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ai.py
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ai.py
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from framework import entities, events, numbers, goapy, timers, flags, movement, stats
import ai_squad_logic
import ai_factions
import ai_debugger
import ai_visuals
import ai_squads
import ai_flow
import skeleton
import settings
import brains
import zones
import items
import life
import logging
import time
ONLINE_ENTITIES = []
OFFLINE_ENTITIES = []
MOVE_OFFLINE = []
def boot():
_entity = entities.create_entity('systems')
timers.register(_entity, use_system_event='logic')
#entities.trigger_event(_entity, 'create_timer', time=0, repeat=-1, repeat_callback=_tick_online_entities)
#entities.trigger_event(_entity, 'create_timer', time=numbers.seconds_as_ticks(3), repeat=-1, repeat_callback=_tick_offline_entities)
def _register(entity, player=False):
ONLINE_ENTITIES.append(entity['_id'])
entity['ai'] = {'brain': goapy.World(),
'brain_offline': goapy.World(),
'current_action': 'idle',
'last_action': 'idle',
'visible_items': {},
'visible_life': set(),
'visible_targets': [],
'targets_to_search': [],
'targets': set(),
'nearest_target': None,
'life_memory': {},
'is_player': player,
'is_npc': False,
'meta': {'is_injured': False,
'is_panicked': False,
'is_squad_combat_ready': False,
'is_squad_overwhelmed': False,
'is_squad_forcing_surrender': False,
'is_squad_mobile_ready': False,
'is_squad_leader': False,
'has_bandage': False,
'has_ammo': False,
'has_weapon': False,
'has_container': False,
'has_firing_position': False,
'has_lost_target': False,
'weapon_loaded': False,
'in_engagement': False,
'is_target_near': False,
'is_target_armed': False,
'in_cover': False,
'in_enemy_los': False,
'in_firing_range': False,
'is_hungry': False,
'has_food': False,
'sees_item_type_weapon': False,
'sees_item_type_container': False,
'sees_item_type_ammo': False,
'has_needs': False},
'weights': {'find_bandage': 10,
'find_weapon': 16,
'find_container': 14,
'track': 20}}
entities.create_event(entity, 'logic_offline')
entities.create_event(entity, 'update_target_memory')
entities.create_event(entity, 'meta_change')
entities.create_event(entity, 'set_meta')
entities.create_event(entity, 'has_needs')
entities.create_event(entity, 'new_target_spotted')
entities.create_event(entity, 'broadcast')
entities.create_event(entity, 'target_lost')
entities.create_event(entity, 'target_found')
entities.create_event(entity, 'target_search_failed')
entities.create_event(entity, 'squad_inform_lost_target')
entities.create_event(entity, 'squad_inform_found_target')
entities.create_event(entity, 'squad_inform_failed_search')
entities.register_event(entity, 'save', save)
entities.register_event(entity, 'delete', _cleanup)
entities.register_event(entity, 'set_meta', set_meta)
entities.register_event(entity, 'update_target_memory', update_target_memory)
entities.register_event(entity, 'target_lost', ai_squad_logic.member_handle_lost_target)
entities.register_event(entity, 'target_found', ai_squad_logic.member_handle_found_target)
entities.register_event(entity, 'target_search_failed', ai_squad_logic.member_handle_failed_target_search)
entities.register_event(entity, 'squad_inform_lost_target', ai_squad_logic.member_learn_lost_target)
entities.register_event(entity, 'squad_inform_found_target', ai_squad_logic.member_learn_found_target)
entities.register_event(entity, 'squad_inform_failed_search', ai_squad_logic.member_learn_failed_target_search)
def save(entity, snapshot):
snapshot['ai'] = entity['ai'].copy()
del snapshot['ai']['brain']
del snapshot['ai']['brain_offline']
snapshot['ai']['visible_life'] = list(entity['ai']['visible_life'])
snapshot['ai']['targets'] = list(entity['ai']['targets'])
def load(entity):
entity['ai']['visible_life'] = set(entity['ai']['visible_life'])
entity['ai']['targets'] = set(entity['ai']['targets'])
def _cleanup(entity):
if entity['_id'] in ONLINE_ENTITIES:
ONLINE_ENTITIES.remove(entity['_id'])
elif entity['_id'] in OFFLINE_ENTITIES:
OFFLINE_ENTITIES.remove(entity['_id'])
_x, _y = movement.get_position(entity)
if flags.has_flag(entity, 'fire_data'):
_fire_data = flags.get_flag(entity, 'fire_data')
_node = entities.get_entity(zones.get_active_node_grid()[_fire_data['node']])
entities.trigger_event(_node, 'set_flag', flag='owner', value=None)
