def select_choice(dialog_id): _dialog = get_dialog(dialog_id) if not _dialog['choices']: print 'No choice' return False _choice = _dialog['choices'][_dialog['cursor_index']] _loop = False if _choice in _dialog['loop_choices']: _loop = True _text = _choice['text'] _text = _text[_text.index('\"') + 1:_text.index('\"') - 1] if not _text.endswith('...'): logic.show_event(_text, life=LIFE[SETTINGS['controlling']]) add_message(LIFE[SETTINGS['controlling']], _dialog['id'], _choice['gist'], _choice['text'], _choice['result'], loop=_loop)
def conditions(life, alife_seen, alife_not_seen, targets_seen, targets_not_seen, source_map): RETURN_VALUE = STATE_UNCHANGED _mode = None if lfe.execute_raw(life, 'state', 'combat'): _mode = 'combat' if not _mode and lfe.execute_raw(life, 'state', 'hunt'): _mode = 'hunt' if not _mode: return False if not lfe.execute_raw(life, 'combat', 'ranged') and not lfe.execute_raw(life, 'combat', 'melee'): return False if not life['state'] == STATE: life['state_flags'] = {} stats.battle_cry(life) if gfx.position_is_in_frame(life['pos']) and SETTINGS['controlling']: _can_see = sight.can_see_position(life, LIFE[SETTINGS['controlling']]['pos']) if _can_see: _knows = brain.knows_alife_by_id(life, SETTINGS['controlling']) if _knows and judgement.can_trust(life, SETTINGS['controlling']): if lfe.ticker(life, 'enter_combat_message', 3, fire=True): logic.show_event('%s readies up.' % ' '.join(life['name']), life=life) RETURN_VALUE = STATE_CHANGE brain.flag(life, 'combat_mode', value=_mode) return RETURN_VALUE
def say_via_gist(life, dialog_id, gist, loop=False, **kwargs): _dialog = get_dialog(dialog_id) _chosen_message = random.choice(get_matching_message( life, dialog_id, gist)) _target = get_listener(dialog_id) _text = _chosen_message[ 'text'] #reformat_text(life, _target, dialog_id, _chosen_message['text']) _loop = False _dialog['flags'].update(**kwargs) if not loop: while _text.startswith('>'): _text = _text[1:] _chosen_message = random.choice( get_matching_message(life, dialog_id, _text)) _text = _chosen_message['text'] _loop = True if 'player' in life: logic.show_event(_text.replace('\"', ''), life=life) add_message(life, dialog_id, _chosen_message['gist'], _chosen_message['text'], _chosen_message['result'], loop=_loop)
def update_known_life(life, life_id, flag, value): _knows = knows_alife_by_id(life, life_id) _knows[flag] = value if 'player' in life: if flag == 'last_seen_at': logic.show_event('<Updated location of %s>' % (' '.join(LIFE[life_id]['name'])), pos=value, delay=2) logging.debug('%s updated location of %s: %s' % (' '.join(life['name']), ' '.join(LIFE[life_id]['name']), value))
def set_focus_point(life, chunk_key): lfe.delete_memory(life, matches={"text": "focus_on_chunk"}) lfe.memory(life, "focus_on_chunk", chunk_key=chunk_key) if "player" in life: _center_chunk_pos = maps.get_chunk(chunk_key)["pos"] _center_chunk_pos.append(2) logic.show_event("<Movement Order>", pos=_center_chunk_pos)
def set_focus_point(life, chunk_key): lfe.delete_memory(life, matches={'text': 'focus_on_chunk'}) lfe.memory(life, 'focus_on_chunk', chunk_key=chunk_key) if 'player' in life: _center_chunk_pos = maps.get_chunk(chunk_key)['pos'] _center_chunk_pos.append(2) logic.show_event('<Movement Order>', pos=_center_chunk_pos)
def add_member(life, group_id, life_id): if is_member(life, group_id, life_id): raise Exception( '%s failed to add new member: %s is already a member of group: %s' % (' '.join(life['name']), ' '.join( LIFE[life_id]['name']), group_id)) if not life['id'] == life_id: _target = brain.knows_alife_by_id(life, life_id) if _target: if _target['group'] == group_id: pass elif _target and _target['group']: lfe.memory(LIFE[life_id], 'left group for group', left_group=_target['group'], group=group_id) remove_member(life, _target['group'], life_id) _target['group'] = group_id else: _target = brain.meet_alife(life, LIFE[life_id]) stats.establish_trust(life, life_id) elif