コード例 #1
0
def tick():
    global TIME

    for squad_id in entities.get_entity_group('squads'):
        _squad = entities.get_entity(squad_id)

        entities.trigger_event(_squad, 'logic')

    for x, y in MAP['grid'].keys():
        _camp = MAP['grid'][x, y]

        if _camp['is_ownable'] and _camp['owned_by']:
            ai_factions.FACTIONS[_camp['owned_by']]['money'] += _camp['income']

    for squad_id in entities.get_entity_group('squads'):
        _squad = entities.get_entity(squad_id)

        entities.trigger_event(_squad, 'tick')

    TIME += 0.01

    if NEED_FADE_IN:
        fade_in()

    entities.trigger_event(FADER, 'tick')
コード例 #2
0
ファイル: world_strategy.py プロジェクト: witheld9/r3-tdw
def tick():
	global TIME
	
	for squad_id in entities.get_entity_group('squads'):
		_squad = entities.get_entity(squad_id)
		
		entities.trigger_event(_squad, 'logic')
	
	for x, y in MAP['grid'].keys():
		_camp = MAP['grid'][x, y]
		
		if _camp['is_ownable'] and _camp['owned_by']:
			ai_factions.FACTIONS[_camp['owned_by']]['money'] += _camp['income']
	
	for squad_id in entities.get_entity_group('squads'):
		_squad = entities.get_entity(squad_id)
		
		entities.trigger_event(_squad, 'tick')
	
	TIME += 0.01
	
	if NEED_FADE_IN:
		fade_in()
	
	entities.trigger_event(FADER, 'tick')
コード例 #3
0
ファイル: ui_draw.py プロジェクト: witheld9/r3-tdw
def draw_long_range_life():
	_camera_x, _camera_y = camera.X, camera.Y
	_width = display.get_surface('life')['width']
	_height = display.get_surface('life')['height']
	_draw_life_targets = set()
	
	if settings.OBSERVER_MODE:
		_draw_life = entities.get_entity_group('life')
	else:
		_draw_life = set()
		
		for squad_id in entities.get_entity_group('squads'):
			_squad = entities.get_entity(squad_id)
			
			if not _squad['faction'] == 'Rogues':
				continue
			
			for member_id in _squad['members']:
				_member = entities.get_entity(member_id)
				_draw_life.add(member_id)
				_draw_life.update([i for i in _member['ai']['life_memory'] if _member['ai']['life_memory'][i]['can_see'] and i in entities.ENTITIES])
				_draw_life_targets.update([i for i in _member['ai']['life_memory'] if _member['ai']['life_memory'][i]['can_see'] and _member['ai']['life_memory'][i]['is_target'] and i in entities.ENTITIES])
		
		_draw_life = list(_draw_life)
	
	for entity_id in _draw_life:
		_entity = entities.get_entity(entity_id)
		_x, _y = movement.get_position(_entity)
		_x -= _camera_x
		_y -= _camera_y
		
		if _x < 0 or _y < 0 or _x >= _width or _y >= _height:
			_x = numbers.clip(_x, 0, _width-1)
			_y = numbers.clip(_y, 0, _height-1)
		else:
			continue
		
		if time.time() % 1 >= .5:
			_char = 'X'
		else:
			_char = 'O'
		
		if entity_id in _draw_life_targets:
			_fore_color = (255, 0, 0)
			_back_color = (100, 0, 0)
		else:
			_fore_color = (255, 255, 255)
			_back_color = (100, 100, 100)
		
		display.write_string('ui', _x, _y, _char, fore_color=_fore_color, back_color=_back_color)
コード例 #4
0
def create_noise(entity,
                 text,
                 volume,
                 owner_can_hear=False,
                 show_on_sight=False,
                 direction=-1000,
                 callback=None,
                 context_callback=None):
    _x, _y = movement.get_position(entity)

    for entity_id in entities.get_entity_group('life'):
        if not owner_can_hear and entity['_id'] == entity_id:
            continue

        _target = entities.get_entity(entity_id)

        if entity['ai']['faction'] == _target['ai']['faction']:
            continue

        #TODO: Hearing stat
        _distance = numbers.distance(movement.get_position(entity),
                                     movement.get_position(_target))
        _accuracy = 1 - numbers.clip(_distance / float(volume), 0, 1)

        entities.trigger_event(_target,
                               'heard_noise',
                               x=_x,
                               y=_y,
                               text=text,
                               direction=direction,
                               show_on_sight=show_on_sight,
                               accuracy=_accuracy,
                               callback=callback,
                               context_callback=context_callback)
コード例 #5
0
ファイル: ui_draw.py プロジェクト: witheld9/r3-tdw
def draw_item_labels():
	_camera_x, _camera_y = camera.X, camera.Y
	_width = display.get_surface('life')['width']
	_height = display.get_surface('life')['height']
	
	if settings.OBSERVER_MODE:
		_draw_items = entities.get_entity_group('items')
	else:
		_draw_items = [item for _items in PLAYER['ai']['visible_items'].values() for item in _items]
	
	for entity_id in _draw_items:
		if not entity_id in entities.ENTITIES:
			continue
		
		_entity = entities.get_entity(entity_id)
		
		if _entity['stats']['owner']:
			continue
		
		_x, _y = movement.get_position(_entity)
		_x -= _camera_x
		_y -= _camera_y
		
		if _x < 0 or _y < 0 or _x >= _width or _y >= _height:
			continue
		
		_label = _entity['stats']['name']
		_render_x = numbers.clip(_x - len(_label)/2, 0, _width - len(_label))
		_render_y = numbers.clip(_y + 2, 0, _height)
		
		if _render_y == _y:
			_render_y -= 1
		
		display.write_string('ui', _render_x, _render_y, _label)
コード例 #6
0
ファイル: noise.py プロジェクト: witheld9/r3-tdw
def create_noise(entity, text, volume, owner_can_hear=False, show_on_sight=False, direction=-1000, callback=None, context_callback=None):
	_x, _y = movement.get_position(entity)
	
	for entity_id in entities.get_entity_group('life'):
		if not owner_can_hear and entity['_id'] == entity_id:
			continue
		
		_target = entities.get_entity(entity_id)
		
		if entity['ai']['faction'] == _target['ai']['faction']:
			continue
		
		#TODO: Hearing stat
		_distance = numbers.distance(movement.get_position(entity), movement.get_position(_target))
		_accuracy = 1 - numbers.clip(_distance / float(volume), 0, 1)
		
		entities.trigger_event(_target,
		                       'heard_noise',
		                       x=_x,
		                       y=_y,
		                       text=text,
		                       direction=direction,
		                       show_on_sight=show_on_sight,
		                       accuracy=_accuracy,
		                       callback=callback,
		                       context_callback=context_callback)
コード例 #7
0
def build_item_list(entity):
	entity['ai']['visible_items'] = {'weapon': [],
	                                 'container': [],
	                                 'ammo': [],
	                                 'bullet': [],
	                                 'corpse': []}
	
	return
	
	_active_solids = zones.get_active_solids(entity)
	
	for entity_id in entities.get_entity_group('items'):
		_item = entities.get_entity(entity_id)
		
		if not _item['stats']['type'] in entity['ai']['visible_items']:
			continue
		
		if _item['stats']['owner']:
			continue
		
		_distance = numbers.distance(movement.get_position(entity), movement.get_position(_item))
		
		if _distance >= stats.get_vision(entity):
			continue
		
		for pos in shapes.line(movement.get_position(entity), movement.get_position(_item)):
			if pos in _active_solids:
				break
		else:
			entity['ai']['visible_items'][_item['stats']['type']].append(entity_id)
			
			entities.trigger_event(_item, 'seen', target_id=entity['_id'])
コード例 #8
0
ファイル: items.py プロジェクト: penny64/r3-tdw
def check_for_collisions(entity):
    _x, _y = movement.get_position(entity)

    if _x < 0 or _x >= zones.get_active_size(
    )[0] - 1 or _y < 0 or _y >= zones.get_active_size()[1] - 1:
        entities.delete_entity(entity)

        return

    if (_x, _y) in zones.get_active_solids(entity):
        entities.trigger_event(entity, 'collision_with_solid')

        return

    for entity_id in entities.get_entity_group('life'):
        if entity_id == entity['owner']:
            continue

        if movement.get_position(entity) == movement.get_position_via_id(
                entity_id):
            entities.trigger_event(entity,
                                   'collision_with_entity',
                                   target_id=entity_id)

            return
コード例 #9
0
ファイル: world_action.py プロジェクト: witheld9/r3-tdw
def tick():
	if entities.get_entity_group('bullets'):
		for i in range(4):
			for entity_id in entities.get_entity_group('bullets'):
				entities.trigger_event(entities.get_entity(entity_id), 'tick')
	
	else:
		ai_flow.tick()

	for entity_id in entities.get_entity_group('effects'):
		entities.trigger_event(entities.get_entity(entity_id), 'tick')

	for entity_id in entities.get_entity_group('ui_effects'):
		entities.trigger_event(entities.get_entity(entity_id), 'tick')

	ai_visuals.reset_moved_entities()
	post_tick()
コード例 #10
0
def tick():
    if entities.get_entity_group('bullets'):
        for i in range(4):
            for entity_id in entities.get_entity_group('bullets'):
                entities.trigger_event(entities.get_entity(entity_id), 'tick')

    else:
        ai_flow.tick()

    for entity_id in entities.get_entity_group('effects'):
        entities.trigger_event(entities.get_entity(entity_id), 'tick')

    for entity_id in entities.get_entity_group('ui_effects'):
        entities.trigger_event(entities.get_entity(entity_id), 'tick')

