Esempio n. 1
0
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
Esempio n. 2
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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
Esempio n. 3
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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
Esempio n. 4
0
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
Esempio n. 5
0
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
Esempio n. 6
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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
Esempio n. 7
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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
Esempio n. 8
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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
Esempio n. 9
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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)
Esempio n. 10
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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
Esempio n. 11
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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
Esempio n. 12
0
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)