def melee_combat(life, targets): _target = get_closest_target(life, targets) if not _target: logging.error('No target for melee combat.') return False if sight.can_see_position(life, _target['last_seen_at'], block_check=True, strict=True): _can_see = sight.can_see_position(life, _target['life']['pos'], get_path=True) if _can_see: if len(_can_see)>1: movement.find_target(life, _target['life']['id'], distance=1, follow=True) else: melee.fight(life, _target['life']['id']) else: lfe.memory(life,'lost sight of %s' % (' '.join(_target['life']['name'])), target=_target['life']['id']) _target['escaped'] = 1 for send_to in judgement.get_trusted(life): speech.communicate(life, 'target_missing', target=_target['life']['id'], matches=[send_to]) else: return False
def is_confident(life): _friendly_confidence = 0 _threat_confidence = 0 for target_id in judgement.get_trusted(life, visible=False): _knows = brain.knows_alife_by_id(life, target_id) if _knows['dead'] or _knows['asleep']: continue _recent_mod = numbers.clip(_knows['last_seen_time'], 0, 300)/300.0 if _knows['last_seen_time']: _friendly_confidence += _recent_mod else: _friendly_confidence += judgement.get_ranged_combat_rating_of_target(life, target_id)*_recent_mod for target_id in judgement.get_threats(life, ignore_escaped=True): _knows = brain.knows_alife_by_id(life, target_id) if _knows['dead'] or _knows['asleep']: continue _recent_mod = numbers.clip(_knows['last_seen_time'], 0, 300)/300.0 if _knows['last_seen_time']: _threat_confidence += 2*_recent_mod else: _threat_confidence += judgement.get_ranged_combat_rating_of_target(life, target_id)*_recent_mod return _friendly_confidence > _threat_confidence
def is_confident(life): if 'player' in life: return False _friendly_confidence = judgement.get_ranged_combat_rating_of_target( life, life['id']) _threat_confidence = 0 for target_id in judgement.get_trusted(life, visible=False): _knows = brain.knows_alife_by_id(life, target_id) if _knows['dead'] or _knows['asleep']: continue if _knows['last_seen_time'] > 30: if brain.get_alife_flag(life, target_id, 'threat_score'): _recent_mod = 1 - ( numbers.clip(_knows['last_seen_time'], 0, 300) / 300.0) _score = brain.get_alife_flag(life, target_id, 'threat_score') _friendly_confidence += _score * _recent_mod else: _friendly_confidence += 1 else: _score = judgement.get_ranged_combat_rating_of_target( life, target_id) brain.flag_alife(life, target_id, 'threat_score', value=_score) _friendly_confidence += _score for target_id in judgement.get_threats(life, ignore_escaped=False): _knows = brain.knows_alife_by_id(life, target_id) if _knows['dead'] or _knows['asleep']: continue if _knows['last_seen_time']: if brain.get_alife_flag(life, target_id, 'threat_score'): if _knows['last_seen_time'] > 50: _recent_mod = 1 - ( numbers.clip(_knows['last_seen_time'], 0, 600) / 600.0) else: _recent_mod = 1 _score = brain.get_alife_flag(life, target_id, 'threat_score') _threat_confidence += _score * _recent_mod else: _threat_confidence += 1 else: _score = judgement.get_ranged_combat_rating_of_target( life, target_id, inventory_check=False) brain.flag_alife(life, target_id, 'threat_score', value=_score) _threat_confidence += _score return _friendly_confidence - _threat_confidence >= -2
def announce(life, _group_id, gist, message='', order=False, consider_motive=False, filter_if=None, **kwargs): _group = get_group(life, _group_id) if consider_motive: if _group['claimed_motive'] == 'wealth': _announce_to = [] for life_id in LIFE.keys(): if life_id == life['id']: continue if stats.is_same_species(life, life_id): _announce_to.append(life_id) elif _group['claimed_motive'] in ['crime', 'military']: _announce_to = judgement.get_trusted(life, visible=False) for life_id in _announce_to[:]: if not stats.is_same_species(life, life_id): _announce_to.remove(life_id) elif _group['claimed_motive'] == 'survival': _announce_to = [] for life_id in LIFE.keys(): if life_id == life['id']: continue if stats.is_same_species(life, life_id): _announce_to.append(life_id) else: _announce_to = _group['members'][:] if life['id'] in _announce_to: _announce_to.remove(life['id']) #TODO: Could have an option here to form an emergency "combat" group for life_id in _announce_to: if filter_if and filter_if(life_id): continue #_sent = speech.has_sent(life, life_id, gist) #if _sent and WORLD_INFO['ticks']-_sent<15: # continue if order: memory.create_order(life, life_id, gist, message, **kwargs) else: memory.create_question(life, life_id, gist, **kwargs)