life['id'] == life_id and life[ 'group'] and not life['group'] == group_id: remove_member(life, life['group'], life_id) _group = get_group(life, group_id) for member in _group['members']: brain.meet_alife(LIFE[member], LIFE[life_id]) if _group['shelter']: LIFE[life_id]['shelter'] = _group['shelter'] lfe.memory(LIFE[life_id], 'shelter founder', shelter=_group['shelter'], founder=_group['leader']) _group['members'].append(life_id) if _group['leader'] and 'player' in LIFE[_group['leader']]: _text = '%s has joined your group.' % ' '.join(LIFE[life_id]['name']) gfx.message(_text, style='good') if sight.can_see_target(LIFE[_group['leader']], life_id): logic.show_event(_text, life=LIFE[life_id], delay=1) logging.debug( '%s added %s to group \'%s\'' % (' '.join(life['name']), ' '.join(LIFE[life_id]['name']), group_id))
def update_known_life(life, life_id, flag, value): _knows = knows_alife_by_id(life, life_id) _knows[flag] = value if 'player' in life: if flag == 'last_seen_at': logic.show_event('<Updated location of %s>' % (' '.join(LIFE[life_id]['name'])), pos=value, delay=2) logging.debug( '%s updated location of %s: %s' % (' '.join(life['name']), ' '.join(LIFE[life_id]['name']), value))
def select_choice(dialog_id): _dialog = get_dialog(dialog_id) if not _dialog['choices']: return False _choice = _dialog['choices'][_dialog['cursor_index']] _loop = False if _choice in _dialog['loop_choices']: _loop = True _text = _choice['text'] _text = _text[_text.index('\"')+1:_text.index('\"')-1] if not _text.endswith('...'): logic.show_event(_text, life=LIFE[SETTINGS['controlling']]) add_message(LIFE[SETTINGS['controlling']], _dialog['id'], _choice['gist'], _choice['text'], _choice['result'], loop=_loop)
def say_via_gist(life, dialog_id, gist, loop=False, **kwargs): _dialog = get_dialog(dialog_id) _chosen_message = random.choice(get_matching_message(life, dialog_id, gist)) _target = get_listener(dialog_id) _text = _chosen_message['text']#reformat_text(life, _target, dialog_id, _chosen_message['text']) _loop = False _dialog['flags'].update(**kwargs) if not loop: while _text.startswith('>'): _text = _text[1:] _chosen_message = random.choice(get_matching_message(life, dialog_id, _text)) _text = _chosen_message['text'] _loop = True if 'player' in life: logic.show_event(_text.replace('\"', ''), life=life) add_message(life, dialog_id, _chosen_message['gist'], _chosen_message['text'], _chosen_message['result'], loop=_loop)
def conditions(life, alife_seen, alife_not_seen, targets_seen, targets_not_seen, source_map): RETURN_VALUE = STATE_UNCHANGED _mode = None if lfe.execute_raw(life, 'state', 'combat'): _mode = 'combat' if not _mode and lfe.execute_raw(life, 'state', 'hunt'): _mode = 'hunt' if not _mode: return False if not lfe.execute_raw(life, 'combat', 'ranged') and not lfe.execute_raw( life, 'combat', 'melee'): return False if not life['state'] == STATE: life['state_flags'] = {} stats.battle_cry(life) if gfx.position_is_in_frame(life['pos']) and SETTINGS['controlling']: _can_see = sight.can_see_position( life, LIFE[SETTINGS['controlling']]['pos']) if _can_see: _knows = brain.knows_alife_by_id(life, SETTINGS['controlling']) if _knows and judgement.can_trust(life, SETTINGS['controlling']): if lfe.ticker(life, 'enter_combat_message', 3, fire=True): logic.show_event('%s readies up.' % ' '.join(life['name']), life=life) RETURN_VALUE = STATE_CHANGE brain.flag(life, 'combat_mode', value=_mode) return RETURN_VALUE