    ai_visuals.reset_moved_entities()
    post_tick()
コード例 #11
0
def handle_keyboard_input():
    if controls.get_input_char_pressed('\t'):
        if settings.TICK_MODE == 'strategy':
            if ui_panel.ACTIVE_MENU:
                ui_panel.close()
            else:
                ui_panel.show_inventory(entity)

        else:
            _x, _y = movement.get_position(entity)

            camera.set_pos(_x - constants.MAP_VIEW_WIDTH / 2,
                           _y - constants.MAP_VIEW_HEIGHT / 2)

    if controls.get_input_char_pressed('O'):
        settings.toggle_show_node_grid()

    elif controls.get_input_char_pressed('o'):
        settings.toggle_observer_mode()

    if controls.get_input_char_pressed('d'):
        _mx, _my = ui_cursor.get_map_position()

        for entity_id in entities.get_entity_group('life'):
            _entity = entities.get_entity(entity_id)

            if not numbers.distance(
                (_mx, _my), movement.get_position(_entity)):
                _x, _y = ui_cursor.get_screen_position()
                _menu = ui_menu.create(_x, _y, title='Debug')
                ui_menu.add_selectable(_menu, 'Show Metas',
                                       lambda: _show_metas(_entity))
                ui_menu.add_selectable(
                    _menu, 'Kill',
                    lambda: entities.trigger_event(_entity, 'kill'))
                ui_menu.add_selectable(_menu, 'Overwatch',
                                       lambda: ai_debugger.register(_entity))

                break

    if controls.get_input_char_pressed('l'):
        _x, _y = ui_cursor.get_screen_position()
        _mx, _my = ui_cursor.get_map_position()
        _weight = zones.get_active_weight_map()[_my, _mx]
        _menu = ui_menu.create(_x, _y, title='Tile Info')

        ui_menu.add_selectable(
            _menu, 'Warp', lambda: entities.trigger_event(
                entity, 'set_position', x=_mx, y=_my))
        ui_menu.add_selectable(
            _menu, 'Light', lambda: effects.light(_mx,
                                                  _my,
                                                  15,
                                                  r=random.uniform(1.0, 1.5),
                                                  g=random.uniform(1.0, 1.5),
                                                  light_map='static_lighting'))
        ui_menu.add_selectable(_menu, 'Weight: %s' % _weight, lambda: _)
コード例 #12
0
ファイル: ui_draw.py プロジェクト: witheld9/r3-tdw
def draw_life_memory():
	_camera_x, _camera_y = camera.X, camera.Y
	_width = display.get_surface('life')['width']
	_height = display.get_surface('life')['height']
	_draw_life = set()
	_can_see_life = set()
	_last_seen_locations = {}
		
	for squad_id in entities.get_entity_group('squads'):
		_squad = entities.get_entity(squad_id)
		
		if not _squad['faction'] == 'Rogues':
			continue
		
		for member_id in _squad['members']:
			_member = entities.get_entity(member_id)
			_can_see_life.update([i for i in _member['ai']['life_memory'] if _member['ai']['life_memory'][i]['can_see'] and i in entities.ENTITIES])
			_draw_life.update(_member['ai']['targets'] - _member['ai']['visible_life'])
			
			for memory_id in _member['ai']['life_memory'].keys():
				if not member_id in _last_seen_locations and _member['ai']['life_memory'][memory_id]['last_seen_at']:
					_last_seen_locations[memory_id] = _member['ai']['life_memory'][memory_id]['last_seen_at']
	
	_draw_life = list(_draw_life)

	for entity_id in _draw_life:
		if entity_id in _can_see_life or not entity_id in entities.ENTITIES:
			continue
		
		if not entity_id in _last_seen_locations:
			continue
		
		_entity = entities.get_entity(entity_id)
		_x, _y = _last_seen_locations[entity_id]
		_x -= _camera_x
		_y -= _camera_y
		
		if _x < 0 or _y < 0 or _x >= _width or _y >= _height:
			continue
		
		if time.time() % 1 >= .5:
			_char = _entity['tile']['char']
			_fore_color = _entity['tile']['fore_color']
		else:
			_char = '!'
			_fore_color = (255, 0, 0)
		
		_render_x = numbers.clip(_x - len(_char)/2, 0, _width - len(_char) - 1)
		_render_y = numbers.clip(_y, 0, _height)
		
		#if _x - len(_char)/2 < 0 or _x + len(_char)/2 >= _width:
		#	continue
		
		if _render_y == _y:
			_render_y += 2
		
		display.write_string('ui', _render_x, _render_y, _char, fore_color=_fore_color)
コード例 #13
0
ファイル: ui_squad_control.py プロジェクト: witheld9/r3-tdw
def handle_squad_member_select(x, y):
	for squad_id in entities.get_entity_group('squads'):
		_squad = entities.get_entity(squad_id)
		
		if not _squad['faction'] == 'Rogues':
			continue
		
		for entity_id in _squad['members']:
			if movement.get_position_via_id(entity_id) == (x, y):
				select_squad_member(entity_id)
				
				return True
コード例 #14
0
ファイル: ui_squad_control.py プロジェクト: penny64/r3-tdw
def handle_squad_member_select(x, y):
    for squad_id in entities.get_entity_group('squads'):
        _squad = entities.get_entity(squad_id)

        if not _squad['faction'] == 'Rogues':
            continue

        for entity_id in _squad['members']:
            if movement.get_position_via_id(entity_id) == (x, y):
                select_squad_member(entity_id)

                return True
コード例 #15
0
ファイル: zones.py プロジェクト: witheld9/r3-tdw
def get_active_solids(entity, ignore_entities=[], ignore_calling_entity=False, no_life=False):
	if not ACTIVE_ZONE:
		raise Exception('No zone is active.')
	
	_solids = ZONES[ACTIVE_ZONE]['solids'].copy()
	
	if not no_life:
		if not ignore_calling_entity:
			ignore_entities.append(entity['_id'])
		
		_solids.update([movement.get_position_via_id(p) for p in entities.get_entity_group('life') if not p in ignore_entities])
	
	return _solids
コード例 #16
0
ファイル: ui_dialog.py プロジェクト: witheld9/r3-tdw
def delete(dialog):
	global ACTIVE_DIALOG
	
	entities.delete_entity(dialog)
	
	if ACTIVE_DIALOG == dialog:
		_dialogs = entities.get_entity_group('ui_dialogs')
		
		if _dialogs:		
			ACTIVE_DIALOG = entities.get_entity(_dialogs[len(_dialogs)-1])
			entities.trigger_event(ACTIVE_DIALOG, 'reactivated')
			
		else:
			ACTIVE_DIALOG = None
コード例 #17
0
ファイル: ui_dialog.py プロジェクト: penny64/r3-tdw
def delete(dialog):
    global ACTIVE_DIALOG

    entities.delete_entity(dialog)

    if ACTIVE_DIALOG == dialog:
        _dialogs = entities.get_entity_group('ui_dialogs')

        if _dialogs:
            ACTIVE_DIALOG = entities.get_entity(_dialogs[len(_dialogs) - 1])
            entities.trigger_event(ACTIVE_DIALOG, 'reactivated')

        else:
            ACTIVE_DIALOG = None
コード例 #18
0
ファイル: ui_squad_control.py プロジェクト: penny64/r3-tdw
def handle_keyboard_input():
    global SELECTED_SQUAD_MEMBER, WALK_PATH, WALK_DEST

    #TODO: Check for multiple movement changes at this location
    if not is_squad_member_selected():
        return

    _entity = get_selected_squad_member()
    _x, _y = movement.get_position(_entity)

    if timers.has_timer_with_name(_entity, 'passout'):
        return

    if controls.get_input_char_pressed('z'):
        entities.trigger_event(_entity, 'set_motion', motion='crawl')
        settings.set_tick_mode('normal')

    elif controls.get_input_char_pressed('x'):
        entities.trigger_event(_entity, 'set_motion', motion='crouch')
        settings.set_tick_mode('normal')

    elif controls.get_input_char_pressed('c'):
        entities.trigger_event(_entity, 'set_motion', motion='stand')
        settings.set_tick_mode('normal')

    elif controls.get_input_char_pressed(' '):
        _entity['stats']['action_points'] = 0
        SELECTED_SQUAD_MEMBER = None
        WALK_DEST = None
        WALK_PATH = []
        _broken = False

        for squad_id in entities.get_entity_group('squads'):
            _squad = entities.get_entity(squad_id)

            if not _squad['faction'] == 'Rogues':
                continue

            for entity_id in _squad['members']:
                _entity = entities.get_entity(entity_id)

                if _entity['stats']['action_points'] > 0:
                    _broken = True
                    break

            if _broken:
                break

        else:
            settings.set_tick_mode('normal')
コード例 #19
0
ファイル: ui_squad_control.py プロジェクト: witheld9/r3-tdw
def handle_keyboard_input():
	global SELECTED_SQUAD_MEMBER, WALK_PATH, WALK_DEST
	
	#TODO: Check for multiple movement changes at this location
	if not is_squad_member_selected():
		return
	