flags.delete_flag(entity, 'fire_data')
_item_id = items.corpse(_x, _y, entity['tile']['char'], entity['_id'])['_id']
entities.trigger_event(entity, 'handle_corpse', corpse_id=_item_id)
def _register_animal(entity, player=False):
ONLINE_ENTITIES.append(entity['_id'])
entity['ai'] = {'brain': goapy.World(),
'brain_offline': goapy.World(),
'current_action': 'idle',
'last_action': 'idle',
'visible_items': [],
'visible_life': set(),
'visible_targets': [],
'targets': set(),
'nearest_target': None,
'life_memory': {},
'is_player': player,
'meta': {'is_injured': False,
'is_panicked': False,
'is_squad_overwhelmed': False,
'is_squad_leader': False,
'is_in_melee_range': False,
'in_engagement': False,
'is_target_near': False,
'is_target_armed': False,
'is_target_lost': False,
'in_cover': False,
'in_enemy_los': False,
'is_hungry': False,
'has_food': False,
'has_needs': False},
'weights': {'track': 20}}
entities.create_event(entity, 'logic_offline')
entities.create_event(entity, 'update_target_memory')
entities.create_event(entity, 'meta_change')
entities.create_event(entity, 'set_meta')
entities.create_event(entity, 'has_needs')
entities.create_event(entity, 'new_target_spotted')
entities.create_event(entity, 'broadcast')
entities.create_event(entity, 'target_lost')
entities.create_event(entity, 'target_found')
entities.create_event(entity, 'target_search_failed')
entities.create_event(entity, 'squad_inform_lost_target')
entities.create_event(entity, 'squad_inform_found_target')
entities.create_event(entity, 'squad_inform_failed_search')
entities.register_event(entity, 'delete', _cleanup)
entities.register_event(entity, 'set_meta', set_meta)
entities.register_event(entity, 'update_target_memory', update_target_memory)
entities.register_event(entity, 'target_lost', ai_squad_logic.member_handle_lost_target)
entities.register_event(entity, 'target_found', ai_squad_logic.member_handle_found_target)
entities.register_event(entity, 'target_search_failed', ai_squad_logic.member_handle_failed_target_search)
entities.register_event(entity, 'squad_inform_lost_target', ai_squad_logic.member_learn_lost_target)
entities.register_event(entity, 'squad_inform_found_target', ai_squad_logic.member_learn_found_target)
entities.register_event(entity, 'squad_inform_failed_search', ai_squad_logic.member_learn_failed_target_search)
def register_human(entity, player=False):
_register(entity, player=player)
_ai = entity['ai']
#Healing
_ai['brain'].add_planner(brains.heal())
#Combat
_ai['brain'].add_planner(brains.combat())
#Regrouping
#NOTE: Not sure what I want this functionality to do
#Maybe once squads have evolved a bit more I will approach
#it again.
#_ai['brain'].add_planner(brains.squad_leader_regroup())
#Panic
#_ai['brain'].add_planner(brains.panic())
#Food
#_ai['brain'].add_planner(brains.food())
#Search
#_ai['brain'].add_planner(brains.search_for_weapon())
#_ai['brain'].add_planner(brains.search_for_ammo())
#_ai['brain'].add_planner(brains.search_for_container())
_ai['brain'].add_planner(brains.search_for_target())
#Reload
_ai['brain'].add_planner(brains.reload())
entities.register_event(entity, 'logic', _human_logic)
entities.register_event(entity, 'logic_offline', _human_logic_offline)
def register_animal(entity, player=False):
_register_animal(entity, player=player)
_ai = entity['ai']
#Combat
_ai['brain'].add_planner(brains.dog_combat())
#Panic
_ai['brain'].add_planner(brains.panic())
#Food
_ai['brain'].add_planner(brains.food())
#Search
#TODO: Adopt for mutants
#_ai['brain'].add_planner(brains.search_for_target())
entities.register_event(entity, 'logic', _animal_logic)
entities.register_event(entity, 'logic_offline', _animal_logic_offline)
def register_robot(entity, player=False):
_register(entity, player=player)
_ai = entity['ai']
#Combat
_ai['brain'].add_planner(brains.robot_combat())
#Reload
_ai['brain'].add_planner(brains.reload())
entities.register_event(entity, 'logic', _human_logic)
entities.register_event(entity, 'logic_offline', _human_logic_offline)
###################
#System Operations#
###################
#DISABLED
def _tick_online_entities(entity):
global ONLINE_ENTITIES
if not settings.TICK_MODE == 'normal':
return
for entity_id in ONLINE_ENTITIES:
if not entity_id in entities.ENTITIES:
logging.warning('Online entity not found in global entity list.')
