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 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