	_entity = get_selected_squad_member()
	_x, _y = movement.get_position(_entity)
	
	if timers.has_timer_with_name(_entity, 'passout'):
		return
	
	if controls.get_input_char_pressed('z'):
		entities.trigger_event(_entity, 'set_motion', motion='crawl')
		settings.set_tick_mode('normal')
	
	elif controls.get_input_char_pressed('x'):
		entities.trigger_event(_entity, 'set_motion', motion='crouch')
		settings.set_tick_mode('normal')
	
	elif controls.get_input_char_pressed('c'):
		entities.trigger_event(_entity, 'set_motion', motion='stand')
		settings.set_tick_mode('normal')
	
	elif controls.get_input_char_pressed(' '):
		_entity['stats']['action_points'] = 0
		SELECTED_SQUAD_MEMBER = None
		WALK_DEST = None
		WALK_PATH = []
		_broken = False
		
		for squad_id in entities.get_entity_group('squads'):
			_squad = entities.get_entity(squad_id)
			
			if not _squad['faction'] == 'Rogues':
				continue
		
			for entity_id in _squad['members']:
				_entity = entities.get_entity(entity_id)
				
				if _entity['stats']['action_points'] > 0:
					_broken = True
					break
			
			if _broken:
				break
		
		else:
			settings.set_tick_mode('normal')
コード例 #20
0
ファイル: ai_flow.py プロジェクト: penny64/r3-tdw
def logic():
    for squad_id in entities.get_entity_group('squads'):
        _squad = entities.get_entity(squad_id)

        for entity_id in _squad['members']:
            _entity = entities.get_entity(entity_id)

            entities.trigger_event(_entity, 'logic')

    for squad_id in settings.TURN_QUEUE[:]:
        if not squad_id in entities.ENTITIES:
            settings.TURN_QUEUE.remove(squad_id)

            continue

        _squad = entities.get_entity(squad_id)

        for entity_id in _squad['members']:
            _entity = entities.get_entity(entity_id)

            if _entity['stats']['action_points'] > 0:
                break

        else:
            if _squad['_id'] in settings.TURN_QUEUE:
                _was_leader = False

                if not settings.TURN_QUEUE.index(_squad['_id']):
                    entities.trigger_event(FLOW,
                                           'end_of_turn',
                                           squad_id=_squad['_id'])

                    _was_leader = True

                settings.TURN_QUEUE.remove(_squad['_id'])

                if len(settings.TURN_QUEUE):
                    settings.TURN_QUEUE.append(_squad['_id'])

                if settings.TURN_QUEUE and _was_leader:
                    entities.trigger_event(FLOW,
                                           'start_of_turn',
                                           squad_id=settings.TURN_QUEUE[0])

                for entity_id in _squad['members']:
                    _entity = entities.get_entity(entity_id)

                    _entity['stats']['action_points'] = _entity['stats'][
                        'action_points_max']
コード例 #21
0
ファイル: items.py プロジェクト: witheld9/r3-tdw
def frag_grenade_explode(entity):
	_x, _y = movement.get_position(entity)
	_damage = entity['damage']
	_size = 3 * int(round((_damage * .01)))
	
	effects.explosion(_x, _y, _size)
	
	for entity_id in entities.get_entity_group('life'):
		_entity = entities.get_entity(entity_id)
		_distance = numbers.distance((_x, _y), movement.get_position(_entity))
		
		if _distance - 1 > _size or not life.can_see_position(_entity, (_x, _y)):
			continue
		
		entities.trigger_event(_entity, 'hit', projectile=entity, damage_mod=1 - ((_distance - 1) / float(_size)))
コード例 #22
0
def delete(menu):
    global ACTIVE_MENU, DELAY

    entities.delete_entity(menu)

    if ACTIVE_MENU == menu:
        _menus = entities.get_entity_group('ui_menus')

        if _menus:
            ACTIVE_MENU = entities.get_entity(_menus[len(_menus) - 1])
            entities.trigger_event(ACTIVE_MENU, 'reactivated')

        else:
            ACTIVE_MENU = None

    DELAY = 30
コード例 #23
0
ファイル: ui_menu.py プロジェクト: witheld9/r3-tdw
def delete(menu):
	global ACTIVE_MENU, DELAY
	
	entities.delete_entity(menu)
	
	if ACTIVE_MENU == menu:
		_menus = entities.get_entity_group('ui_menus')
		
		if _menus:		
			ACTIVE_MENU = entities.get_entity(_menus[len(_menus)-1])
			entities.trigger_event(ACTIVE_MENU, 'reactivated')
			
		else:
			ACTIVE_MENU = None
	
	DELAY = 30
コード例 #24
0
ファイル: world_strategy.py プロジェクト: witheld9/r3-tdw
def create():
	global MAP, FADER
	
	worlds.create('strategy')
	words.reset()
	
	display.create_surface('background')
	display.create_surface('map', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT)
	display.create_surface('map_markers', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT)
	display.create_surface('map_squads', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT)
	display.create_surface('map_path', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT)
	display.create_surface('ui_bar', width=constants.WINDOW_WIDTH, height=constants.WINDOW_HEIGHT-constants.STRAT_MAP_HEIGHT)
	display.fill_surface('ui_bar', (30, 30, 30))
	display.blit_background('background')
	
	register_input()
	
	entities.create_entity_group('life', static=True)
	entities.create_entity_group('items', static=True)
	entities.create_entity_group('factions', static=True)
	entities.create_entity_group('squads', static=True)
	entities.create_entity_group('systems')
	
	FADER = entities.create_entity()
	timers.register(FADER)
	fade_in()
	
	_grid = {}
	_color_map = {}
	
	MAP = {'grid': _grid,
	       'color_map': _color_map,
	       'astar_map': None,
	       'astar_weight_map': numpy.ones((constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE,
	                                       constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE))}
	
	for x in range(constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE):
		for y in range(constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE):
			_grid[x, y] = {'owned_by': None,
			               'is_ownable': False,
			               'squads': [],
			               'income': .025}
	
	worldgen.generate()
	
	unregister_input()
	world_action._start_battle(attacking_squads=[entities.get_entity_group('squads')[0]], defending_squads=[entities.get_entity_group('squads')[1]])
コード例 #25
0
ファイル: ui_draw.py プロジェクト: penny64/r3-tdw
def draw_life_labels():
    _camera_x, _camera_y = camera.X, camera.Y
    _width = display.get_surface('life')['width']
    _height = display.get_surface('life')['height']

    if settings.OBSERVER_MODE:
        _draw_life = entities.get_entity_group('life')
    else:
        _draw_life = [
            i for i in PLAYER['ai']['life_memory']
            if PLAYER['ai']['life_memory'][i]['can_see']
        ]

        if PLAYER['_id'] in entities.ENTITIES:
            _draw_life.append(PLAYER['_id'])

    for entity_id in _draw_life:
        _entity = entities.get_entity(entity_id)
        _x, _y = movement.get_position(_entity)
        _x -= _camera_x
        _y -= _camera_y

        if _x < 0 or _y < 0 or _x >= _width or _y >= _height:
            continue

        _back_color = None

        if settings.OBSERVER_MODE:
            _label = _entity['ai']['current_action']
        else:
            _label = life.get_status_string(_entity)

            if not PLAYER['_id'] == entity_id and PLAYER['ai']['life_memory'][
                    entity_id]['mission_related'] and time.time() % 1 >= .5:
                _back_color = (200, 0, 0)

        _render_x = numbers.clip(_x - len(_label) / 2, 0, _width - len(_label))
        _render_y = numbers.clip(_y - 2, 0, _height)

        if _render_y == _y:
            _render_y += 2

        display.write_string('ui',
                             _render_x,
                             _render_y,
                             _label,
                             back_color=_back_color)
コード例 #26
0
ファイル: ui_strategy.py プロジェクト: witheld9/r3-tdw
def draw_squads(selected_squad=None):
    for entity_id in entities.get_entity_group("squads"):
        _squad = entities.get_entity(entity_id)

        if _squad["faction"] == "Terrorists":
            continue

        _x, _y = movement.get_position(_squad)
        _r_x = (_x * constants.MAP_CELL_SPACE) + constants.MAP_CELL_SPACE / 2
        _r_y = (_y * constants.MAP_CELL_SPACE) + constants.MAP_CELL_SPACE / 2
        _fore_color = (200, 200, 200)

        if selected_squad == entity_id:
            if time.time() % 1 >= 0.5:
                _fore_color = (100, 150, 100)

        display.write_char("map_squads", _r_x, _r_y, "S", fore_color=_fore_color)
コード例 #27
0
ファイル: movement.py プロジェクト: witheld9/r3-tdw
def _push(entity, x, y):
	entity['movement']['next_x'] = entity['movement']['x'] + x
	entity['movement']['next_y'] = entity['movement']['y'] + y
	
	entities.trigger_event(entity, 'check_next_position')
	
	_nx = entity['movement']['next_x']
	_ny = entity['movement']['next_y']
	
	if entity['movement']['collisions']:
		_solids = [get_position_via_id(p) for p in entities.get_entity_group('life') if not p == entity['_id']]
		
		if (_nx, _ny) in _solids:
			entity['movement']['path']['refresh'] = True
			
			return
	
	set_position(entity, _nx, _ny)
コード例 #28
0
ファイル: ai_flow.py プロジェクト: witheld9/r3-tdw
def logic():
	for squad_id in entities.get_entity_group('squads'):
		_squad = entities.get_entity(squad_id)
				
		for entity_id in _squad['members']:
			_entity = entities.get_entity(entity_id)
			
			entities.trigger_event(_entity, 'logic')
	
	for squad_id in settings.TURN_QUEUE[:]:
		if not squad_id in entities.ENTITIES:
			settings.TURN_QUEUE.remove(squad_id)
			
			continue
		
		_squad = entities.get_entity(squad_id)
		
		for entity_id in _squad['members']:
			_entity = entities.get_entity(entity_id)
			
			if _entity['stats']['action_points'] > 0:
				break
		
		else:
			if _squad['_id'] in settings.TURN_QUEUE:
				_was_leader = False
				
				if not settings.TURN_QUEUE.index(_squad['_id']):
					entities.trigger_event(FLOW, 'end_of_turn', squad_id=_squad['_id'])
					
					_was_leader = True
				
				settings.TURN_QUEUE.remove(_squad['_id'])
				
				if len(settings.TURN_QUEUE):
					settings.TURN_QUEUE.append(_squad['_id'])
				
				if settings.TURN_QUEUE and _was_leader:
					entities.trigger_event(FLOW, 'start_of_turn', squad_id=settings.TURN_QUEUE[0])
				
				for entity_id in _squad['members']:
					_entity = entities.get_entity(entity_id)
					