def add_member(life, group_id, life_id): if not group_id in LIFE[life_id]['known_groups']: raise Exception('DOES NOT KNOW') if is_member(life, group_id, life_id): raise Exception('%s failed to add new member: %s is already a member of group: %s' % (' '.join(life['name']), ' '.join(LIFE[life_id]['name']), group_id)) if not life['id'] == life_id: _target = brain.knows_alife_by_id(life, life_id) if _target: if _target['group'] == group_id: pass elif _target and _target['group']: lfe.memory(LIFE[life_id], 'left group for group', left_group=_target['group'], group=group_id) remove_member(life, _target['group'], life_id) _target['group'] = group_id else: brain.meet_alife(life, LIFE[life_id]) elif life['id'] == life_id and life['group'] and not life['group'] == group_id: remove_member(life, life['group'], life_id) _group = get_group(life, group_id) for member in _group['members']: brain.meet_alife(LIFE[member], LIFE[life_id]) if _group['shelter']: LIFE[life_id]['shelter'] = _group['shelter'] lfe.memory(LIFE[life_id], 'shelter founder', shelter=_group['shelter'], founder=_group['leader']) _group['members'].append(life_id) if _group['leader'] and 'player' in LIFE[_group['leader']]: _text = '%s has joined your group.' % ' '.join(LIFE[life_id]['name']) gfx.message(_text, style='good') if sight.can_see_target(LIFE[_group['leader']], life_id): logic.show_event(_text, life=LIFE[life_id], delay=1) logging.debug('%s added %s to group \'%s\'' % (' '.join(life['name']), ' '.join(LIFE[life_id]['name']), group_id))
def _create_context_from_phrase(life, phrase): _reactions = [] if phrase['gist'] == 'comply': _reactions.append({'type': 'say','text': 'I give up!', 'communicate': 'surrender'}) if lfe.get_held_items(life, matches=[{'type': 'gun'}]): _reactions.append({'action': 'action', 'text': '<Shoot %s>' % ' '.join(phrase['from']['name'])}) elif phrase['gist'] == 'demand_drop_item': _reactions.append({'type': 'action','text': 'Drop the item.', 'action': {'action': 'dropitem','item': phrase['item']}, 'score': 900, 'delay': lfe.get_item_access_time(life,phrase['item']), 'communicate': 'dropped_demanded_item'}) elif phrase['gist'] == 'dialog': if not phrase['dialog_id'] in LIFE[SETTINGS['controlling']]['dialogs']: life['dialogs'].append(phrase['dialog_id']) if dialog.get_last_message(phrase['dialog_id'])['text']: logic.show_event(dialog.get_last_message(phrase['dialog_id'])['text'], life=phrase['from']) if dialog.is_turn_to_talk(LIFE[SETTINGS['controlling']], phrase['dialog_id']): dialog.process(LIFE[SETTINGS['controlling']], phrase['dialog_id']) elif phrase['gist'] == 'looks_hostile': #encounters.create_encounter(life, phrase['from']) #logic.show_event( alife.speech.start_dialog(phrase['from'], life['id'], 'encounter') #else: # logging.warning('Unhandled player context: %s' % phrase['gist']) return _reactions
def look(life): if not 'CAN_SEE' in life['life_flags']: return False for target_id in life['know']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] += 1 life['know'][target_id]['time_visible'] = 0 else: life['know'][target_id]['time_visible'] += 1 if 'player' in life: if life['path'] or not brain.get_flag(life, 'visible_chunks'): if SETTINGS['smp']: _visible_chunks = post_scan_surroundings(life) else: _visible_chunks = scan_surroundings(life, judge=False, get_chunks=True, ignore_chunks=0) _chunks = [maps.get_chunk(c) for c in _visible_chunks] brain.flag(life, 'visible_chunks', value=_visible_chunks) elif 'player' in life: _visible_chunks = brain.get_flag(life, 'visible_chunks') _chunks = [maps.get_chunk(c) for c in _visible_chunks] else: #This is for optimizing. Be careful if you mess with this... _nearby_alife = {} for alife in LIFE.values(): if alife['id'] == life['id']: continue if bad_numbers.distance( life['pos'], alife['pos']) <= get_vision(life) and can_see_position( life, alife['pos']): _nearby_alife[alife['id']] = { 'pos': alife['pos'][:], 'stance': alife['stance'] } _last_nearby_alife = brain.get_flag(life, '_nearby_alife') if not _last_nearby_alife == _nearby_alife: brain.flag(life, '_nearby_alife', value=_nearby_alife) else: for target_id in life['seen']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] = 0 return False _chunks = [ maps.get_chunk(c) for c in brain.get_flag(life, 'visible_chunks') ] life['seen'] = [] life['seen_items'] = [] for item_uid