コード例 #1
0
ファイル: movement.py プロジェクト: hovatterz/Reactor-3
def guard_chunk(life, chunk_key):
	if 'guard_time' in life['state_flags'] and life['state_flags']['guard_time']:
		life['state_flags']['guard_time'] -= 1
		
		return False
	
	_center_chunk_pos = maps.get_chunk(chunk_key)['pos']
	_center_chunk_pos.append(2)
	_patrol_chunk_key = random.choice(chunks.get_visible_chunks_from(_center_chunk_pos, alife.sight.get_vision(life)))
	
	travel_to_chunk(life, _patrol_chunk_key)
	
	life['state_flags']['guard_time'] = random.randint(45, 60)
	
	return False
コード例 #2
0
ファイル: groups.py プロジェクト: flags/Reactor-3
def manage_combat(life, group_id):
	if has_flag(life, group_id, 'confident'):
		_was_confident = get_flag(life, group_id, 'confident')
		
		if _was_confident == stats.is_confident(life) and not lfe.ticker(life, 'decision_wait', 16):
			return False
	
	flag(life, group_id, 'confident', stats.is_confident(life))
	
	_existing_friendlies = get_flag(life, group_id, 'friendlies')
	_existing_targets = get_flag(life, group_id, 'targets')
	_last_focal_point = get_flag(life, group_id, 'last_focal_point')
	
	if not _existing_friendlies:
		_existing_friendlies = {}
	
	if not _existing_targets:
		_existing_targets = {}
	
	for life_id in get_group(life, group_id)['members']:
		if not life_id in _existing_friendlies:
			_existing_friendlies[life_id] = {'updated': -900}
	
	flag(life, group_id, 'friendlies', _existing_friendlies)
	
	_checked_targets = []
	for target_id in judgement.get_threats(life):
		if target_id in _existing_targets:
			_existing_targets[target_id]['time'] = 0
		else:
			_existing_targets[target_id] = {'time': 0, 'pos': brain.knows_alife_by_id(life, target_id)['last_seen_at'][:]}
		
		_checked_targets.append(target_id)

	_enemy_focal_pos = None

	for target_id in _existing_targets:
		if not _enemy_focal_pos:
			_enemy_focal_pos = _existing_targets[target_id]['pos'][:]
		else:
			_enemy_focal_pos = bad_numbers.lerp_velocity(_enemy_focal_pos, _existing_targets[target_id]['pos'], 0.5)
		
		if target_id in _checked_targets:
			continue
		
		_existing_targets[target_id]['time'] += 1
		
		if _existing_targets[target_id]['time']>100:
			del _existing_targets[target_id]
			
			continue
	
	_hostile_chunks = get_flag(life, group_id, 'hostile_chunks')
	_previous_visible_chunks = brain.get_flag(life, 'group_combat_vis_chunks')
	
	if _previous_visible_chunks and _previous_visible_chunks['from_pos'] == life['pos']:
		_visible_chunks = _previous_visible_chunks['visible_chunks']
	else:
		_visible_chunks = chunks.get_visible_chunks_from(life['pos'], life['vision_max']*.75)
		
		brain.flag(life, 'group_combat_vis_chunks', value={'from_pos': life['pos'][:],
		                                                   'visible_chunks': _visible_chunks})
	
	if _enemy_focal_pos:
		lfe.clear_ticker(life, 'group_command_reset')
		
		if not _last_focal_point or bad_numbers.distance(_enemy_focal_pos, _last_focal_point)>30:
			_hostile_chunks = chunks.get_visible_chunks_from((int(round(_enemy_focal_pos[0])), int(round(_enemy_focal_pos[1])), 2), life['vision_max']*1.5)
			
			flag(life, group_id, 'hostile_chunks', _hostile_chunks)
			flag(life, group_id, 'visible_chunks', _visible_chunks)
			flag(life, group_id, 'last_focal_point', _enemy_focal_pos)
			
	else:
		_ticker = lfe.ticker(life, 'group_command_reset', 48)
		
		if get_stage(life, group_id) == STAGE_ATTACKING:
			if _ticker:
				set_stage(life, group_id, STAGE_FORMING)
				flag(life, group_id, 'friendlies', None)
				flag(life, group_id, 'strategy', None)
			else:
				manage_strategy(life, group_id)
		
		return False
	
	if not get_stage(life, group_id) == STAGE_ATTACKING:
		speech.announce_combat_to_group(life, group_id)
		set_stage(life, group_id, STAGE_ATTACKING)
	
	if not lfe.ticker(life, 'group_command_rate', 3):
		return False
	
	_orig_visible_chunks = _visible_chunks[:]
	
