_learn_lost_target(entity, member_id, target_id):
if not target_id in entity['ai']['visible_life']:
entity['ai']['life_memory'][target_id]['is_lost'] = True
entity['ai']['life_memory'][target_id]['searched_for'] = False
return
_sender = entities.get_entity(member_id)
entities.trigger_event(_sender, 'update_target_memory',
target_id=target_id,
key='last_seen_at',
value=entity['ai']['life_memory'][target_id]['last_seen_at'][:])
#Found targets
def member_handle_found_target(entity, target_id):
for member_id in ai_squads.get_assigned_squad(entity)['members']:
if member_id == entity['_id']:
continue
_member = entities.get_entity(member_id)
entities.trigger_event(_member, 'squad_inform_found_target', member_id=entity['_id'], target_id=target_id)
def member_learn_found_target(entity, member_id, target_id):
if target_id in entity['ai']['visible_life']:
return
_sender = entities.get_entity(member_id)
entities.trigger_event(entity, 'update_target_memory',
target_id=target_id,
key='last_seen_at',
value=_sender['ai']['life_memory'][target_id]['last_seen_at'][:])
#Make target surrender
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())
#Failed target search
def member_handle_failed_target_search(entity, target_id):
for member_id in ai_squads.get_assigned_squad(entity)['members']:
if member_id == entity['_id']:
continue
_member = entities.get_entity(member_id)
entities.trigger_event(_member, 'squad_inform_failed_search', member_id=entity['_id'], target_id=target_id)
entity['ai']['life_memory'][target_id]['searched_for'] = True
def member_learn_failed_target_search(entity, member_id, target_id):
entity['ai']['life_memory'][target_id]['searched_for'] = True
print 'Learned about failed search'
#Regrouping
def leader_order_regroup(entity):
print 'Leader ordering regroup'
#Raiding
def leader_handle_raid_camp(entity, camp):
for member_id in ai_squads.get_assigned_squad(entity)['members']:
_member = entities.get_entity(member_id)
entities.trigger_event(_member, 'squad_inform_raid', member_id=entity['_id'], camp=camp)
def member_learn_raid(entity, member_id, camp):
_faction = ai_factions.FACTIONS[camp['owner']['faction']]
_squad = entities.get_entity(_faction['squads'][camp['owner']['squad']])
if not _squad['leader']:
return
_camp_leader = entities.get_entity(_squad['leader'])
#TODO: Don't do this
if not _camp_leader['_id'] in entity['ai']['life_memory']:
life.create_life_memory(entity, _camp_leader['_id'])
entity['ai']['life_memory'][_camp_leader['_id']].update({'is_lost': True,
'searched_for': False,
'can_see': False,
'last_seen_at': movement.get_position(_camp_leader),
'last_seen_velocity': None})
#entity['ai']['targets'].add(_camp_leader['_id'])
##################
#Squad Operations#
##################
def capture_camp(entity):
_faction = ai_factions.FACTIONS[entity['faction']]
_camps = zones.get_active_node_sets()
for camp_id in _camps:
_camp = _camps[camp_id]
if not _camp['owner']['faction'] in _faction['enemies']:
continue
entities.trigger_event(entity, 'raid', camp=_camps[camp_id])
entity['task'] = 'raid'