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ai_squads.py
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ai_squads.py
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from framework import entities, numbers, movement, events, timers, tile
from ai_factions import FACTIONS
import ai_squad_director
import ai_squad_logic
import ai_factions
import ai_flow
import constants
import settings
import zones
import logging
def boot():
events.register_event('logic', logic)
def _create_squad(faction_name, x, y):
_faction = FACTIONS[faction_name]
_squad = entities.create_entity(group='squads')
_squad.update({'members': set(),
'faction': faction_name,
'leader': None,
'member_info': {},
'camp_id': None,
'squad_id': _faction['squad_id'],
'task': None,
'brain': None,
'position_map': {},
'member_position_maps': {},
'member_los_maps': {},
'coverage_positions': set(),
'known_targets': set(),
'known_squads': set(),
'position_map_scores': {},
'meta': {'is_squad_combat_ready': False,
'is_squad_mobile_ready': False,
'is_squad_overwhelmed': False,
'is_squad_forcing_surrender': False,
'has_camp': False,
'wants_artifacts': False,
'wants_weapons': False},
'weights': {}})
timers.register(_squad, use_entity_event='logic')
movement.register(_squad, x, y)
entities.create_event(_squad, 'meta_change')
entities.create_event(_squad, 'raid')
entities.create_event(_squad, 'update_position_map')
entities.create_event(_squad, 'new_squad_member')
entities.register_event(_squad, 'raid', handle_raid)
entities.register_event(_squad, 'update_position_map', ai_squad_director.create_position_map)
_faction['squads'][_faction['squad_id']] = _squad['_id']
#entity['ai']['meta']['is_squad_leader'] = True
#register_with_squad(entity, _faction['squad_id'])
_faction['squad_id'] += 1
entities.register_event(_squad, 'new_squad_member', update_squad_member_snapshot)
entities.register_event(_squad, 'new_squad_member', lambda e, **kwargs: update_group_status(e))
entities.register_event(ai_flow.FLOW, 'start_of_turn', lambda e, squad_id: handle_start_of_turn(_squad, squad_id))
logging.info('Faction \'%s\' created new squad.' % faction_name)
return _squad
def create_human_squad(faction_name, x, y):
_squad = _create_squad(faction_name, x, y)
ai_squad_logic.register_human(_squad)
return _squad
def create_wild_dog_squad(entity):
_squad = _create_squad(entity)
ai_squad_logic.register_wild_dog(_squad)
return _squad
def logic():
#for faction in FACTIONS.values():
# for squad in faction['squads'].values():
# entities.trigger_event(squad, 'create')
for faction in FACTIONS.values():
for squad_id in faction['squads'].values():
_squad = entities.get_entity(squad_id)
entities.trigger_event(_squad, 'logic')
def register_with_squad(entity, squad_id):
entity['ai']['squad'] = squad_id
_squad = get_assigned_squad(entity)
_squad['members'].add(entity['_id'])
_squad['member_position_maps'][entity['_id']] = set()
if not _squad['leader']:
_squad['leader'] = entity['_id']
entity['ai']['meta']['is_squad_leader'] = _squad['leader'] == entity['_id']
entities.create_event(entity, 'squad_inform_raid')
entities.register_event(_squad, 'meta_change', lambda e, **kwargs: entities.trigger_event(entity, 'set_meta', **kwargs))
#entities.register_event(entity, 'position_changed', lambda e, **kwargs: _squad['_id'] in entities.ENTITIES and entities.trigger_event(_squad, 'update_position_map', member_id=entity['_id']))
entities.register_event(entity, 'meta_change', lambda e, **kwargs: update_squad_member_snapshot(_squad, target_id=e['_id']))
entities.register_event(entity, 'meta_change', lambda e, **kwargs: update_group_status(_squad)) #TODO: Needs to be moved to a general area. Are squad members registering this?
entities.register_event(entity, 'target_lost', ai_squad_logic.leader_handle_lost_target)
entities.register_event(entity, 'target_lost', lambda e, **kwargs: update_combat_risk)
entities.register_event(entity, 'target_found', lambda e, **kwargs: update_combat_risk)
entities.register_event(entity, 'squad_inform_raid', ai_squad_logic.member_learn_raid)
entities.register_event(entity,
'killed_by',
lambda e, target_id, **kwargs: remove_member(_squad, entity['_id']))
entities.trigger_event(_squad, 'new_squad_member', target_id=entity['_id'])
def remove_member(squad, member_id):
pass
#TODO: This is done elsewhere
#if member_id in squad['members']:
# squad['members'].remove(member_id)
#if not squad['members']:
# entities.delete_entity(squad)
def get_assigned_squad(entity):
_faction = FACTIONS[entity['ai']['faction']]
_squad = entity['ai']['squad']
if _squad == -1:
raise Exception('Entity is not in a squad.')
