コード例 #1
0
def get_target_to_follow(life):
	_highest = {'id': None, 'score': 0}
	
	for target_id in get_trusted(life, visible=False, only_recent=False):
		if not lfe.execute_raw(life, 'follow', 'follow_target_if', life_id=target_id):
			continue
		
		_score = 0
		_known_target = brain.knows_alife_by_id(life, target_id)
		
		if not _known_target['last_seen_at']:
			continue
		
		if _known_target['escaped'] == 2:
			continue
		
		#_score += _known_target['trust']
			
		if life['group'] and groups.is_leader(life, life['group'], target_id) and groups.get_stage(life, life['group']) == STAGE_RAIDING:
			_score += 1
	
		if _score > _highest['score']:
			_highest['id'] = target_id
			_highest['score'] = _score
	
	return _highest['id']
コード例 #2
0
ファイル: judgement.py プロジェクト: hovatterz/Reactor-3
def get_target_to_follow(life):
    _highest = {"id": None, "score": 1}

    for target_id in get_trusted(life, visible=False, only_recent=False):
        if not lfe.execute_raw(life, "follow", "follow_target_if", life_id=target_id):
            continue

        _score = 0
        _known_target = brain.knows_alife_by_id(life, target_id)

        if not _known_target["last_seen_at"]:
            continue

        if _known_target["escaped"] == 2:
            continue

        _score += _known_target["trust"]

        if life["group"] and groups.is_leader(life, life["group"], target_id):
            _score += 1

        if _score >= _highest["score"]:
            _highest["id"] = target_id
            _highest["score"] = _score

    return _highest["id"]
コード例 #3
0
ファイル: stats.py プロジェクト: athros/Reactor-3
def desires_to_create_camp(life):
	if not 'CAN_GROUP' in life['life_flags']:
		return False
		
	if life['group'] and not groups.get_camp(life['group']) and groups.is_leader(life, life['group'], life['id']):
		if len(groups.get_group(life, life['group'])['members'])>1:
			return True
	
	return False
コード例 #4
0
ファイル: stats.py プロジェクト: penny64/Reactor-3
def desires_to_create_camp(life):
    if not 'CAN_GROUP' in life['life_flags']:
        return False

    if life['group'] and not groups.get_camp(
            life['group']) and groups.is_leader(life, life['group'],
                                                life['id']):
        if len(groups.get_group(life, life['group'])['members']) > 1:
            return True

    return False
コード例 #5
0
ファイル: stats.py プロジェクト: penny64/Reactor-3
def react_to_tension(life, life_id):
    if brain.knows_alife_by_id(life, life_id)['alignment'] in ['hostile']:
        return False

    if life['group'] and not groups.is_leader(
            life, life['group'], life['id']) and groups.get_leader(
                life, life['group']):
        if sight.can_see_target(life, groups.get_leader(
                life, life['group'])) and sight.can_see_target(
                    LIFE[life_id], groups.get_leader(life, life['group'])):
            return False

    _disarm = brain.get_alife_flag(life, life_id, 'disarm')

    if _disarm:
        #For now...
        if not sight.can_see_position(life, LIFE[life_id]['pos']):
            groups.announce(life,
                            life['group'],
                            'attacked_by_hostile',
                            filter_if=lambda life_id: brain.knows_alife_by_id(
                                life, life_id)['last_seen_time'] <= 30,
                            target_id=life_id)

            return False

        for item_uid in lfe.get_all_visible_items(LIFE[life_id]):
            if ITEMS[item_uid]['type'] == 'gun':
                break
        else:
            brain.unflag_alife(life, life_id, 'disarm')
            speech.start_dialog(life, life_id, 'clear_drop_weapon')

            return False

        _time_elapsed = WORLD_INFO['ticks'] - _disarm

        if _time_elapsed > 135 and not speech.has_sent(life, life_id,
                                                       'threaten'):
            speech.start_dialog(life, life_id, 'threaten')
            speech.send(life, life_id, 'threaten')
        elif _time_elapsed > 185:
            speech.start_dialog(life, life_id, 'establish_hostile')
    elif not speech.has_sent(life, life_id, 'confront'):
        speech.start_dialog(life, life_id, 'confront')
        speech.send(life, life_id, 'confront')
コード例 #6
0
ファイル: stats.py プロジェクト: athros/Reactor-3
def wants_group_member(life, life_id):
	if not life['group']:
		return False
	
	if groups.is_member(life, life['group'], life_id):
		return False
	
	if not groups.is_leader(life, life['group'], life['id']):
		return False
	
	if not lfe.execute_raw(life, 'group', 'wants_group_member', life_id=life_id):
		return False
	