					_entity['stats']['action_points'] = _entity['stats']['action_points_max']
コード例 #29
0
ファイル: items.py プロジェクト: penny64/r3-tdw
def frag_grenade_explode(entity):
    _x, _y = movement.get_position(entity)
    _damage = entity['damage']
    _size = 3 * int(round((_damage * .01)))

    effects.explosion(_x, _y, _size)

    for entity_id in entities.get_entity_group('life'):
        _entity = entities.get_entity(entity_id)
        _distance = numbers.distance((_x, _y), movement.get_position(_entity))

        if _distance - 1 > _size or not life.can_see_position(
                _entity, (_x, _y)):
            continue

        entities.trigger_event(_entity,
                               'hit',
                               projectile=entity,
                               damage_mod=1 - ((_distance - 1) / float(_size)))
コード例 #30
0
ファイル: ui_input.py プロジェクト: witheld9/r3-tdw
def handle_keyboard_input():
	if controls.get_input_char_pressed('\t'):
		if settings.TICK_MODE == 'strategy':
			if ui_panel.ACTIVE_MENU:
				ui_panel.close()
			else:
				ui_panel.show_inventory(entity)
		
		else:
			_x, _y = movement.get_position(entity)
			
			camera.set_pos(_x - constants.MAP_VIEW_WIDTH/2, _y - constants.MAP_VIEW_HEIGHT/2)
	
	if controls.get_input_char_pressed('O'):
		settings.toggle_show_node_grid()
	
	elif controls.get_input_char_pressed('o'):
		settings.toggle_observer_mode()
	
	if controls.get_input_char_pressed('d'):
		_mx, _my = ui_cursor.get_map_position()
		
		for entity_id in entities.get_entity_group('life'):
			_entity = entities.get_entity(entity_id)
			
			if not numbers.distance((_mx, _my), movement.get_position(_entity)):
				_x, _y = ui_cursor.get_screen_position()
				_menu = ui_menu.create(_x, _y, title='Debug')
				ui_menu.add_selectable(_menu, 'Show Metas', lambda: _show_metas(_entity))
				ui_menu.add_selectable(_menu, 'Kill', lambda: entities.trigger_event(_entity, 'kill'))
				ui_menu.add_selectable(_menu, 'Overwatch', lambda: ai_debugger.register(_entity))
				
				break
	
	if controls.get_input_char_pressed('l'):
		_x, _y = ui_cursor.get_screen_position()
		_mx, _my = ui_cursor.get_map_position()
		_weight = zones.get_active_weight_map()[_my, _mx]
		_menu = ui_menu.create(_x, _y, title='Tile Info')
		
		ui_menu.add_selectable(_menu, 'Warp', lambda: entities.trigger_event(entity, 'set_position', x=_mx, y=_my))
		ui_menu.add_selectable(_menu, 'Light', lambda: effects.light(_mx, _my, 15, r=random.uniform(1.0, 1.5), g=random.uniform(1.0, 1.5), light_map='static_lighting'))
		ui_menu.add_selectable(_menu, 'Weight: %s' % _weight, lambda: _)
コード例 #31
0
def get_active_solids(entity,
                      ignore_entities=[],
                      ignore_calling_entity=False,
                      no_life=False):
    if not ACTIVE_ZONE:
        raise Exception('No zone is active.')

    _solids = ZONES[ACTIVE_ZONE]['solids'].copy()

    if not no_life:
        if not ignore_calling_entity:
            ignore_entities.append(entity['_id'])

        _solids.update([
            movement.get_position_via_id(p)
            for p in entities.get_entity_group('life')
            if not p in ignore_entities
        ])

    return _solids
コード例 #32
0
ファイル: movement.py プロジェクト: penny64/r3-tdw
def _push(entity, x, y):
    entity['movement']['next_x'] = entity['movement']['x'] + x
    entity['movement']['next_y'] = entity['movement']['y'] + y

    entities.trigger_event(entity, 'check_next_position')

    _nx = entity['movement']['next_x']
    _ny = entity['movement']['next_y']

    if entity['movement']['collisions']:
        _solids = [
            get_position_via_id(p) for p in entities.get_entity_group('life')
            if not p == entity['_id']
        ]

        if (_nx, _ny) in _solids:
            entity['movement']['path']['refresh'] = True

            return

    set_position(entity, _nx, _ny)
コード例 #33
0
ファイル: items.py プロジェクト: witheld9/r3-tdw
def check_for_collisions(entity):
	_x, _y = movement.get_position(entity)
	
	if _x < 0 or _x >= zones.get_active_size()[0]-1 or _y < 0 or _y >= zones.get_active_size()[1]-1:
		entities.delete_entity(entity)
		
		return
	
	if (_x, _y) in zones.get_active_solids(entity):
		entities.trigger_event(entity, 'collision_with_solid')
		
		return
	
	for entity_id in entities.get_entity_group('life'):
		if entity_id == entity['owner']:
			continue
		
		if movement.get_position(entity) == movement.get_position_via_id(entity_id):
			entities.trigger_event(entity, 'collision_with_entity', target_id=entity_id)
			
			return
コード例 #34
0
ファイル: ui_strategy.py プロジェクト: penny64/r3-tdw
def draw_squads(selected_squad=None):
    for entity_id in entities.get_entity_group('squads'):
        _squad = entities.get_entity(entity_id)

        if _squad['faction'] == 'Terrorists':
            continue

        _x, _y = movement.get_position(_squad)
        _r_x = (_x * constants.MAP_CELL_SPACE) + constants.MAP_CELL_SPACE / 2
        _r_y = (_y * constants.MAP_CELL_SPACE) + constants.MAP_CELL_SPACE / 2
        _fore_color = (200, 200, 200)

        if selected_squad == entity_id:
            if time.time() % 1 >= .5:
                _fore_color = (100, 150, 100)

        display.write_char('map_squads',
                           _r_x,
                           _r_y,
                           'S',
                           fore_color=_fore_color)
コード例 #35
0
ファイル: ui_draw.py プロジェクト: witheld9/r3-tdw
def draw_life_labels():
	_camera_x, _camera_y = camera.X, camera.Y
	_width = display.get_surface('life')['width']
	_height = display.get_surface('life')['height']
	
	if settings.OBSERVER_MODE:
		_draw_life = entities.get_entity_group('life')
	else:
		_draw_life = [i for i in PLAYER['ai']['life_memory'] if PLAYER['ai']['life_memory'][i]['can_see']]
		
		if PLAYER['_id'] in entities.ENTITIES:
			_draw_life.append(PLAYER['_id'])
	
	for entity_id in _draw_life:
		_entity = entities.get_entity(entity_id)
		_x, _y = movement.get_position(_entity)
		_x -= _camera_x
		_y -= _camera_y
		
		if _x < 0 or _y < 0 or _x >= _width or _y >= _height:
			continue
		
		_back_color = None
		
		if settings.OBSERVER_MODE:
			_label = _entity['ai']['current_action']
		else:
			_label = life.get_status_string(_entity)
			
			if not PLAYER['_id'] == entity_id and PLAYER['ai']['life_memory'][entity_id]['mission_related'] and time.time() % 1 >= .5:
				_back_color = (200, 0, 0)
		
		_render_x = numbers.clip(_x - len(_label)/2, 0, _width - len(_label))
		_render_y = numbers.clip(_y - 2, 0, _height)
		
		if _render_y == _y:
			_render_y += 2
		
		display.write_string('ui', _render_x, _render_y, _label, back_color=_back_color)
コード例 #36
0
ファイル: worldgen.py プロジェクト: penny64/r3-tdw
def _handle_squad_position_update(entity):
	if len(entity['movement']['path']['positions']) == 1:
		world_strategy.news('Alert: Squad %s is arriving at %s, %s.' % (entity['squad_id'],
		                                                                entity['movement']['path']['destination'][0],
		                                                                entity['movement']['path']['destination'][1]),
		                    fore_color=(200, 40, 40), back_color=(80, 0, 0))
	
	elif not len(entity['movement']['path']['positions']):
		_x, _y = movement.get_position(entity)
		_camp = world_strategy.MAP['grid'][_x, _y]
		
		if _camp['owned_by'] and not entity['faction'] == _camp['owned_by']:
			_defending_squads = []
			
			for squad_id in entities.get_entity_group('squads'):
				_squad = entities.get_entity(squad_id)
				
				if _squad['faction'] == _camp['owned_by']:
					_defending_squads.append(squad_id)
			
			world_strategy.unregister_input()
			world_strategy.world_action.start_battle(attacking_squads=[entity['_id']], defending_squads=_defending_squads)
コード例 #37
0
ファイル: ui_draw.py プロジェクト: penny64/r3-tdw
def draw_item_labels():
    _camera_x, _camera_y = camera.X, camera.Y
    _width = display.get_surface('life')['width']
    _height = display.get_surface('life')['height']

    if settings.OBSERVER_MODE:
        _draw_items = entities.get_entity_group('items')
    else:
        _draw_items = [
            item for _items in PLAYER['ai']['visible_items'].values()
            for item in _items
        ]

    for entity_id in _draw_items:
        if not entity_id in entities.ENTITIES:
            continue