in life['know_items']: life['know_items'][item_uid]['last_seen_time'] += 1 for target_id in life['know']: life['know'][target_id]['last_seen_time'] += 1 if life['know'][target_id]['last_seen_time'] >= 10 and not life[ 'know'][target_id]['escaped']: life['know'][target_id]['escaped'] = 1 if not 'player' in life: quick_look(life) return False for chunk in _chunks: judgement.judge_chunk_visually( life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) judgement.judge_chunk_life( life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) for ai in [LIFE[i] for i in chunk['life']]: if ai['id'] == life['id']: continue if not is_in_fov(life, ai['pos']): if ai['id'] in life['know']: life['know'][ai['id']]['time_visible'] = 0 continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1 - _stealth_coverage: continue life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ ai['id']]['dead'] and life['know'][ ai['id']]['last_seen_time'] > 25: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None core.record_loss(1) life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) for item in [ITEMS[i] for i in chunk['items'] if i in ITEMS]: if not is_in_fov(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): #TODO: This doesn't work because we are specifically checking chunks if item['owner'] and lfe.item_is_equipped( LIFE[item['owner']], item['uid']): life['know_items'][item['uid']]['last_seen_at'] = LIFE[ item['owner']]['pos'] life['know_items'][ item['uid']]['last_owned_by'] = item['owner'] life['know_items'][item['uid']]['last_seen_time'] = 0 continue life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item( life, item['uid']) life['know_items'][item['uid']]['lost'] = False
def explode(item): if not item['type'] == 'explosive': return False logging.debug('The %s (item %s) explodes!' % (item['name'], item['uid'])) #TODO: Don't breathe this! item['pos'] = get_pos(item['uid']) if item['damage']['force']: effects.create_explosion(item['pos'], item['damage']['force']) if SETTINGS['controlling'] and alife.sight.can_see_position(LIFE[SETTINGS['controlling']], item['pos']): gfx.message('%s explodes!' % get_name(item)) logic.show_event('%s explodes!' % get_name(item), item=item, delay=0) #elif bad_numbers.distance( #TODO: Dirty hack for life_id in LIFE: _limbs = LIFE[life_id]['body'].keys() if not _limbs: continue _force = bad_numbers.clip((item['damage']['force']*2)-bad_numbers.distance(LIFE[life_id]['pos'], item['pos']), 0, 100) if not _force: continue _known_item = alife.brain.remembers_item(LIFE[life_id], item) _direction = bad_numbers.direction_to(item['pos'], LIFE[life_id]['pos']) #TODO: Intelligent(?) limb groups? _distance = bad_numbers.distance(LIFE[life_id]['pos'], item['pos'])/2 for i in range(_force-_distance): _limb = random.choice(_limbs) for _attached_limb in life.get_all_attached_limbs(LIFE[life_id], _limb): if _attached_limb in _limbs: _limbs.remove(_attached_limb) #_limb = random.choice(LIFE[life_id]['body'].keys()) if _known_item and _known_item['last_seen_time'] < 100 and _known_item['last_owned_by']: life.memory(LIFE[life_id], 'blown_up_by', target=_known_item['last_owned_by']) #for _limb in _limbs: life.add_wound(LIFE[life_id], _limb, force_velocity=bad_numbers.velocity(_direction, _force*2)) if not _limbs: break life.push(LIFE[life_id], _direction, _force) if 'player' in LIFE[life_id]: life.say(LIFE[life_id], '@n are thrown by the explosion!', action=True) else: life.say(LIFE[life_id], '@n is thrown by the explosion!', action=True) if 'fire' in item['damage']: _circle = drawing.draw_circle(item['pos'], item['radius']) _zone = zones.get_zone_at_coords(item['pos']) if _zone: for pos in zones.dijkstra_map(item['pos'], [item['pos']], [_zone], return_score_in_range=[0, item['damage']['fire']]): if not pos in _circle: continue if not maps.position_is_in_map(pos): continue for life_id in LIFE_MAP[pos[0]][pos[1]]: for _visible_item