if not _squad in _faction['squads']:
logging.warning('Fetching deleted squad.')
return None
return entities.get_entity(_faction['squads'][_squad])
'''def assign_to_squad(entity):
_faction = FACTIONS[entity['ai']['faction']]
_nearest_squad = {'squad_id': None, 'distance': 0}
#Check for fitting squads (by squad leader)
for squad_id in _faction['squads']:
_squad = entities.get_entity(_faction['squads'][squad_id])
if len(_squad['members']) >= _faction['squad_size_range'][1]:
continue
_distance_to_leader = numbers.distance(movement.get_position(entity),
movement.get_position_via_id(_squad['leader']))
if _distance_to_leader >= constants.MAX_SQUAD_LEADER_DISTANCE:
continue
if not _nearest_squad['squad_id'] or _distance_to_leader < _nearest_squad['distance']:
_nearest_squad['squad_id'] = squad_id
_nearest_squad['distance'] = _distance_to_leader
if _nearest_squad['squad_id']:
_squad = entities.get_entity(_faction['squads'][_nearest_squad['squad_id']])
_squad['members'].add(entity['_id'])
_leader = entities.get_entity(_squad['leader'])
register_with_squad(entity, _nearest_squad['squad_id'])
entities.create_event(entity, 'squad_inform_raid')
entities.register_event(entity, 'squad_inform_raid', ai_squad_logic.member_learn_raid)
logging.info('Faction \'%s\' added member to squad %s: %s' % (entity['ai']['faction'],
entity['ai']['squad'],
entity['stats']['name']))
else:
if entity['stats']['kind'] == 'human':
create_human_squad(entity)
elif entity['stats']['kind'] == 'animal':
create_wild_dog_squad(entity)'''
def update_squad_member_snapshot(entity, target_id):
_target = entities.get_entity(target_id)
if 'has_weapon' in _target['ai']['meta']:
_snapshot = {'armed': _target['ai']['meta']['has_weapon']}
else:
_snapshot = {}
entity['member_info'].update({target_id: _snapshot})
def set_squad_meta(entity, meta, value):
_old_value = entity['meta'][meta]
if not value == _old_value:
entities.trigger_event(entity, 'meta_change', meta=meta, value=value)
entity['meta'][meta] = value
def update_group_status(entity):
set_squad_meta(entity, 'is_squad_combat_ready', True)
return
_members_combat_ready = 0
for member_id in entity['member_info']:
_member = entities.get_entity(member_id)
if _member['ai']['meta']['has_needs'] and not _member['ai']['meta']['weapon_loaded']:
continue
if _member['ai']['meta']['is_injured'] or _member['ai']['meta']['is_panicked']:
continue
if timers.has_timer_with_name(_member, 'passout'):
continue
_members_combat_ready += entity['member_info'][member_id]['armed']
set_squad_meta(entity, 'is_squad_combat_ready', _members_combat_ready / float(len(entity['member_info'].keys())) >= .65)
set_squad_meta(entity, 'is_squad_mobile_ready', _members_combat_ready / float(len(entity['member_info'].keys())) >= .65)
def update_combat_risk(entity):
_squad_member_count = len(entity['member_info'].keys())
_squad_enemies = set()
_squad_armed_enemies = set()
for member_id in entity['member_info']:
_member = entities.get_entity(member_id)
_squad_enemies.update(_member['ai']['targets'])
_squad_armed_enemies.update([e for e in _member['ai']['targets'] if _member['ai']['life_memory'][e]['is_armed']])
_target_count = len(_squad_enemies)
_armed_target_count = len(_squad_armed_enemies)
#TODO: Is this right? Who all is registered to see this change (everyone, 90% sure)
if not _armed_target_count and _target_count:
set_squad_meta(entity, 'is_squad_overwhelmed', False)
else:
set_squad_meta(entity, 'is_squad_overwhelmed', _armed_target_count > _squad_member_count)
def handle_start_of_turn(entity, squad_id):
update_combat_risk(entity)
update_group_status(entity)
entities.trigger_event(entity, 'update_position_map')
if entity['faction'] == 'Rogues':
settings.set_tick_mode('strategy')
else:
settings.set_tick_mode('normal')
def handle_raid(entity, camp_id):
entity['movement']['override_speed'] = 2#60 * 1
ai_factions.FACTIONS[entity['faction']]['money'] -= get_attack_cost(entity, camp_id)
movement.walk_to_position(entity, camp_id[0], camp_id[1], zones.get_active_astar_map(), zones.get_active_weight_map())
#_leader = entities.get_entity(entity['leader'])
#ai_squad_logic.leader_handle_raid_camp(_leader, camp)
def get_attack_cost(entity, camp_id):
return numbers.distance(movement.get_position(entity), camp_id) * 125