	_know = brain.knows_alife_by_id(life, life_id)
	if not _know:
		return False
	
	if not judgement.can_trust(life, life_id):
		return False
	
	return True
コード例 #7
0
ファイル: stats.py プロジェクト: athros/Reactor-3
def react_to_tension(life, life_id):
	if brain.knows_alife_by_id(life, life_id)['alignment'] in ['hostile']:
		return False
	
	if life['group'] and not groups.is_leader(life, life['group'], life['id']) and groups.get_leader(life, life['group']):
		if sight.can_see_target(life, groups.get_leader(life, life['group'])) and sight.can_see_target(LIFE[life_id], groups.get_leader(life, life['group'])):
			return False
	
	_disarm = brain.get_alife_flag(life, life_id, 'disarm')
	
	if _disarm:
		#For now...
		if not sight.can_see_position(life, LIFE[life_id]['pos']):
			groups.announce(life,
			                life['group'],
			                'attacked_by_hostile',
			                filter_if=lambda life_id: brain.knows_alife_by_id(life, life_id)['last_seen_time']<=30,
			                target_id=life_id)
			
			return False
		
		for item_uid in lfe.get_all_visible_items(LIFE[life_id]):
			if ITEMS[item_uid]['type'] == 'gun':
				break
		else:
			brain.unflag_alife(life, life_id, 'disarm')
			speech.start_dialog(life, life_id, 'clear_drop_weapon')
			
			return False
		
		_time_elapsed = WORLD_INFO['ticks']-_disarm
		
		if _time_elapsed>135 and not speech.has_sent(life, life_id, 'threaten'):
			speech.start_dialog(life, life_id, 'threaten')
			speech.send(life, life_id, 'threaten')
		elif _time_elapsed>185:
			speech.start_dialog(life, life_id, 'establish_hostile')
	elif not speech.has_sent(life, life_id, 'confront'):
		speech.start_dialog(life, life_id, 'confront')
		speech.send(life, life_id, 'confront')
コード例 #8
0
ファイル: stats.py プロジェクト: penny64/Reactor-3
def wants_group_member(life, life_id):
    if not life['group']:
        return False

    if groups.is_member(life, life['group'], life_id):
        return False

    if not groups.is_leader(life, life['group'], life['id']):
        return False

    if not lfe.execute_raw(
            life, 'group', 'wants_group_member', life_id=life_id):
        return False

    _know = brain.knows_alife_by_id(life, life_id)
    if not _know:
        return False

    if not judgement.can_trust(life, life_id):
        return False

    return True
コード例 #9
0
ファイル: stats.py プロジェクト: athros/Reactor-3
def desires_first_contact_with(life, life_id):
	#print life['name'], LIFE[life_id]['name'],brain.knows_alife_by_id(life, life_id)['alignment']
	if not brain.knows_alife_by_id(life, life_id)['alignment'] == 'neutral':
		return False
	
	if life['group'] and not groups.is_leader(life, life['group'], life['id']):
		#Don't talk if we're in a group and near our leader.
		#TODO: #judgement Even then, we should consider having group members avoid non-members regardless.
		#TODO: #judgement How do group types play into this?
		_leader = brain.knows_alife_by_id(life, groups.get_leader(life, life['group']))
		
		if _leader:
			#TODO: #judgement Placeholder for future logic.
			if numbers.distance(life['pos'], _leader['life']['pos']) < 100:
				return False
	