in [get_item_from_uid(i) for i in life.get_all_visible_items(LIFE[life_id])]: if not 'CAN_BURN' in _visible_item['flags']: continue burn(_visible_item, item['damage']['fire']) if not random.randint(0, 4): effects.create_fire((pos[0], pos[1], item['pos'][2]), intensity=item['damage']['fire']/2) _dist = bad_numbers.distance(item['pos'], pos)/2 if not random.randint(0, _dist) or not _dist: effects.create_ash(pos) if gfx.position_is_in_frame(pos): _render_pos = gfx.get_render_position(pos) gfx.refresh_view_position(_render_pos[0], _render_pos[1], 'map') #if item['uid'] in ITEMS and ITEMS[item['uid']]['owner'] and item['uid'] in LIFE[ITEMS[item['uid']]['owner']]['inventory']: delete_item(item)
def explode(item): if not item['type'] == 'explosive': return False logging.debug('The %s (item %s) explodes!' % (item['name'], item['uid'])) #TODO: Don't breathe this! item['pos'] = get_pos(item['uid']) if item['damage']['force']: effects.create_explosion(item['pos'], item['damage']['force']) if SETTINGS['controlling'] and alife.sight.can_see_position( LIFE[SETTINGS['controlling']], item['pos']): gfx.message('%s explodes!' % get_name(item)) logic.show_event('%s explodes!' % get_name(item), item=item, delay=0) #elif bad_numbers.distance( #TODO: Dirty hack for life_id in LIFE: _limbs = LIFE[life_id]['body'].keys() if not _limbs: continue _force = bad_numbers.clip( (item['damage']['force'] * 2) - bad_numbers.distance(LIFE[life_id]['pos'], item['pos']), 0, 100) if not _force: continue _known_item = alife.brain.remembers_item(LIFE[life_id], item) _direction = bad_numbers.direction_to(item['pos'], LIFE[life_id]['pos']) #TODO: Intelligent(?) limb groups? _distance = bad_numbers.distance(LIFE[life_id]['pos'], item['pos']) / 2 for i in range(_force - _distance): _limb = random.choice(_limbs) for _attached_limb in life.get_all_attached_limbs( LIFE[life_id], _limb): if _attached_limb in _limbs: _limbs.remove(_attached_limb) #_limb = random.choice(LIFE[life_id]['body'].keys()) if _known_item and _known_item[ 'last_seen_time'] < 100 and _known_item['last_owned_by']: life.memory(LIFE[life_id], 'blown_up_by', target=_known_item['last_owned_by']) #for _limb in _limbs: life.add_wound(LIFE[life_id], _limb, force_velocity=bad_numbers.velocity( _direction, _force * 2)) if not _limbs: break life.push(LIFE[life_id], _direction, _force) if 'player' in LIFE[life_id]: life.say(LIFE[life_id], '@n are thrown by the explosion!', action=True) else: life.say(LIFE[life_id], '@n is thrown by the explosion!', action=True) if 'fire' in item['damage']: _circle = drawing.draw_circle(item['pos'], item['radius']) _zone = zones.get_zone_at_coords(item['pos']) if _zone: for pos in zones.dijkstra_map( item['pos'], [item['pos']], [_zone], return_score_in_range=[0, item['damage']['fire']]): if not pos in _circle: continue if not maps.position_is_in_map(pos): continue for life_id in LIFE_MAP[pos[0]][pos[1]]: for _visible_item in [ get_item_from_uid(i) for i in life.get_all_visible_items(LIFE[life_id]) ]: if not 'CAN_BURN' in _visible_item['flags']: continue burn(_visible_item, item['damage']['fire']) if not random.randint(0, 4): effects.create_fire((pos[0], pos[1], item['pos'][2]), intensity=item['damage']['fire'] / 2) _dist = bad_numbers.distance(item['pos'], pos) / 2 if not random.randint(0, _dist) or not _dist: effects.create_ash(pos) if gfx.position_is_in_frame(pos): _render_pos = gfx.get_render_position(pos) gfx.refresh_view_position(_render_pos[0], _render_pos[1], 'map') #if item['uid'] in ITEMS and ITEMS[item['uid']]['owner'] and item['uid'] in LIFE[ITEMS[item['uid']]['owner']]['inventory']: delete_item(item)