        _entity = entities.get_entity(entity_id)

        if _entity['stats']['owner']:
            continue

        _x, _y = movement.get_position(_entity)
        _x -= _camera_x
        _y -= _camera_y

        if _x < 0 or _y < 0 or _x >= _width or _y >= _height:
            continue

        _label = _entity['stats']['name']
        _render_x = numbers.clip(_x - len(_label) / 2, 0, _width - len(_label))
        _render_y = numbers.clip(_y + 2, 0, _height)

        if _render_y == _y:
            _render_y -= 1

        display.write_string('ui', _render_x, _render_y, _label)
コード例 #38
0
ファイル: ui_dialog.py プロジェクト: penny64/r3-tdw
def draw_all(surface):
    for dialog_id in entities.get_entity_group('ui_dialogs'):
        draw(entities.get_entity(dialog_id), surface)
コード例 #39
0
def draw():
    global MOVIE_TIME, MOVIE_TIME_MAX

    if settings.OBSERVER_MODE:
        _draw_life = entities.get_entity_group('life')
        _draw_items = entities.get_entity_group('items')
    else:
        _draw_life = set()
        _draw_items = set()

        for squad_id in entities.get_entity_group('squads'):
            _squad = entities.get_entity(squad_id)

            if not _squad['faction'] == 'Rogues':
                continue

            for member_id in _squad['members']:
                _member = entities.get_entity(member_id)
                _draw_life.add(member_id)
                _draw_life.update([
                    i for i in _member['ai']['life_memory']
                    if _member['ai']['life_memory'][i]['can_see']
                    and i in entities.ENTITIES
                ])

        _draw_life = list(_draw_life)

    for entity_id in _draw_life:
        entities.trigger_event(entities.get_entity(entity_id),
                               'draw',
                               x_mod=camera.X,
                               y_mod=camera.Y)

    for entity_id in entities.get_entity_group('nodes'):
        entities.trigger_event(entities.get_entity(entity_id),
                               'draw',
                               x_mod=camera.X,
                               y_mod=camera.Y)

    if settings.SHOW_NODE_GRID:
        for entity_id in zones.get_active_node_grid().values():
            entities.trigger_event(entities.get_entity(entity_id),
                                   'draw',
                                   x_mod=camera.X,
                                   y_mod=camera.Y)

    for entity_id in entities.get_entity_groups(
        ['ui_effects', 'ui_effects_freetick']):
        entities.trigger_event(entities.get_entity(entity_id), 'draw')

    for entity_id in entities.get_entity_groups(
        ['effects', 'effects_freetick']):
        entities.trigger_event(entities.get_entity(entity_id),
                               'draw',
                               x_mod=camera.X,
                               y_mod=camera.Y)

    for entity_id in entities.get_entity_group('contexts'):
        entities.trigger_event(entities.get_entity(entity_id),
                               'draw',
                               x_mod=camera.X,
                               y_mod=camera.Y)

    for entity_id in _draw_items:
        if not entity_id in entities.ENTITIES:
            continue

        _entity = entities.get_entity(entity_id)

        if _entity['stats']['owner']:
            continue

        entities.trigger_event(entities.get_entity(entity_id),
                               'draw',
                               x_mod=camera.X,
                               y_mod=camera.Y)

    ui_draw.draw_status_bar(planning=settings.TICK_MODE == 'strategy',
                            executing=not settings.TICK_MODE == 'strategy',
                            execute_speed=settings.PLAN_TICK_RATE_STRING,
                            selecting=nodes.SELECTING_TARGET_CALLBACK)

    #if settings.TICK_MODE == 'strategy':
    #	ui_draw.draw_item_labels()

    if '--labels' in sys.argv:
        ui_draw.draw_life_labels()

    ui_draw.draw_long_range_life()
    ui_draw.draw_life_memory()
    ui_draw.draw_walk_path()
    #ui_draw.draw_mission_details()
    ui_draw.draw_turn_bar()

    if '--fps' in sys.argv:
        ui_draw.draw_fps()

    events.trigger_event('post_process')

    #display.reset_surface_shaders('tiles')

    #_zone = zones.ZONES[zones.ACTIVE_ZONE]
    #for shader in _zone['shaders']:
    #	display.apply_surface_shader('tiles', shader, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT)

    if ui_director.HAS_FOCUS:
        ui_director.draw()

    display.blit_surface('effects')
    display.blit_surface('nodes')
    display.blit_surface('items')
    display.blit_surface('life')
    display.blit_surface('ui')
    display.blit_surface('ui_menus')
    display.blit_surface('ui_dialogs')

    if ui_panel.ACTIVE_MENU:
        display.blit_surface_viewport('ui_inventory',
                                      0,
                                      0,
                                      35,
                                      constants.MAP_VIEW_HEIGHT,
                                      dx=constants.MAP_VIEW_WIDTH - 35)

    if settings.SHOW_NODE_GRID:
        display.blit_surface('node_grid')

    events.trigger_event('draw')

    if '--record' in sys.argv:
        MOVIE_TIME += 1

        if MOVIE_TIME == MOVIE_TIME_MAX:
            display.screenshot('screenshot-%s.bmp' % time.time())

            MOVIE_TIME = 0
コード例 #40
0
def loop():
    global PLAYER_HAS_SHOOT_TIMER

    events.trigger_event('input')

    if not settings.TICK_MODE == 'strategy' and not (
        (ui_dialog.ACTIVE_DIALOG and ui_director.PAUSE) or ui_menu.ACTIVE_MENU
            or ui_director.PAUSE):
        _has_action = False

        _check_life = set()

        for squad_id in entities.get_entity_group('squads'):
            _squad = entities.get_entity(squad_id)

            if not _squad['faction'] == 'Rogues':
                continue

            for member_id in _squad['members']:
                _member = entities.get_entity(member_id)

                _check_life.add(member_id)
                _check_life.update([
                    i for i in _member['ai']['life_memory']
                    if _member['ai']['life_memory'][i]['can_see']
                    and i in entities.ENTITIES
                ])

        _check_life = list(_check_life)

        #_check_life =
        #_check_life.append(PLAYER['_id'])

        for entity_id in _check_life:
            if timers.has_timer_with_name(entities.get_entity(entity_id),
                                          'shoot'):
                _has_action = True

                break

        if _has_action:
            _ticks_per_tick = 1

        else:
            _ticks_per_tick = settings.PLAN_TICK_RATE

        for _ in range(_ticks_per_tick):
            if settings.TICK_MODE == 'strategy':
                break

            ai_flow.logic()
            events.trigger_event('logic')
            tick()
            free_tick()

    else:
        ai_flow.logic()
        free_tick()

    if pathfinding.wait_for_astar():
        pass

    if not handle_input():
        return False

    events.trigger_event('tick')
    events.trigger_event('camera')

    draw()

    return True
コード例 #41
0
ファイル: nodes.py プロジェクト: witheld9/r3-tdw
def handle_mouse_pressed(entity, x, y, button):
	global DRAGGING_NODE, LAST_CLICKED_POS, SELECTING_TARGET_CALLBACK
	
	if ui_menu.get_active_menu() or ui_menu.DELAY:
		return
	
	if timers.has_timer_with_name(entity, 'passout'):
		return
	
	_x = x+camera.X
	_y = y+camera.Y
	
	if button == 1:
		if DRAGGING_NODE:
			DRAGGING_NODE = None
		
		elif not (_x, _y) in zones.get_active_solids(entity):
			if not DRAGGING_NODE:
				for entity_id in [t for t in entity['ai']['visible_life'] if entity['ai']['life_memory'][t]['can_see']]:
					if entity['_id'] == entity_id:
						continue
					
					_entity = entities.get_entity(entity_id)
					_tx, _ty = movement.get_position(_entity)
					
					if (_x, _y) == (_tx, _ty):
						if SELECTING_TARGET_CALLBACK:
							SELECTING_TARGET_CALLBACK(entity, entity_id)
							SELECTING_TARGET_CALLBACK = None
						else:
							LAST_CLICKED_POS = (_x, _y)
					
							create_life_interact_menu(entity, entity_id)
						
						return
				
				else:
					for entity_id in entities.get_entity_group('contexts'):
						_entity = entities.get_entity(entity_id)
						
						if not _entity['callback']:
							continue
						
						if (_entity['tile']['x'], _entity['tile']['y']) == (_x, _y):
							_entity['callback'](x+2, y-3)
							
							return
					
					else:
						for entity_id in list(entity['ai']['targets'] - entity['ai']['visible_life']):
							_tx, _ty = entity['ai']['life_memory'][entity_id]['last_seen_at']
							
							if (_tx, _ty-2) == (_x, _y):
								ui_dialog.create(x + 2, y - 3, '%s - Last seen <time>' % entities.get_entity(entity_id)['stats']['name'])
								
								return
							
						else:
							for entity_id in entities.get_entity_group('items'):
								_item = entities.get_entity(entity_id)
								
								if _item['stats']['owner']:
									continue
								
								if (_x, _y) == movement.get_position(_item):
									create_item_menu(entity, _item, _x, _y)
									
									return
							
							create_walk_node(entity, _x, _y, clear=True)
							
							return
			
			for node in entity['node_grid']['nodes'].values():
				if (_x, _y) == (node['node']['x'], node['node']['y']):
					DRAGGING_NODE = node
					entities.trigger_event(DRAGGING_NODE['node'], 'set_fore_color', color=(255, 255, 0))
					
					break
				
				if (_x, _y) in node['node']['path']:
					if not (_x, _y) in node['node']['busy_pos']:
						LAST_CLICKED_POS = (_x, _y)
						
						create_action_menu(entity, LAST_CLICKED_POS[0], LAST_CLICKED_POS[1], on_path=True)
					
					else:
						LAST_CLICKED_POS = None
					
					return
	
	elif button == 2:
		if DRAGGING_NODE:
			entities.trigger_event(DRAGGING_NODE['node'], 'set_fore_color', color=(255, 255, 255))
			