	if life['stats']['motive_for_crime']>=4:
		return True
	
	if life['stats']['sociability']>=6:
		return True
	
	return False
コード例 #10
0
ファイル: stats.py プロジェクト: penny64/Reactor-3
def desires_first_contact_with(life, life_id):
    #print life['name'], LIFE[life_id]['name'],brain.knows_alife_by_id(life, life_id)['alignment']
    if not brain.knows_alife_by_id(life, life_id)['alignment'] == 'neutral':
        return False

    if life['group'] and not groups.is_leader(life, life['group'], life['id']):
        #Don't talk if we're in a group and near our leader.
        #TODO: #judgement Even then, we should consider having group members avoid non-members regardless.
        #TODO: #judgement How do group types play into this?
        _leader = brain.knows_alife_by_id(
            life, groups.get_leader(life, life['group']))

        if _leader:
            #TODO: #judgement Placeholder for future logic.
            if numbers.distance(life['pos'], _leader['life']['pos']) < 100:
                return False

    if life['stats']['motive_for_crime'] >= 4:
        return True

    if life['stats']['sociability'] >= 6:
        return True

    return False
コード例 #11
0
ファイル: judgement.py プロジェクト: hovatterz/Reactor-3
def judge_chunk(life, chunk_id, visited=False, seen=False, checked=True, investigate=False):
    if lfe.ticker(life, "judge_tick", 30):
        return False

    chunk = maps.get_chunk(chunk_id)
    _score = 0

    if not chunk_id in life["known_chunks"]:
        life["known_chunks"][chunk_id] = {
            "last_visited": -1,
            "last_seen": -1,
            "last_checked": -1,
            "discovered_at": WORLD_INFO["ticks"],
            "flags": {},
            "life": [],
        }

    _camp = chunks.get_global_flag(chunk_id, "camp")
    if _camp and not _camp in life["known_camps"]:
        camps.discover_camp(life, _camp)

    _known_chunk = life["known_chunks"][chunk_id]

    if seen:
        _known_chunk["last_seen"] = WORLD_INFO["ticks"]

    if visited:
        _known_chunk["last_visited"] = WORLD_INFO["ticks"]
        _known_chunk["last_seen"] = WORLD_INFO["ticks"]

    if checked:
        _known_chunk["last_checked"] = WORLD_INFO["ticks"]

    _trusted = 0
    for _target in life["know"].values():
        if not _target["last_seen_at"]:
            continue

        _is_here = False
        _actually_here = False

        if chunks.position_is_in_chunk(_target["last_seen_at"], chunk_id) and not _target["life"]["path"]:
            _is_here = True
        elif (
            not _target["last_seen_time"]
            and _target["life"]["path"]
            and chunks.position_is_in_chunk(lfe.path_dest(_target["life"]), chunk_id)
        ):
            _is_here = True

        if chunks.position_is_in_chunk(_target["life"]["pos"], chunk_id):
            _actually_here = True

        if _is_here:
            if not _target["life"]["id"] in _known_chunk["life"]:
                _known_chunk["life"].append(_target["life"]["id"])

            if is_target_dangerous(life, _target["life"]["id"]):
                _score -= 10
            elif life["group"] and groups.is_leader(life, life["group"], _target["life"]["id"]):
                _trusted += _target["trust"]
        else:
            if _target["life"]["id"] in _known_chunk["life"]:
                _known_chunk["life"].remove(_target["life"]["id"])

    if investigate and not visited:
        chunks.flag(life, chunk_id, "investigate", True)
    elif visited and chunks.get_flag(life, chunk_id, "investigate"):
        chunks.unflag(life, chunk_id, "investigate")

    if chunks.get_flag(life, chunk_id, "investigate"):
        _score += 5

        # for camp in life['known_camps']:
        # 	if not chunk_id in camps.get_camp(camp)['reference']:
        # 		continue

        # if not life['camp'] == camp['id']:
        # 	continue

        # if stats.desires_shelter(life):
        # 	_score += judge_camp(life, life['camp'])

    if lfe.execute_raw(life, "discover", "remember_shelter"):
        judge_shelter(life, chunk_id)