continue
entities.trigger_event(entities.get_entity(entity_id), 'logic')
def _tick_offline_entities(entity):
for entity_id in OFFLINE_ENTITIES:
entities.trigger_event(entities.get_entity(entity_id), 'logic_offline')
###################
#Entity Operations#
###################
def update_target_memory(entity, target_id, key, value):
if target_id in entity['ai']['life_memory']:
entity['ai']['life_memory'][target_id][key] = value
if key == 'last_seen_at' and not target_id in entity['ai']['targets']:
if ai_factions.is_enemy(entity, target_id):
entity['ai']['targets'].add(target_id)
entity['ai']['life_memory'][target_id]['searched_for'] = False
def set_meta(entity, meta, value):
if not meta in entity['ai']['meta']:
raise Exception('Trying to set invalid brain meta: %s' % meta)
entity['ai']['meta'][meta] = value
def set_meta_weight(entity, key, value):
entity['ai']['weights'][key] = value
def _handle_goap(entity, brain='brain'):
for planner in entity['ai'][brain].planners:
_start_state = {}
for key in planner.values.keys():
_start_state[key] = entity['ai']['meta'][key]
for key in planner.action_list.conditions.keys():
if key in entity['ai']['weights']:
planner.action_list.set_weight(key, entity['ai']['weights'][key])
planner.set_start_state(**_start_state)
entity['ai'][brain].calculate()
return entity['ai'][brain].get_plan(debug=False)
def _animal_logic(entity):
if timers.has_timer_with_name(entity, 'passout'):
return
ai_visuals.build_item_list(entity)
ai_visuals.build_life_list(entity)
_old_meta = entity['ai']['meta'].copy()
entity['ai']['meta']['in_engagement'] = len(entity['ai']['targets']) > 0
entity['ai']['meta']['in_enemy_los'] = len([t for t in entity['ai']['targets'] if entity['ai']['life_memory'][t]['in_los']]) > 0
if not entity['ai']['meta'] == _old_meta:
entities.trigger_event(entity, 'meta_change')
if entity['ai']['meta']['in_engagement']:
_target = entity['ai']['nearest_target']
_target_distance = numbers.distance(movement.get_position_via_id(_target), movement.get_position(entity))
entity['ai']['meta']['is_target_near'] = _target_distance <= 25
if not entity['ai']['meta']['in_enemy_los'] and life.can_see_position(entity, entity['ai']['life_memory'][_target]['last_seen_at']):
entity['ai']['meta']['has_lost_target'] = entity['ai']['meta']['is_target_near']
elif entity['ai']['meta']['in_enemy_los']:
if flags.has_flag(entity, 'search_nodes'):
flags.delete_flag(entity, 'search_nodes')
entity['ai']['meta']['is_in_melee_range'] = _target_distance == 1
else:
entity['ai']['meta']['is_target_near'] = False
entity['ai']['meta']['is_target_armed'] = len([t for t in entity['ai']['targets'] if entity['ai']['life_memory'][t]['is_armed']]) > 0
#entity['ai']['meta']['is_panicked'] = skeleton.has_critical_injury(entity)
entity['ai']['meta']['is_injured'] = skeleton.has_critical_injury(entity)
entity['ai']['meta']['is_panicked'] = entity['ai']['meta']['is_injured']
if entity['ai']['is_player']:
return
_goap = _handle_goap(entity)
if not _goap:
entity['ai']['current_action'] = 'idle'
return
_plan = _goap[0]
_plan['planner'].trigger_callback(entity, _plan['actions'][0]['name'])
#print time.time() - _t
if not entity['ai']['last_action'] == _plan['actions'][0]['name']:
logging.debug('%s: %s -> %s' % (entity['_id'], entity['ai']['last_action'], _plan['actions'][0]['name']))
entity['ai']['last_action'] = _plan['actions'][0]['name']
entity['ai']['current_action'] = _plan['actions'][0]['name']
def _human_logic(entity):
_t = time.time()
ai_visuals.build_item_list(entity)
ai_visuals.build_life_list(entity)
if ai_flow.is_flow_active() and not ai_flow.can_act(entity):
return
if timers.has_timer_with_name(entity, 'passout'):
return
#if not ai_squads.is_active(ai_squads.get_assigned_squad(entity)) or entity['stats']['action_points'] <= 0:
# return
_old_meta = entity['ai']['meta'].copy()
entity['ai']['meta']['sees_item_type_weapon'] = len(entity['ai']['visible_items']['weapon']) > 0
entity['ai']['meta']['sees_item_type_ammo'] = len(entity['ai']['visible_items']['ammo']) > 0