def quick_look(life): _life = [] _items = [] _current_chunk = lfe.get_current_chunk_id(life) _current_chunk_pos = chunks.get_chunk(_current_chunk)['pos'] _x_chunk_min = numbers.clip(_current_chunk_pos[0]-((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[0]-WORLD_INFO['chunk_size']) _y_chunk_min = numbers.clip(_current_chunk_pos[1]-((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[1]-WORLD_INFO['chunk_size']) _x_chunk_max = numbers.clip(_current_chunk_pos[0]+((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[0]-WORLD_INFO['chunk_size']) _y_chunk_max = numbers.clip(_current_chunk_pos[1]+((get_vision(life)/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size']), 0, MAP_SIZE[1]-WORLD_INFO['chunk_size']) _has_ready_weapon = combat.has_ready_weapon(life) for y in range(_y_chunk_min, _y_chunk_max, WORLD_INFO['chunk_size']): for x in range(_x_chunk_min, _x_chunk_max, WORLD_INFO['chunk_size']): _chunk_key = '%s,%s' % (x, y) _chunk = chunks.get_chunk(_chunk_key) for life_id in _chunk['life']: ai = LIFE[life_id] if ai['dead']: continue if life_id == life['id']: continue if not can_see_position(life, LIFE[life_id]['pos']): continue _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1-_stealth_coverage: continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ai['id']]['dead'] and life['know'][ai['id']]['last_seen_time']>10: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) _life.append(life_id) for item_uid in _chunk['items']: if not item_uid in ITEMS: continue item = ITEMS[item_uid] if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): continue # #TODO: This doesn't work because we are specifically checking chunks # if item['owner'] and lfe.item_is_equipped(LIFE[item['owner']], item['uid']): # life['know_items'][item['uid']]['last_seen_at'] = LIFE[item['owner']]['pos'] # life['know_items'][item['uid']]['last_owned_by'] = item['owner'] # life['know_items'][item['uid']]['last_seen_time'] = 0 # # continue if not can_see_position(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item(life, item['uid']) life['know_items'][item['uid']]['lost'] = False _items.append(item_uid)
def look(life): if not 'CAN_SEE' in life['life_flags']: return False for target_id in life['know']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] += 1 life['know'][target_id]['time_visible'] = 0 else: life['know'][target_id]['time_visible'] += 1 if 'player' in life: if life['path'] or not brain.get_flag(life, 'visible_chunks'): if SETTINGS['smp']: _visible_chunks = post_scan_surroundings(life) else: _visible_chunks = scan_surroundings(life, judge=False, get_chunks=True, ignore_chunks=0) _chunks = [maps.get_chunk(c) for c in _visible_chunks] brain.flag(life, 'visible_chunks', value=_visible_chunks) elif 'player' in life: _visible_chunks = brain.get_flag(life, 'visible_chunks') _chunks = [maps.get_chunk(c) for c in _visible_chunks] else: #This is for optimizing. Be careful if you mess with this... _nearby_alife = {} for alife in LIFE.values(): if alife['id'] == life['id']: continue if bad_numbers.distance(life['pos'], alife['pos'])<=get_vision(life) and can_see_position(life, alife['pos']): _nearby_alife[alife['id']] = {'pos': alife['pos'][:], 'stance': alife['stance']} _last_nearby_alife = brain.get_flag(life, '_nearby_alife') if not _last_nearby_alife == _nearby_alife: brain.flag(life, '_nearby_alife', value=_nearby_alife) else: for target_id in life['seen']: if life['know'][target_id]['last_seen_time']: life['know'][target_id]['last_seen_time'] = 0 return False _chunks = [maps.get_chunk(c) for c in brain.get_flag(life, 'visible_chunks')] life['seen'] = [] life['seen_items'] = [] for item_uid in life['know_items']: life['know_items'][item_uid]['last_seen_time'] += 1 for target_id in life['know']: life['know'][target_id]['last_seen_time'] += 1 if life['know'][target_id]['last_seen_time']>=10 and not life['know'][target_id]['escaped']: life['know'][target_id]['escaped'] = 1 if not 'player' in life: quick_look(life) return False for chunk in _chunks: judgement.judge_chunk_visually(life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) judgement.judge_chunk_life(life, '%s,%s' % (chunk['pos'][0], chunk['pos'][1])) for