        # if stats.desires_interaction(life):
        # 	_score += _trusted

    if seen:
        pass
        # TODO: Still a good idea... maybe use for shelter?
        # for item in chunk['items']:
        # 	_item = brain.remember_known_item(life, item)
        # 	if _item:
        # 		_score += _item['score']

    life["known_chunks"][chunk_id]["score"] = _score

    return _score
コード例 #12
0
ファイル: stats.py プロジェクト: penny64/Reactor-3
def get_minimum_camp_score(life):
    if life['group'] and groups.is_leader(life, life['group'], life['id']):
        return len(groups.get_group(life, life['group'])['members'])

    return 3
コード例 #13
0
ファイル: stats.py プロジェクト: athros/Reactor-3
def get_minimum_camp_score(life):
	if life['group'] and groups.is_leader(life, life['group'], life['id']):
		return len(groups.get_group(life, life['group'])['members'])
	
	return 3
コード例 #14
0
def judge_chunk(life, chunk_id, visited=False, seen=False, checked=True, investigate=False):
	if lfe.ticker(life, 'judge_tick', 30):
		return False
	
	chunk = maps.get_chunk(chunk_id)
	_score = 0
	
	if not chunk_id in life['known_chunks']:
		life['known_chunks'][chunk_id] = {'last_visited': -1,
			'last_seen': -1,
			'last_checked': -1,
			'discovered_at': WORLD_INFO['ticks'],
			'flags': {},
			'life': []}
	
	_camp = chunks.get_global_flag(chunk_id, 'camp')
	if _camp and not _camp in life['known_camps']:
		camps.discover_camp(life, _camp)
	
	_known_chunk = life['known_chunks'][chunk_id]	
	
	if seen:
		_known_chunk['last_seen'] = WORLD_INFO['ticks']
	
	if visited:
		_known_chunk['last_visited'] = WORLD_INFO['ticks']
		_known_chunk['last_seen'] = WORLD_INFO['ticks']
	
	if checked:
		_known_chunk['last_checked'] = WORLD_INFO['ticks']
	
	_trusted = 0
	for _target in life['know'].values():
		if not _target['last_seen_at']:
			continue
		
		_is_here = False
		_actually_here = False
		
		if chunks.position_is_in_chunk(_target['last_seen_at'], chunk_id) and not _target['life']['path']:
			_is_here = True
		elif not _target['last_seen_time'] and _target['life']['path'] and chunks.position_is_in_chunk(lfe.path_dest(_target['life']), chunk_id):
			_is_here = True
		
		if chunks.position_is_in_chunk(_target['life']['pos'], chunk_id):
			_actually_here = True
			
		if _is_here:
			if not _target['life']['id'] in _known_chunk['life']:
				_known_chunk['life'].append(_target['life']['id'])
			
			if is_target_dangerous(life, _target['life']['id']):
				_score -= 10
			elif life['group'] and groups.is_leader(life, life['group'], _target['life']['id']):
				_trusted += _target['trust']
		else:
			if _target['life']['id'] in _known_chunk['life']:
				_known_chunk['life'].remove(_target['life']['id'])
	
	if investigate and not visited:
		chunks.flag(life, chunk_id, 'investigate', True)
	elif visited and chunks.get_flag(life, chunk_id, 'investigate'):
		chunks.unflag(life, chunk_id, 'investigate')
	
	if chunks.get_flag(life, chunk_id, 'investigate'):
		_score += 5
	
	#for camp in life['known_camps']:
	#	if not chunk_id in camps.get_camp(camp)['reference']:
	#		continue
		
		
		#if not life['camp'] == camp['id']:
		#	continue
	
		#if stats.desires_shelter(life):
		#	_score += judge_camp(life, life['camp'])
	
	if lfe.execute_raw(life, 'discover', 'remember_shelter'):
		judge_shelter(life, chunk_id)
	
	#if stats.desires_interaction(life):
	#	_score += _trusted
	
	if seen:
		pass
		#TODO: Still a good idea... maybe use for shelter?
		#for item in chunk['items']:
		#	_item = brain.remember_known_item(life, item)
		#	if _item:
		#		_score += _item['score']

	life['known_chunks'][chunk_id]['score'] = _score
	
	return _score