entity['ai']['meta']['sees_item_type_container'] = len(entity['ai']['visible_items']['container']) > 0
entity['ai']['meta']['has_weapon'] = len(items.get_items_in_holder(entity, 'weapon')) > 0
entity['ai']['meta']['has_ammo'] = len(items.get_items_matching(entity, {'type': 'ammo'})) > 0
entity['ai']['meta']['has_container'] = len(items.get_items_matching(entity, {'type': 'container'})) > 0
entity['ai']['meta']['weapon_loaded'] = len([w for w in items.get_items_in_holder(entity, 'weapon') if entities.get_entity(w)['flags']['ammo']['value'] > 0]) > 0
entity['ai']['meta']['in_engagement'] = len([t for t in entity['ai']['targets'] if not entity['ai']['life_memory'][t]['is_lost']]) > 0
entity['ai']['meta']['has_lost_target'] = len(entity['ai']['targets_to_search']) > 0
entity['ai']['meta']['in_enemy_los'] = len([t for t in entity['ai']['targets'] if entity['ai']['life_memory'][t]['in_los']]) > 0
entity['ai']['meta']['has_needs'] = not entity['ai']['meta']['has_weapon'] or not entity['ai']['meta']['has_container'] or not entity['ai']['meta']['weapon_loaded']
entity['ai']['meta']['is_injured'] = skeleton.has_critical_injury(entity)
if not entity['ai']['meta'] == _old_meta:
entities.trigger_event(entity, 'meta_change')
if entity['ai']['meta']['in_engagement']:
_target = entity['ai']['nearest_target']
_target_distance = numbers.distance(movement.get_position_via_id(_target), movement.get_position(entity))
_engage_distance = stats.get_vision(entity) * .75
_weapon = entities.get_entity(items.get_items_in_holder(entity, 'weapon')[0])
_engage_distance = numbers.clip(_engage_distance - (flags.get_flag(_weapon, 'accuracy') * 3), 1, stats.get_vision(entity))
_min_engage_distance = 3
if _weapon['stats']['kind'] == 'explosive':
_engage_distance /= 2
_min_engage_distance = 8
entities.trigger_event(entity, 'set_flag', flag='engage_distance', value=_engage_distance)
entities.trigger_event(entity, 'set_flag', flag='min_engage_distance', value=_min_engage_distance)
#NOTE: Mirror change in ai_logic!
entity['ai']['meta']['in_firing_range'] = _target_distance <= _engage_distance and _target_distance >= _min_engage_distance
if entity['ai']['meta']['in_enemy_los']:
if flags.has_flag(entity, 'search_nodes'):
flags.delete_flag(entity, 'search_nodes')
entity['ai']['meta']['is_in_melee_range'] = _target_distance == 1
else:
entity['ai']['meta']['is_target_near'] = False
entity['ai']['meta']['in_firing_range'] = False
entity['ai']['meta']['is_target_armed'] = len([t for t in entity['ai']['targets'] if entity['ai']['life_memory'][t]['is_armed']]) > 0
entity['ai']['meta']['is_panicked'] = (not entity['ai']['meta']['weapon_loaded'] and entity['ai']['meta']['is_target_armed'])
if entity['ai']['is_player']:
return
#TODO: Experimental!
#if entity['ai']['meta'] == _old_meta:
#print 'Something changed...'
#return
if timers.has_timer_with_name(entity, 'shoot') or entity['movement']['path']['positions'] or timers.has_timer_with_name(entity, 'move'):
#print 'Clearing existing action...'
return
_goap = _handle_goap(entity)
if not _goap:
entity['ai']['current_action'] = 'idle'
entities.trigger_event(entity, 'finish_turn')
entities.trigger_event(entity, 'stop')
#print
#print entity['stats']['name'], 'no possible action'
#print
#for meta_name in entity['ai']['meta']:
# print meta_name, '\t', entity['ai']['meta'][meta_name]
return
_plan = _goap[0]
if not entity['ai']['last_action'] == _plan['actions'][0]['name']:
if entity['_id'] in ai_debugger.WATCHING:
logging.info('%s: %s -> %s' % (entity['_id'], entity['ai']['last_action'], _plan['actions'][0]['name']))
#TODO: Only do this if the action requires movement changes
entities.trigger_event(entity, 'stop')
entity['ai']['last_action'] = _plan['actions'][0]['name']
#print entity['stats']['name'], _plan['actions'][0]['name']
_plan['planner'].trigger_callback(entity, _plan['actions'][0]['name'])
#print time.time() - _t
entity['ai']['current_action'] = _plan['actions'][0]['name']
def _animal_logic_offline(entity):
_plan = _handle_goap(entity, brain='brain_offline')
def _human_logic_offline(entity):
_plan = _handle_goap(entity, brain='brain_offline')