	#TODO: Check distance to threat
	for hostile_chunk_key in _hostile_chunks:
		if hostile_chunk_key in _visible_chunks:
			_visible_chunks.remove(hostile_chunk_key)
		
	#TODO: Additional stages: PLANNING, EXECUTING
	if _visible_chunks and stats.is_confident(life):
		for target_id in order_spread_out(life, group_id, _visible_chunks, filter_by=lambda life_id: WORLD_INFO['ticks']-_existing_friendlies[life_id]['updated']>100):
			_existing_friendlies[target_id]['updated'] = WORLD_INFO['ticks']
	else:
		_distant_chunk = {'distance': -1, 'chunk_key': None}
		_unchecked_members = get_group(life, group_id)['members'][:]
		
		for chunk_key in _orig_visible_chunks:
			_distance = bad_numbers.distance((int(round(_enemy_focal_pos[0])), int(round(_enemy_focal_pos[1]))), chunks.get_chunk(chunk_key)['pos'])
			_distance *= bad_numbers.clip(bad_numbers.distance(life['pos'], _enemy_focal_pos), 1, 35)/35.0
			
			if chunk_key in _visible_chunks:
				_distance *= 2
			
			for member_id in _unchecked_members:
				if life['id'] == member_id:
					continue
				
				_target = brain.knows_alife_by_id(life, member_id)
				
				if _target['last_seen_time'] <= 25 and chunks.get_chunk_key_at(_target['last_seen_at']) == chunk_key:
					_distance *= (2.5*(1-(bad_numbers.clip(_target['last_seen_time'], 0, 25)/25.0)))
			
			if _distance>_distant_chunk['distance']:
				_distant_chunk['distance'] = _distance
				_distant_chunk['chunk_key'] = chunk_key
		
		if _distant_chunk['chunk_key']:
			for target_id in order_move_to(life, group_id, _distant_chunk['chunk_key'], filter_by=lambda life_id: WORLD_INFO['ticks']-_existing_friendlies[life_id]['updated']>100):
				_existing_friendlies[target_id]['updated'] = WORLD_INFO['ticks']
		
		return False
コード例 #3
0
def manage_combat(life, group_id):
    if has_flag(life, group_id, 'confident'):
        _was_confident = get_flag(life, group_id, 'confident')

        if _was_confident == stats.is_confident(life) and not lfe.ticker(
                life, 'decision_wait', 16):
            return False

    flag(life, group_id, 'confident', stats.is_confident(life))

    _existing_friendlies = get_flag(life, group_id, 'friendlies')
    _existing_targets = get_flag(life, group_id, 'targets')
    _last_focal_point = get_flag(life, group_id, 'last_focal_point')

    if not _existing_friendlies:
        _existing_friendlies = {}

    if not _existing_targets:
        _existing_targets = {}

    for life_id in get_group(life, group_id)['members']:
        if not life_id in _existing_friendlies:
            _existing_friendlies[life_id] = {'updated': -900}

    flag(life, group_id, 'friendlies', _existing_friendlies)

    _checked_targets = []
    for target_id in judgement.get_threats(life):
        if target_id in _existing_targets:
            _existing_targets[target_id]['time'] = 0
        else:
            _existing_targets[target_id] = {
                'time': 0,
                'pos': brain.knows_alife_by_id(life,
                                               target_id)['last_seen_at'][:]
            }

        _checked_targets.append(target_id)

