/
ai_squad_director.py
340 lines (236 loc) · 11.1 KB
/
ai_squad_director.py
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from framework import entities, movement, shapes, stats, numbers, timers, flags, pathfinding
import libtcodpy as tcod
import ai_factions
import constants
import zones
import logging
import time
def create_position_map(squad):
_coverage_positions = set()
_known_targets = set()
_known_squads = set()
for member_id in squad['members']:
_member = entities.get_entity(member_id)
_x, _y = movement.get_position(_member)
_sight = stats.get_vision(_member)
if member_id in squad['member_position_maps']:
_old_coverage_positions = squad['member_position_maps'][member_id].copy()
else:
_old_coverage_positions = set()
_map_size = zones.get_active_size()
squad['member_position_maps'][member_id] = set()
squad['member_los_maps'][member_id] = tcod.map_new(_map_size[0], _map_size[1])
tcod.map_copy(zones.get_active_los_map(), squad['member_los_maps'][member_id])
_t = time.time()
tcod.map_compute_fov(squad['member_los_maps'][member_id], _x, _y, radius=_sight, light_walls=False, algo=tcod.FOV_PERMISSIVE_2)
for pos in shapes.circle(_x, _y, _sight):
if pos[0] < 0 or pos[0] >= _map_size[0] or pos[1] < 0 or pos[1] >= _map_size[1]:
continue
if not tcod.map_is_in_fov(squad['member_los_maps'][member_id], pos[0], pos[1]):
continue
_coverage_positions.add(pos)
squad['member_position_maps'][member_id].add(pos)
#TODO: Do this elsewhere
for target_id in _member['ai']['visible_targets']:
if not target_id in entities.ENTITIES:
continue
_target = entities.get_entity(target_id)
_known_squads.add((_target['ai']['faction'], _target['ai']['squad']))
#TODO: Is this right?
_known_targets.update(_member['ai']['visible_targets'])
_positions_to_remove = _old_coverage_positions - _coverage_positions
squad['known_targets'].update(_known_targets)
squad['known_squads'].update(_known_squads)
squad['coverage_positions'].update(_coverage_positions)
squad['coverage_positions'] = squad['coverage_positions'] - _positions_to_remove
if squad['known_targets']:
update_position_maps(squad)
logging.debug('Updated local position map - requesting squad update')
else:
logging.debug('Updated local position map.')
#print time.time()-_t
def update_position_maps(squad):
_t = time.time()
_coverage_positions = squad['coverage_positions']
_known_targets = squad['known_targets']
_known_squads = squad['known_squads']
_known_targets_left_to_check = _known_targets.copy()
_score_map = {pos: {'coverage': 0, 'vantage': 100, 'member_coverage': 0, 'danger': 0, 'targets': [], 'owned': False} for pos in _coverage_positions}
for faction_name, squad_id in _known_squads:
if not squad_id in ai_factions.FACTIONS[faction_name]['squads']:
continue
_squad = entities.get_entity(ai_factions.FACTIONS[faction_name]['squads'][squad_id])
_member_set = set(_squad['members'])
_check_members = _known_targets_left_to_check & _member_set
_known_targets_left_to_check = _known_targets_left_to_check - _member_set
for target_id in list(_check_members):
_target_position = movement.get_position_via_id(target_id)
_closest_member = {'distance': 0, 'member_id': None}
for member_id in squad['members']:
_member_position = movement.get_position_via_id(member_id)
_distance = numbers.clip(numbers.distance(_target_position, _member_position), 0, 60)
if not _closest_member['member_id'] or _distance < _closest_member['distance']:
_closest_member['distance'] = _distance
_closest_member['member_id'] = member_id
_target_coverage_map = _squad['member_position_maps'][target_id]
_overlap_positions = _coverage_positions & _target_coverage_map
_cover_positions = _coverage_positions - _target_coverage_map
if not _closest_member['member_id']:
logging.warning('Couldn\'t find closest member for target during squad positioning.')
continue
_closest_member_pos = movement.get_position_via_id(_closest_member['member_id'])
for pos in _overlap_positions:
_distance = numbers.distance(_closest_member_pos, pos)
if _distance < _score_map[pos]['vantage']:
_score_map[pos]['vantage'] = _distance
#_score_map[pos]['danger'] = 60 - _distance
_score_map[pos]['targets'].append(target_id)
for pos in _cover_positions:
_distance = numbers.distance(_closest_member_pos, pos)
if _distance > _score_map[pos]['coverage']:
_score_map[pos]['coverage'] = _distance
_score_map[pos]['danger'] = 60 - _distance
squad['position_map_scores'] = _score_map
def build_push_map(squad):
for member_id in squad['members']:
_member = entities.get_entity(member_id)
_non_visible_targets = _member['ai']['targets'] - set(_member['ai']['visible_targets'])
for target_id in _non_visible_targets:
_target = entities.get_entity(target_id)
_target_squad = entities.get_entity(ai_factions.FACTIONS[_target['ai']['faction']]['squads'][_target['ai']['squad']])
def _reset_fire_position(entity):
entity['ai']['meta']['has_firing_position'] = True
def get_vantage_point(squad, member_id):
_member = entities.get_entity(member_id)
_member_pos = movement.get_position(_member)
_best_vantage = {'position': None, 'score': 1000}
_engage_range = flags.get_flag(_member, 'engage_distance')
_min_engage_range = flags.get_flag(_member, 'min_engage_distance')
if _member['movement']['path']['destination']:
if _member['movement']['path']['destination'] in squad['position_map_scores']:
_scores = squad['position_map_scores'][_member['movement']['path']['destination']]
_score = _scores['vantage']# + _scores['member_coverage']
_continue = False
for target_id in squad['known_targets']:
_last_known_position = _member['ai']['life_memory'][target_id]['last_seen_at']
_distance_to_target = numbers.distance(_member['movement']['path']['destination'], _last_known_position)
if _distance_to_target < _min_engage_range:
_continue = True
break
if not _continue and _scores['targets'] and _score >= _min_engage_range and _score <= _engage_range:
return _member['movement']['path']['destination']
for pos in squad['position_map_scores']:
_scores = squad['position_map_scores'][pos]
_dist = numbers.distance(_member_pos, pos)
_score = _scores['vantage'] + _dist
_continue = False
if not _scores['targets'] or _score - _dist < _min_engage_range or _score > _engage_range + _dist:
continue
for target_id in squad['known_targets']:
_last_known_position = _member['ai']['life_memory'][target_id]['last_seen_at']
_distance_to_target = numbers.distance(pos, _last_known_position)
if _distance_to_target < _min_engage_range:
_continue = True
break
if _continue:
continue
if _score < _best_vantage['score']:
_astar_distance = len(pathfinding.astar(_member_pos, pos, zones.get_active_astar_map(), zones.get_active_weight_map()))
_best_vantage['score'] = _score + _scores['member_coverage'] + int(round((_astar_distance * .15)))
_best_vantage['position'] = pos[:]
if not _best_vantage['position']:
_member['ai']['meta']['has_firing_position'] = False
entities.trigger_event(_member, 'create_timer', time=60, exit_callback=_reset_fire_position)
return
_x, _y = movement.get_position(_member)
_member_positions = set()
for squad_member_id in squad['members']:
if squad_member_id == member_id:
continue
_member_positions.add(movement.get_position_via_id(squad_member_id))
_v_p = _best_vantage['position']
_friendly_fire = False
for pos in shapes.line((_x, _y), _best_vantage['position']):
if pos in _member_positions:
_friendly_fire = True
break
if _friendly_fire:
for n_pos in [(_v_p[0]-1, _v_p[1]-1), (_v_p[0], _v_p[1]-1), (_v_p[0]+1, _v_p[1]-1), (_v_p[0]-1, _v_p[1]), (_v_p[0]+1, _v_p[1]), (_v_p[0]-1, _v_p[1]+1), (_v_p[0], _v_p[1]+1), (_v_p[0]+1, _v_p[1]+1)]:
if not n_pos in squad['position_map_scores']:
continue
_break = False
for nn_pos in shapes.line((_x, _y), n_pos):
if nn_pos in _member_positions:
_break = True
break
else:
_v_p = n_pos
break
if _break:
continue
for coverage_pos in shapes.circle(_v_p[0], _v_p[1], 6):
if not coverage_pos in squad['position_map_scores']:
continue
_c_dist = 15 * (1 - (numbers.distance(coverage_pos, (_x, _y)) / 6.0))
squad['position_map_scores'][coverage_pos]['member_coverage'] += _c_dist
squad['position_map_scores'][_v_p]['member_coverage'] += 6
return _v_p
def get_push_position(squad, member_id):
_member = entities.get_entity(member_id)
_best_vantage = {'position': None, 'score': 1000}
_vision = stats.get_vision(_member)
_engage_range = int(round(_vision * .75))
for pos in squad['position_map_scores']:
_scores = squad['position_map_scores'][pos]
_score = _scores['vantage'] + _scores['member_coverage']
if not _scores['targets'] or _score < 6 or _score > _engage_range:
continue
if _score < _best_vantage['score']:
_best_vantage['score'] = _score
_best_vantage['position'] = pos[:]
if not _best_vantage['position']:
_member['ai']['meta']['has_firing_position'] = False
return
_x, _y = movement.get_position(_member)
for coverage_pos in shapes.circle(_best_vantage['position'][0], _best_vantage['position'][1], 6):
if not coverage_pos in squad['position_map_scores']:
continue
_c_dist = 15 * (1 - (numbers.distance(coverage_pos, (_x, _y)) / 6.0))
squad['position_map_scores'][coverage_pos]['member_coverage'] += _c_dist
squad['position_map_scores'][_best_vantage['position']]['member_coverage'] += 20
return _best_vantage['position']
def get_cover_position(squad, member_id):
_member = entities.get_entity(member_id)
_best_coverage = {'position': None, 'score': 0}
_inside = zones.get_active_inside_positions()
if _member['movement']['path']['destination']:
_hide_pos = _member['movement']['path']['destination']
else:
_hide_pos = movement.get_position(_member)
if _hide_pos in squad['position_map_scores']:
_scores = squad['position_map_scores'][_hide_pos]
_score = _scores['coverage'] + _scores['member_coverage']
if not _scores['targets'] and _score > 0:
return _hide_pos
for pos in squad['position_map_scores']:
_scores = squad['position_map_scores'][pos]
#TODO: Add or subtract here? Subtraction will make some NPCs run away from teammates
_score = _scores['coverage'] + _scores['member_coverage']
if not pos in _inside:
continue
if _scores['targets'] or _score <= 0:
continue
if _score > _best_coverage['score']:
_best_coverage['score'] = _score
_best_coverage['position'] = pos[:]
if not _best_coverage['position']:
#print 'no good coverage position'
return
_x, _y = movement.get_position(_member)
for coverage_pos in shapes.circle(_best_coverage['position'][0], _best_coverage['position'][1], 6):
if not coverage_pos in squad['position_map_scores']:
continue
_c_dist = 10 * (1 - (numbers.distance(coverage_pos, (_x, _y)) / 3.0))
squad['position_map_scores'][coverage_pos]['member_coverage'] += _c_dist
squad['position_map_scores'][_best_coverage['position']]['member_coverage'] += 15
return _best_coverage['position']