def is_confident(life): if 'player' in life: return False _friendly_confidence = judgement.get_ranged_combat_rating_of_target(life, life['id']) _threat_confidence = 0 for target_id in judgement.get_trusted(life, visible=False): _knows = brain.knows_alife_by_id(life, target_id) if _knows['dead'] or _knows['asleep']: continue if _knows['last_seen_time']>30: if brain.get_alife_flag(life, target_id, 'threat_score'): _recent_mod = 1-(numbers.clip(_knows['last_seen_time'], 0, 300)/300.0) _score = brain.get_alife_flag(life, target_id, 'threat_score') _friendly_confidence += _score*_recent_mod else: _friendly_confidence += 1 else: _score = judgement.get_ranged_combat_rating_of_target(life, target_id) brain.flag_alife(life, target_id, 'threat_score', value=_score) _friendly_confidence += _score for target_id in judgement.get_threats(life, ignore_escaped=False): _knows = brain.knows_alife_by_id(life, target_id) if _knows['dead'] or _knows['asleep']: continue if _knows['last_seen_time']: if brain.get_alife_flag(life, target_id, 'threat_score'): if _knows['last_seen_time']>50: _recent_mod = 1-(numbers.clip(_knows['last_seen_time'], 0, 600)/600.0) else: _recent_mod = 1 _score = brain.get_alife_flag(life, target_id, 'threat_score') _threat_confidence += _score*_recent_mod else: _threat_confidence += 1 else: _score = judgement.get_ranged_combat_rating_of_target(life, target_id, inventory_check=False) brain.flag_alife(life, target_id, 'threat_score', value=_score) _threat_confidence += _score return _friendly_confidence-_threat_confidence>=-2
def ranged_combat(life, targets): _target = get_closest_target(life, targets) if not _target: for target_id in targets: if brain.knows_alife_by_id(life, target_id)['escaped']: continue brain.knows_alife_by_id(life, target_id)['escaped'] = 1 logging.error('No target for ranged combat.') return False if not life['path'] or not numbers.distance(lfe.path_dest(life), _target['last_seen_at']) == 0: movement.position_to_attack(life, _target['life']['id']) if sight.can_see_position(life, _target['last_seen_at'], block_check=True, strict=True) and not sight.view_blocked_by_life(life, _target['last_seen_at'], allow=[_target['life']['id']]): if sight.can_see_position(life, _target['life']['pos']): if not len(lfe.find_action(life, matches=[{'action': 'shoot'}])): for i in range(weapons.get_rounds_to_fire(weapons.get_weapon_to_fire(life))): lfe.add_action(life,{'action': 'shoot', 'target': _target['last_seen_at'], 'target_id': _target['life']['id'], 'limb': 'chest'}, 5000, delay=int(round(life['recoil']-stats.get_recoil_recovery_rate(life)))) else: lfe.memory(life,'lost sight of %s' % (' '.join(_target['life']['name'])), target=_target['life']['id']) _target['escaped'] = 1 for send_to in judgement.get_trusted(life): speech.communicate(life, 'target_missing', target=_target['life']['id'], matches=[send_to]) else: print life['name'], 'waiting...' return False
def ranged_combat(life, targets): _target = brain.knows_alife_by_id(life, get_closest_target(life, targets)) #if not _target: # for target_id in targets: # if brain.knows_alife_by_id(life, target_id)['escaped']: # continue # # brain.knows_alife_by_id(life, target_id)['escaped'] = 1 # # logging.error('No target for ranged combat.') # # return False _engage_distance = get_engage_distance(life) _path_dest = lfe.path_dest(life) if not _path_dest: _path_dest = life['pos'][:] _target_distance = bad_numbers.distance(life['pos'], _target['last_seen_at']) #Get us near the target #if _target['last_seen_at']: movement.position_to_attack(life, _target['life']['id'], _engage_distance) if sight.can_see_position(life, _target['last_seen_at']): if _target_distance <= _engage_distance: if sight.can_see_position(life, _target['life']['pos']): if not sight.view_blocked_by_life(life, _target['life']['pos'], allow=[_target['life']['id']]): lfe.clear_actions(life) if not len(lfe.find_action(life, matches=[{'action': 'shoot'}])) and _target['time_visible']>2: for i in range(weapons.get_rounds_to_fire(weapons.get_weapon_to_fire(life))): lfe.add_action(life, {'action': 'shoot', 'target': _target['last_seen_at'], 'target_id': _target['life']['id'], 'limb': 'chest'}, 300, delay=int(round(life['recoil']-stats.get_recoil_recovery_rate(life)))) else: _friendly_positions, _friendly_zones = get_target_positions_and_zones(life, judgement.get_trusted(life)) _friendly_zones.append(zones.get_zone_at_coords(life['pos'])) _friendly_positions.append(life['pos'][:]) if not lfe.find_action(life, [{'action': 'dijkstra_move', 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions}]): lfe.add_action(life, {'action': 'dijkstra_move', 'rolldown': True, 'zones': _friendly_zones, 'goals': [_target['life']['pos'][:]], 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions, 'reason': 'combat_position'}, 100) else: lfe.memory(life,'lost sight of %s' % (' '.join(_target['life']['name'])), target=_target['life']['id']) _target['escaped'] = 1 for send_to in judgement.get_trusted(life): speech.communicate(life, 'target_missing', target=_target['life']['id'], matches=[send_to]) #else: #print life['name'] #_friendly_positions, _friendly_zones = get_target_positions_and_zones(life, judgement.get_trusted(life)) #_friendly_zones.append(zones.get_zone_at_coords(life['pos'])) #_friendly_positions.append(life['pos'][:]) #if not lfe.find_action(life, [{'action': 'dijkstra_move', 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions}]): # lfe.add_action(life, {'action': 'dijkstra_move', # 'rolldown': True, # 'zones': _friendly_zones, # 'goals': [_target['life']['pos'][:]], # 'orig_goals': [_target['life']['pos'][:]], # 'avoid_positions': _friendly_positions, # 'reason': 'combat_position'}, # 100) # # print '2' else: return False
def ranged_combat(life, targets): _target = brain.knows_alife_by_id(life, get_closest_target(life, targets)) #if not _target: # for target_id in targets: # if brain.knows_alife_by_id(life, target_id)['escaped']: # continue # # brain.knows_alife_by_id(life, target_id)['escaped'] = 1 # # logging.error('No target for ranged combat.') # # return False _engage_distance = get_engage_distance(life) _path_dest = lfe.path_dest(life) if not _path_dest: _path_dest = life['pos'][:] _target_distance = bad_numbers.distance(life['pos'], _target['last_seen_at']) #Get us near the target #if _target['last_seen_at']: movement.position_to_attack(life, _target['life']['id'], _engage_distance) if sight.can_see_position(life, _target['last_seen_at']): if _target_distance <= _engage_distance: if sight.can_see_position(life, _target['life']['pos']): if not sight.view_blocked_by_life( life, _target['life']['pos'], allow=[_target['life']['id']]): lfe.clear_actions(life) if not len( lfe.find_action( life, matches=[{ 'action': 'shoot' }])) and _target['time_visible'] > 2: for i in range( weapons.get_rounds_to_fire( weapons.get_weapon_to_fire(life))): lfe.add_action( life, { 'action': 'shoot', 'target': _target['last_seen_at'], 'target_id': _target['life']['id'], 'limb': 'chest' }, 300, delay=int( round( life['recoil'] - stats.get_recoil_recovery_rate(life)))) else: _friendly_positions, _friendly_zones = get_target_positions_and_zones( life, judgement.get_trusted(life)) _friendly_zones.append( zones.get_zone_at_coords(life['pos'])) _friendly_positions.append(life['pos'][:]) if not lfe.find_action( life, [{ 'action': 'dijkstra_move', 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions }]): lfe.add_action( life, { 'action': 'dijkstra_move', 'rolldown': True, 'zones': _friendly_zones, 'goals': [_target['life']['pos'][:]], 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions, 'reason': 'combat_position' }, 100) else: lfe.memory(life, 'lost sight of %s' % (' '.join(_target['life']['name'])), target=_target['life']['id']) _target['escaped'] = 1 for send_to in judgement.get_trusted(life): speech.communicate(life, 'target_missing', target=_target['life']['id'], matches=[send_to]) #else: #print life['name'] #_friendly_positions, _friendly_zones = get_target_positions_and_zones(life, judgement.get_trusted(life)) #_friendly_zones.append(zones.get_zone_at_coords(life['pos'])) #_friendly_positions.append(life['pos'][:]) #if not lfe.find_action(life, [{'action': 'dijkstra_move', 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions}]): # lfe.add_action(life, {'action': 'dijkstra_move', # 'rolldown': True, # 'zones': _friendly_zones, # 'goals': [_target['life']['pos'][:]], # 'orig_goals': [_target['life']['pos'][:]], # 'avoid_positions': _friendly_positions, # 'reason': 'combat_position'}, # 100) # # print '2' else: return False
def has_attacked_trusted(life, life_id): return _has_attacked(life, life_id, judgement.get_trusted(life))