    _enemy_focal_pos = None

    for target_id in _existing_targets:
        if not _enemy_focal_pos:
            _enemy_focal_pos = _existing_targets[target_id]['pos'][:]
        else:
            _enemy_focal_pos = bad_numbers.lerp_velocity(
                _enemy_focal_pos, _existing_targets[target_id]['pos'], 0.5)

        if target_id in _checked_targets:
            continue

        _existing_targets[target_id]['time'] += 1

        if _existing_targets[target_id]['time'] > 100:
            del _existing_targets[target_id]

            continue

    _hostile_chunks = get_flag(life, group_id, 'hostile_chunks')
    _previous_visible_chunks = brain.get_flag(life, 'group_combat_vis_chunks')

    if _previous_visible_chunks and _previous_visible_chunks[
            'from_pos'] == life['pos']:
        _visible_chunks = _previous_visible_chunks['visible_chunks']
    else:
        _visible_chunks = chunks.get_visible_chunks_from(
            life['pos'], life['vision_max'] * .75)

        brain.flag(life,
                   'group_combat_vis_chunks',
                   value={
                       'from_pos': life['pos'][:],
                       'visible_chunks': _visible_chunks
                   })

    if _enemy_focal_pos:
        lfe.clear_ticker(life, 'group_command_reset')

        if not _last_focal_point or bad_numbers.distance(
                _enemy_focal_pos, _last_focal_point) > 30:
            _hostile_chunks = chunks.get_visible_chunks_from(
                (int(round(_enemy_focal_pos[0])),
                 int(round(_enemy_focal_pos[1])), 2), life['vision_max'] * 1.5)

            flag(life, group_id, 'hostile_chunks', _hostile_chunks)
            flag(life, group_id, 'visible_chunks', _visible_chunks)
            flag(life, group_id, 'last_focal_point', _enemy_focal_pos)

    else:
        _ticker = lfe.ticker(life, 'group_command_reset', 48)

        if get_stage(life, group_id) == STAGE_ATTACKING:
            if _ticker:
                set_stage(life, group_id, STAGE_FORMING)
                flag(life, group_id, 'friendlies', None)
                flag(life, group_id, 'strategy', None)
            else:
                manage_strategy(life, group_id)

        return False

    if not get_stage(life, group_id) == STAGE_ATTACKING:
        speech.announce_combat_to_group(life, group_id)
        set_stage(life, group_id, STAGE_ATTACKING)

    if not lfe.ticker(life, 'group_command_rate', 3):
        return False

    _orig_visible_chunks = _visible_chunks[:]

    #TODO: Check distance to threat
    for hostile_chunk_key in _hostile_chunks:
        if hostile_chunk_key in _visible_chunks:
            _visible_chunks.remove(hostile_chunk_key)

    #TODO: Additional stages: PLANNING, EXECUTING
    if _visible_chunks and stats.is_confident(life):
        for target_id in order_spread_out(
                life,
                group_id,
                _visible_chunks,
                filter_by=lambda life_id: WORLD_INFO[
                    'ticks'] - _existing_friendlies[life_id]['updated'] > 100):
            _existing_friendlies[target_id]['updated'] = WORLD_INFO['ticks']
    else:
        _distant_chunk = {'distance': -1, 'chunk_key': None}
        _unchecked_members = get_group(life, group_id)['members'][:]

        for chunk_key in _orig_visible_chunks:
            _distance = bad_numbers.distance(
                (int(round(
                    _enemy_focal_pos[0])), int(round(_enemy_focal_pos[1]))),
                chunks.get_chunk(chunk_key)['pos'])
            _distance *= bad_numbers.clip(
                bad_numbers.distance(life['pos'], _enemy_focal_pos), 1,
                35) / 35.0

            if chunk_key in _visible_chunks:
                _distance *= 2

            for member_id in _unchecked_members:
                if life['id'] == member_id:
                    continue

                _target = brain.knows_alife_by_id(life, member_id)

                if _target['last_seen_time'] <= 25 and chunks.get_chunk_key_at(
                        _target['last_seen_at']) == chunk_key:
                    _distance *= (2.5 * (1 - (bad_numbers.clip(
                        _target['last_seen_time'], 0, 25) / 25.0)))

            if _distance > _distant_chunk['distance']:
                _distant_chunk['distance'] = _distance
                _distant_chunk['chunk_key'] = chunk_key

        if _distant_chunk['chunk_key']:
            for target_id in order_move_to(
                    life,
                    group_id,
                    _distant_chunk['chunk_key'],
                    filter_by=lambda life_id: WORLD_INFO['ticks'] -
                    _existing_friendlies[life_id]['updated'] > 100):
                _existing_friendlies[target_id]['updated'] = WORLD_INFO[
                    'ticks']

        return False