			DRAGGING_NODE = None
		
		else:
			for node in entity['node_grid']['nodes'].values():
				if (_x, _y) == (node['node']['x'], node['node']['y']):
					entity['node_grid']['path'].remove(node['node']['_id'])
					entities.delete_entity(node['node'])
					redraw_path(entity)
					
					del entity['node_grid']['nodes'][node['node']['_id']]
					
					if not entity['node_grid']['nodes']:
						clear_path(entity)
					
					break
			else:
				create_walk_node(entity, _x, _y)
コード例 #42
0
def build_life_list(entity):
	entity['ai']['visible_targets'] = []
	_nearest_target = {'target_id': None, 'distance': 0}
	_solids = zones.get_active_solids(entity)
	_visible_life = set()
	_vision = stats.get_vision(entity)
	_visible_by_friendlies = [entities.get_entity(e)['ai']['visible_targets'] for e in entity['ai']['life_memory'] if not entity['ai']['life_memory'][e]['is_target'] and e in entities.ENTITIES]
	
	#Warning: Makes AI super smart
	_visible_by_friendlies = [item for sublist in _visible_by_friendlies for item in sublist]
	
	for entity_id in entities.get_entity_group('life'):
		if entity['_id'] == entity_id:
			continue
		
		_target = entities.get_entity(entity_id)
		
		if not entity_id in entity['ai']['life_memory']:
			life.create_life_memory(entity, entity_id)
		
		if not ai_factions.is_enemy(entity, entity_id):
			_visible = True
		
		else:
			if numbers.distance(movement.get_position(entity), movement.get_position(_target)) > _vision:
				if entity['ai']['life_memory'][entity_id]['can_see'] and ai_factions.is_enemy(entity, _target['_id']):
					entities.trigger_event(entity, 'target_lost', target_id=entity_id)
				
				if entity_id in _visible_by_friendlies:
					entity['ai']['life_memory'][entity_id]['in_los'] = False
					entity['ai']['life_memory'][entity_id]['can_see'] = True
					
					_visible = True
				else:
					entity['ai']['life_memory'][entity_id]['can_see'] = False
					entity['ai']['life_memory'][entity_id]['in_los'] = False
					
					if entity_id in entity['ai']['visible_life']:
						entity['ai']['visible_life'].remove(entity_id)
					
					_visible = False
				
			else:
				for pos in shapes.line(movement.get_position(entity), movement.get_position(_target)):
					if pos in _solids:
						if entity['ai']['life_memory'][entity_id]['can_see'] and ai_factions.is_enemy(entity, _target['_id']):
							entities.trigger_event(entity, 'target_lost', target_id=entity_id)
						
						if entity_id in _visible_by_friendlies:
							entity['ai']['life_memory'][entity_id]['in_los'] = False
							entity['ai']['life_memory'][entity_id]['can_see'] = True
							
							_visible = True
						
						else:
							entity['ai']['life_memory'][entity_id]['can_see'] = False
							entity['ai']['life_memory'][entity_id]['in_los'] = False
							
							if entity_id in entity['ai']['visible_life']:
								entity['ai']['visible_life'].remove(entity_id)
							
							_visible = False
						
						break
				else:
					entity['ai']['life_memory'][entity_id]['in_los'] = True
					_visible = True
		
		if not _visible and entity['ai']['life_memory'][entity_id]['seen_time'] > 0:
			_visible = True
			
			entity['ai']['life_memory'][entity_id]['in_los'] = False
			entity['ai']['life_memory'][entity_id]['can_see'] = True
			
			entity['ai']['life_memory'][entity_id]['seen_time'] -= 1
			
			if entity_id in entity['ai']['visible_life']:
				entity['ai']['visible_life'].remove(entity_id)
		
		elif not _visible and entity_id in entity['ai']['visible_life']:
			entity['ai']['visible_life'].remove(entity_id)
		
		if _visible:
			_previous_last_seen_at = entity['ai']['life_memory'][entity_id]['last_seen_at']
			_target_position = movement.get_position(_target)[:]
			
			entity['ai']['life_memory'][entity_id]['is_lost'] = False
			
			if entity['ai']['life_memory'][entity_id]['in_los']:
				if entity['ai']['life_memory'][entity_id]['seen_time'] < 30:
					entity['ai']['life_memory'][entity_id]['seen_time'] += 1
			
			else:
				entity['ai']['life_memory'][entity_id]['seen_time'] -= 1
				
				if entity['ai']['life_memory'][entity_id]['seen_time'] < 0 and entity_id in entity['ai']['visible_life']:
					entity['ai']['visible_life'].remove(entity_id)
					entity['ai']['life_memory'][entity_id]['in_los'] = False
			
			if movement.get_position(_target) == _previous_last_seen_at:
				_new_last_seen_at = _previous_last_seen_at
			
			else:
				_new_last_seen_at = _target_position
			
			_is_target = ai_factions.is_enemy(entity, _target['_id'])
			_profile = {'distance': numbers.distance(movement.get_position(entity), movement.get_position(_target)),
				        'is_target': _is_target,
				        'is_armed': items.get_items_in_holder(_target, 'weapon'),
			            'is_lost': False,
			            'can_see': True,
			            'last_seen_at': _new_last_seen_at,
			            'last_seen_velocity': None}
			
			if not entity_id in entity['ai']['visible_life']:
				entities.trigger_event(entity, 'new_target_spotted', target_id=entity_id)
			
			if entity['ai']['life_memory'][entity_id]['in_los']:
				entity['ai']['visible_life'].add(entity_id)
				
				if _is_target:
					ai_flow.register_combat(entity, entity_id)
			
			if _is_target:
				entity['ai']['targets'].add(entity_id)
				
				_distance = numbers.distance(movement.get_position(entity), movement.get_position_via_id(entity_id))
				
				if not _nearest_target['target_id'] or _distance < _nearest_target['distance']:
					_nearest_target['distance'] = _distance
					_nearest_target['target_id'] = entity_id
			
			if entity['ai']['life_memory'][entity_id]['last_seen_at']:
				_last_seen_at = entity['ai']['life_memory'][entity_id]['last_seen_at'][:]
				_velocity = (_profile['last_seen_at'][0]-_last_seen_at[0], _profile['last_seen_at'][1]-_last_seen_at[1])
				
				_profile['last_seen_velocity'] = _velocity
			else:
				_profile['last_seen_velocity'] = None
			
			if not entity['ai']['life_memory'][entity_id]['can_see'] and _is_target:
				_could_not_see_target_before = True
			else:
				_could_not_see_target_before = False
			
			entity['ai']['life_memory'][entity_id].update(_profile)
			
			if _could_not_see_target_before:
				entities.trigger_event(entity, 'target_found', target_id=entity_id)
	
	#TODO: What?
	#for t in entity['ai']['life_memory']:
	#	if not 'is_lost' in entity['ai']['life_memory'][t]:
	#		print entity['ai']['life_memory'][t]
	
	entity['ai']['visible_targets'] = list(entity['ai']['visible_life'] & entity['ai']['targets'])
	entity['ai']['targets_to_search'] = [t for t in entity['ai']['life_memory'].keys() if entity['ai']['life_memory'][t]['is_lost'] and not entity['ai']['life_memory'][t]['searched_for'] and t in entities.ENTITIES]
	
	if _nearest_target['target_id']:
		if not entity['ai']['nearest_target'] == _nearest_target['target_id']:
			entity['ai']['meta']['has_firing_position'] = True
		
		entity['ai']['nearest_target'] = _nearest_target['target_id']
	
	elif entity['ai']['targets']:
		for target_id in list(entity['ai']['targets']):
			_target = entity['ai']['life_memory'][target_id]
			
			if not target_id in entities.ENTITIES or _target['is_lost']:
				entity['ai']['targets'].remove(target_id)
				
				continue
			
			_distance = numbers.distance(movement.get_position(entity), _target['last_seen_at'])
			
			if not _nearest_target['target_id'] or _distance < _nearest_target['distance']:
				_nearest_target['target_id'] = target_id
				_nearest_target['distance'] = _distance
		
		if not entity['ai']['nearest_target'] == _nearest_target['target_id']:
			entity['ai']['meta']['has_firing_position'] = True
		
		entity['ai']['nearest_target'] = _nearest_target['target_id']
コード例 #43
0
ファイル: ui_dialog.py プロジェクト: witheld9/r3-tdw
def draw_all(surface):
	for dialog_id in entities.get_entity_group('ui_dialogs'):
		draw(entities.get_entity(dialog_id), surface)
コード例 #44
0
def get_active_life_positions(entity):
    return [
        movement.get_position_via_id(p)
        for p in entities.get_entity_group('life') if not p == entity['_id']
    ]
コード例 #45
0
def all_logic():
    for mission_id in entities.get_entity_group('missions'):
        _mission = entities.get_entity(mission_id)

        entities.trigger_event(_mission, 'logic')
コード例 #46
0
ファイル: ui_menu.py プロジェクト: witheld9/r3-tdw
def draw_all():
	for menu_id in entities.get_entity_group('ui_menus'):
		draw(entities.get_entity(menu_id))
コード例 #47
0
ファイル: world_action.py プロジェクト: witheld9/r3-tdw
def loop():
	global PLAYER_HAS_SHOOT_TIMER
	
	events.trigger_event('input')

	if not settings.TICK_MODE == 'strategy' and not ((ui_dialog.ACTIVE_DIALOG and ui_director.PAUSE) or ui_menu.ACTIVE_MENU or ui_director.PAUSE):
		_has_action = False
		
		_check_life = set()
		
		for squad_id in entities.get_entity_group('squads'):
			_squad = entities.get_entity(squad_id)
			
			if not _squad['faction'] == 'Rogues':
				continue
			
			for member_id in _squad['members']:
				_member = entities.get_entity(member_id)
				
				_check_life.add(member_id)
				_check_life.update([i for i in _member['ai']['life_memory'] if _member['ai']['life_memory'][i]['can_see'] and i in entities.ENTITIES])

		_check_life = list(_check_life)
		
		#_check_life = 
		#_check_life.append(PLAYER['_id'])
		
		for entity_id in _check_life:
			if timers.has_timer_with_name(entities.get_entity(entity_id), 'shoot'):
				_has_action = True
				
				break
		
		if _has_action:
			_ticks_per_tick = 1
		
		else:
			_ticks_per_tick = settings.PLAN_TICK_RATE
		
		for _ in range(_ticks_per_tick):
			if settings.TICK_MODE == 'strategy':
				break
			
			ai_flow.logic()
			events.trigger_event('logic')
			tick()
			free_tick()
	
	else:
		ai_flow.logic()
		free_tick()

	if pathfinding.wait_for_astar():
		pass

	if not handle_input():
		return False

	events.trigger_event('tick')	
	events.trigger_event('camera')
	
	draw()

	return True
コード例 #48
0
ファイル: world_action.py プロジェクト: witheld9/r3-tdw
def draw():
	global MOVIE_TIME, MOVIE_TIME_MAX

	if settings.OBSERVER_MODE:
		_draw_life = entities.get_entity_group('life')
		_draw_items = entities.get_entity_group('items')
	else:
		_draw_life = set()
		_draw_items = set()
		
		for squad_id in entities.get_entity_group('squads'):
			_squad = entities.get_entity(squad_id)
			
			if not _squad['faction'] == 'Rogues':
				continue
			
			for member_id in _squad['members']:
				_member = entities.get_entity(member_id)
				_draw_life.add(member_id)
				_draw_life.update([i for i in _member['ai']['life_memory'] if _member['ai']['life_memory'][i]['can_see'] and i in entities.ENTITIES])

		_draw_life = list(_draw_life)

	for entity_id in _draw_life:
		entities.trigger_event(entities.get_entity(entity_id), 'draw', x_mod=camera.X, y_mod=camera.Y)

	for entity_id in entities.get_entity_group('nodes'):
		entities.trigger_event(entities.get_entity(entity_id), 'draw', x_mod=camera.X, y_mod=camera.Y)

	if settings.SHOW_NODE_GRID:
		for entity_id in zones.get_active_node_grid().values():
			entities.trigger_event(entities.get_entity(entity_id), 'draw', x_mod=camera.X, y_mod=camera.Y)

	for entity_id in entities.get_entity_groups(['ui_effects', 'ui_effects_freetick']):
		entities.trigger_event(entities.get_entity(entity_id), 'draw')

	for entity_id in entities.get_entity_groups(['effects', 'effects_freetick']):
		entities.trigger_event(entities.get_entity(entity_id), 'draw', x_mod=camera.X, y_mod=camera.Y)

	for entity_id in entities.get_entity_group('contexts'):
		entities.trigger_event(entities.get_entity(entity_id), 'draw', x_mod=camera.X, y_mod=camera.Y)

	for entity_id in _draw_items:
		if not entity_id in entities.ENTITIES:
			continue

		_entity = entities.get_entity(entity_id)

		if _entity['stats']['owner']:
			continue

		entities.trigger_event(entities.get_entity(entity_id), 'draw', x_mod=camera.X, y_mod=camera.Y)

	ui_draw.draw_status_bar(planning=settings.TICK_MODE == 'strategy',
	                        executing=not settings.TICK_MODE == 'strategy',
	                        execute_speed=settings.PLAN_TICK_RATE_STRING,
	                        selecting=nodes.SELECTING_TARGET_CALLBACK)

	#if settings.TICK_MODE == 'strategy':
	#	ui_draw.draw_item_labels()
	
	if '--labels' in sys.argv:
		ui_draw.draw_life_labels()
	
	ui_draw.draw_long_range_life()
	ui_draw.draw_life_memory()
	ui_draw.draw_walk_path()
	#ui_draw.draw_mission_details()
	ui_draw.draw_turn_bar()

	if '--fps' in sys.argv:
		ui_draw.draw_fps()

	events.trigger_event('post_process')
	
	#display.reset_surface_shaders('tiles')
	
	#_zone = zones.ZONES[zones.ACTIVE_ZONE]	
	#for shader in _zone['shaders']:
	#	display.apply_surface_shader('tiles', shader, constants.MAP_VIEW_WIDTH, constants.MAP_VIEW_HEIGHT)
	
	if ui_director.HAS_FOCUS:
		ui_director.draw()
	
	display.blit_surface('effects')
	display.blit_surface('nodes')
	display.blit_surface('items')
	display.blit_surface('life')
	display.blit_surface('ui')
	display.blit_surface('ui_menus')
	display.blit_surface('ui_dialogs')

	if ui_panel.ACTIVE_MENU:
		display.blit_surface_viewport('ui_inventory', 0, 0, 35, constants.MAP_VIEW_HEIGHT, dx=constants.MAP_VIEW_WIDTH-35)

	if settings.SHOW_NODE_GRID:
		display.blit_surface('node_grid')

	events.trigger_event('draw')

	if '--record' in sys.argv:
		MOVIE_TIME += 1
	
		if MOVIE_TIME == MOVIE_TIME_MAX:
			display.screenshot('screenshot-%s.bmp' % time.time())
			
			MOVIE_TIME = 0
コード例 #49
0
ファイル: world_action.py プロジェクト: witheld9/r3-tdw
def post_tick():
	for entity_id in entities.get_entity_group('life'):
		entities.trigger_event(entities.get_entity(entity_id), 'post_tick')
コード例 #50
0
ファイル: world_action.py プロジェクト: witheld9/r3-tdw
def free_tick():
	for entity_id in entities.get_entity_group('effects_freetick'):
		entities.trigger_event(entities.get_entity(entity_id), 'tick')
	
	entities.trigger_event(FADER, 'tick')
コード例 #51
0
def post_tick():
    for entity_id in entities.get_entity_group('life'):
        entities.trigger_event(entities.get_entity(entity_id), 'post_tick')
コード例 #52
0
def handle_mouse_pressed(x, y, button):
    global SELECTED_SQUAD, SELECTED_CAMP, MAP_PATH

    _s1, _s2 = entities.get_entity_group('squads')[:2]
    _m_x, _m_y = x / constants.MAP_CELL_SPACE, y / constants.MAP_CELL_SPACE

    if button == 1:
        _camp = MAP['grid'][_m_x, _m_y]

        if _camp['owned_by'] == 'Rogues' and not SELECTED_CAMP:
            SELECTED_CAMP = (_m_x, _m_y)

            set_draw_mode('camp_info')

        elif not _camp['owned_by'] == 'Rogues':
            if SELECTED_SQUAD:
                if _camp['owned_by']:
                    SELECTED_CAMP = (_m_x, _m_y)
                    MAP_PATH = pathfinding.astar(
                        movement.get_position_via_id(_s1), (_m_x, _m_y),
                        MAP['astar_map'], MAP['astar_weight_map'])

                    set_draw_mode('raid')

                elif _camp['is_ownable']:
                    SELECTED_CAMP = (_m_x, _m_y)

                    set_draw_mode('occupy')

                else:
                    SELECTED_SQUAD = None
                    SELECTED_CAMP = None

                    set_draw_mode('news')

            #set_draw_mode('camp_info')

        else:
            for squad_id in entities.get_entity_group('squads'):
                if squad_id == SELECTED_SQUAD:
                    continue

                _squad = entities.get_entity(squad_id)

                if not movement.get_position(_squad) == (_m_x, _m_y):
                    continue

                if not _squad['faction'] == 'Rogues':
                    continue

                SELECTED_SQUAD = squad_id
                SELECTED_CAMP = None

                set_draw_mode('squad_info')

                break

    elif button == 2:
        _camp = MAP['grid'][_m_x, _m_y]

        if not _camp['owned_by'] == 'Rogues':
            if SELECTED_SQUAD:
                if DRAW_MODE == 'raid':
                    entities.trigger_event(entities.get_entity(SELECTED_SQUAD),
                                           'raid',
                                           camp_id=(_m_x, _m_y))

                    SELECTED_SQUAD = None
                    SELECTED_CAMP = None

                    set_draw_mode('news')
コード例 #53
0
def create():
    global MAP, FADER

    worlds.create('strategy')
    words.reset()

    display.create_surface('background')
    display.create_surface('map',
                           width=constants.STRAT_MAP_WIDTH,
                           height=constants.STRAT_MAP_HEIGHT)
    display.create_surface('map_markers',
                           width=constants.STRAT_MAP_WIDTH,
                           height=constants.STRAT_MAP_HEIGHT)
    display.create_surface('map_squads',
                           width=constants.STRAT_MAP_WIDTH,
                           height=constants.STRAT_MAP_HEIGHT)
    display.create_surface('map_path',
                           width=constants.STRAT_MAP_WIDTH,
                           height=constants.STRAT_MAP_HEIGHT)
    display.create_surface('ui_bar',
                           width=constants.WINDOW_WIDTH,
                           height=constants.WINDOW_HEIGHT -
                           constants.STRAT_MAP_HEIGHT)
    display.fill_surface('ui_bar', (30, 30, 30))
    display.blit_background('background')

    register_input()

    entities.create_entity_group('life', static=True)
    entities.create_entity_group('items', static=True)
    entities.create_entity_group('factions', static=True)
    entities.create_entity_group('squads', static=True)
    entities.create_entity_group('systems')

    FADER = entities.create_entity()
    timers.register(FADER)
    fade_in()

    _grid = {}
    _color_map = {}

    MAP = {
        'grid':
        _grid,
        'color_map':
        _color_map,
        'astar_map':
        None,
        'astar_weight_map':
        numpy.ones((constants.STRAT_MAP_HEIGHT / constants.MAP_CELL_SPACE,
                    constants.STRAT_MAP_WIDTH / constants.MAP_CELL_SPACE))
    }

    for x in range(constants.STRAT_MAP_WIDTH / constants.MAP_CELL_SPACE):
        for y in range(constants.STRAT_MAP_HEIGHT / constants.MAP_CELL_SPACE):
            _grid[x, y] = {
                'owned_by': None,
                'is_ownable': False,
                'squads': [],
                'income': .025
            }

    worldgen.generate()

    unregister_input()
    world_action._start_battle(
        attacking_squads=[entities.get_entity_group('squads')[0]],
        defending_squads=[entities.get_entity_group('squads')[1]])
コード例 #54
0
def free_tick():
    for entity_id in entities.get_entity_group('effects_freetick'):
        entities.trigger_event(entities.get_entity(entity_id), 'tick')

    entities.trigger_event(FADER, 'tick')
コード例 #55
0
ファイル: zones.py プロジェクト: witheld9/r3-tdw
def get_active_life_positions(entity):
	return [movement.get_position_via_id(p) for p in entities.get_entity_group('life') if not p == entity['_id']]
コード例 #56
0
ファイル: world_strategy.py プロジェクト: witheld9/r3-tdw
def handle_mouse_pressed(x, y, button):
	global SELECTED_SQUAD, SELECTED_CAMP, MAP_PATH
	
	_s1, _s2 = entities.get_entity_group('squads')[:2]
	_m_x, _m_y = x / constants.MAP_CELL_SPACE, y / constants.MAP_CELL_SPACE
	
	if button == 1:
		_camp = MAP['grid'][_m_x, _m_y]
		
		if _camp['owned_by'] == 'Rogues' and not SELECTED_CAMP:
			SELECTED_CAMP = (_m_x, _m_y)
			
			set_draw_mode('camp_info')
		
		elif not _camp['owned_by'] == 'Rogues':
			if SELECTED_SQUAD:
				if _camp['owned_by']:
					SELECTED_CAMP = (_m_x, _m_y)
					MAP_PATH = pathfinding.astar(movement.get_position_via_id(_s1), (_m_x, _m_y), MAP['astar_map'], MAP['astar_weight_map'])
					
					set_draw_mode('raid')
				
				elif _camp['is_ownable']:
					SELECTED_CAMP = (_m_x, _m_y)
					
					set_draw_mode('occupy')
				
				else:
					SELECTED_SQUAD = None
					SELECTED_CAMP = None
					
					set_draw_mode('news')
				
			#set_draw_mode('camp_info')
		
		else:
			for squad_id in entities.get_entity_group('squads'):
				if squad_id == SELECTED_SQUAD:
					continue
				
				_squad = entities.get_entity(squad_id)
				
				if not movement.get_position(_squad) == (_m_x, _m_y):
					continue
				
				if not _squad['faction'] == 'Rogues':
					continue
				
				SELECTED_SQUAD = squad_id
				SELECTED_CAMP = None
				
				set_draw_mode('squad_info')
				
				break
	
	elif button == 2:
		_camp = MAP['grid'][_m_x, _m_y]
		
		if not _camp['owned_by'] == 'Rogues':
			if SELECTED_SQUAD:
				if DRAW_MODE == 'raid':
					entities.trigger_event(entities.get_entity(SELECTED_SQUAD), 'raid', camp_id=(_m_x, _m_y))
					
					SELECTED_SQUAD = None
					SELECTED_CAMP = None
					
					set_draw_mode('news')
コード例 #57
0
def draw_all():
    for menu_id in entities.get_entity_group('ui_menus'):
        draw(entities.get_entity(menu_id))
コード例 #58
0
ファイル: ai_flow.py プロジェクト: witheld9/r3-tdw
def tick():
	if settings.TURN_QUEUE:
		_squads = [settings.TURN_QUEUE[0]]
	
	else:
		_squads = entities.get_entity_group('squads')
		_found_able_player = False
		
		for squad_id in entities.get_entity_group('squads'):
			_squad = entities.get_entity(squad_id)
			_break = False
			
			if not _squad['faction'] == 'Rogues':
				continue
			
			for member_id in _squad['members']:
				_entity = entities.get_entity(member_id)
				
				if _entity['ai']['is_npc']:
					continue
				
				if timers.has_timer_with_name(_entity, 'shoot') or _entity['movement']['path']['positions'] or timers.has_timer_with_name(_entity, 'move'):
					_break = True
					
					break
				
				_found_able_player = True
			
			if _break:
				break
		
		else:
			if _found_able_player:
				settings.set_tick_mode('strategy')
	
	for squad_id in _squads:
		_squad = entities.get_entity(squad_id)
		_waiting = False
		
		#if not _squad['faction'] == 'Rogues':
		#	settings.set_tick_mode('normal')
		
		for entity_id in _squad['members']:
			_entity = entities.get_entity(entity_id)
			
			if not settings.TURN_QUEUE:
				_entity['stats']['action_points'] = _entity['stats']['action_points_max']
				
				if _entity['ai']['is_npc']:
					continue
			
			if _entity['stats']['action_points'] <= 0:
				continue
			
			_had_action = False
			
			if timers.has_timer_with_name(_entity, 'shoot') or _entity['movement']['path']['positions'] or timers.has_timer_with_name(_entity, 'move'):
				_had_action = True
			
			elif _entity['ai']['is_player']:
				_waiting = True
				
				continue
			
			entities.trigger_event(_entity, 'tick')
			
			if _had_action and not timers.has_timer_with_name(_entity, 'shoot') and not _entity['movement']['path']['positions'] and not timers.has_timer_with_name(_entity, 'move') and _entity['stats']['action_points'] > 0:
				if _entity['ai']['is_player'] and (ui_squad_control.is_squad_member_selected() and _entity == ui_squad_control.get_selected_squad_member()):
					settings.set_tick_mode('strategy')
					
					break
			
			if _entity['ai']['is_player'] and _entity['stats']['action_points'] <= 0:
				ui_squad_control.reset_selected_squad_member()
				settings.set_tick_mode('strategy')
			
			if not _entity['movement']['path']['positions'] and not timers.has_timer_with_name(_entity, 'shoot') and not timers.has_timer_with_name(_entity, 'move'):
				_entity['stats']['action_points'] -= constants.IDLE_COST
			
			if _entity['stats']['action_points'] <= 0:# and list(_squad['members']).index(entity_id)+1 == len(_squad['members']):
				entities.trigger_event(_squad, 'update_position_map')
			
			#print _entity['stats']['name'], _entity['stats']['action_points']
			
			break
		
		else:
			if _entity['ai']['is_player'] and not _waiting:
				settings.set_tick_mode('normal')
				print 'Normal...'
コード例 #59
0
ファイル: ai_flow.py プロジェクト: penny64/r3-tdw
def tick():
    if settings.TURN_QUEUE:
        _squads = [settings.TURN_QUEUE[0]]

    else:
        _squads = entities.get_entity_group('squads')
        _found_able_player = False

        for squad_id in entities.get_entity_group('squads'):
            _squad = entities.get_entity(squad_id)
            _break = False

            if not _squad['faction'] == 'Rogues':
                continue

            for member_id in _squad['members']:
                _entity = entities.get_entity(member_id)

                if _entity['ai']['is_npc']:
                    continue

                if timers.has_timer_with_name(
                        _entity, 'shoot') or _entity['movement']['path'][
                            'positions'] or timers.has_timer_with_name(
                                _entity, 'move'):
                    _break = True

                    break

                _found_able_player = True

            if _break:
                break

        else:
            if _found_able_player:
                settings.set_tick_mode('strategy')

    for squad_id in _squads:
        _squad = entities.get_entity(squad_id)
        _waiting = False

        #if not _squad['faction'] == 'Rogues':
        #	settings.set_tick_mode('normal')

        for entity_id in _squad['members']:
            _entity = entities.get_entity(entity_id)

            if not settings.TURN_QUEUE:
                _entity['stats']['action_points'] = _entity['stats'][
                    'action_points_max']

                if _entity['ai']['is_npc']:
                    continue

            if _entity['stats']['action_points'] <= 0:
                continue

            _had_action = False

            if timers.has_timer_with_name(
                    _entity, 'shoot') or _entity['movement']['path'][
                        'positions'] or timers.has_timer_with_name(
                            _entity, 'move'):
                _had_action = True

            elif _entity['ai']['is_player']:
                _waiting = True

                continue

            entities.trigger_event(_entity, 'tick')

            if _had_action and not timers.has_timer_with_name(
                    _entity, 'shoot') and not _entity['movement']['path'][
                        'positions'] and not timers.has_timer_with_name(
                            _entity,
                            'move') and _entity['stats']['action_points'] > 0:
                if _entity['ai']['is_player'] and (
                        ui_squad_control.is_squad_member_selected() and _entity
                        == ui_squad_control.get_selected_squad_member()):
                    settings.set_tick_mode('strategy')

                    break

            if _entity['ai'][
                    'is_player'] and _entity['stats']['action_points'] <= 0:
                ui_squad_control.reset_selected_squad_member()
                settings.set_tick_mode('strategy')

            if not _entity['movement']['path'][
                    'positions'] and not timers.has_timer_with_name(
                        _entity, 'shoot') and not timers.has_timer_with_name(
                            _entity, 'move'):
                _entity['stats']['action_points'] -= constants.IDLE_COST

            if _entity['stats'][
                    'action_points'] <= 0:  # and list(_squad['members']).index(entity_id)+1 == len(_squad['members']):
                entities.trigger_event(_squad, 'update_position_map')

            #print _entity['stats']['name'], _entity['stats']['action_points']

            break

        else:
            if _entity['ai']['is_player'] and not _waiting:
                settings.set_tick_mode('normal')
                print 'Normal...'