ai in [LIFE[i] for i in chunk['life']]: if ai['id'] == life['id']: continue if not is_in_fov(life, ai['pos']): if ai['id'] in life['know']: life['know'][ai['id']]['time_visible'] = 0 continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1-_stealth_coverage: continue life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ai['id']]['dead'] and life['know'][ai['id']]['last_seen_time']>25: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None core.record_loss(1) life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) for item in [ITEMS[i] for i in chunk['items'] if i in ITEMS]: if not is_in_fov(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): #TODO: This doesn't work because we are specifically checking chunks if item['owner'] and lfe.item_is_equipped(LIFE[item['owner']], item['uid']): life['know_items'][item['uid']]['last_seen_at'] = LIFE[item['owner']]['pos'] life['know_items'][item['uid']]['last_owned_by'] = item['owner'] life['know_items'][item['uid']]['last_seen_time'] = 0 continue life['seen_items'].append(item['uid']) life['know_items'][item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][item['uid']]['score'] = judgement.judge_item(life, item['uid']) life['know_items'][item['uid']]['lost'] = False
def quick_look(life): _life = [] _items = [] _current_chunk = lfe.get_current_chunk_id(life) _current_chunk_pos = chunks.get_chunk(_current_chunk)['pos'] _x_chunk_min = numbers.clip( _current_chunk_pos[0] - ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[0] - WORLD_INFO['chunk_size']) _y_chunk_min = numbers.clip( _current_chunk_pos[1] - ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[1] - WORLD_INFO['chunk_size']) _x_chunk_max = numbers.clip( _current_chunk_pos[0] + ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[0] - WORLD_INFO['chunk_size']) _y_chunk_max = numbers.clip( _current_chunk_pos[1] + ((get_vision(life) / WORLD_INFO['chunk_size']) * WORLD_INFO['chunk_size']), 0, MAP_SIZE[1] - WORLD_INFO['chunk_size']) _has_ready_weapon = combat.has_ready_weapon(life) for y in range(_y_chunk_min, _y_chunk_max, WORLD_INFO['chunk_size']): for x in range(_x_chunk_min, _x_chunk_max, WORLD_INFO['chunk_size']): _chunk_key = '%s,%s' % (x, y) _chunk = chunks.get_chunk(_chunk_key) for life_id in _chunk['life']: ai = LIFE[life_id] if ai['dead']: continue if life_id == life['id']: continue if not can_see_position(life, LIFE[life_id]['pos']): continue _visibility = get_visiblity_of_position(life, ai['pos']) _stealth_coverage = get_stealth_coverage(ai) if _visibility < 1 - _stealth_coverage: continue if not ai['id'] in life['know']: brain.meet_alife(life, ai) life['seen'].append(ai['id']) if life['think_rate'] == life['think_rate_max']: lfe.create_and_update_self_snapshot(LIFE[ai['id']]) judgement.judge_life(life, ai['id']) if ai['dead']: if 'player' in life and not life['know'][ ai['id']]['dead'] and life['know'][ ai['id']]['last_seen_time'] > 10: logic.show_event('You discover the body of %s.' % ' '.join(ai['name']), life=ai) if life['know'][ai['id']]['group']: groups.remove_member(life, life['know'][ai['id']]['group'], ai['id']) life['know'][ai['id']]['group'] = None life['know'][ai['id']]['dead'] = True elif ai['asleep']: life['know'][ai['id']]['asleep'] = True elif not ai['asleep']: life['know'][ai['id']]['asleep'] = False life['know'][ai['id']]['last_seen_time'] = 0 life['know'][ai['id']]['last_seen_at'] = ai['pos'][:] life['know'][ai['id']]['escaped'] = False life['know'][ai['id']]['state'] = ai['state'] life['know'][ai['id']]['state_tier'] = ai['state_tier'] if brain.alife_has_flag(life, ai['id'], 'search_map'): brain.unflag_alife(life, ai['id'], 'search_map') _chunk_id = lfe.get_current_chunk_id(ai) judgement.judge_chunk(life, _chunk_id, seen=True) _life.append(life_id) for item_uid in _chunk['items']: if not item_uid in ITEMS: continue item = ITEMS[item_uid] if not item['uid'] in life['know_items']: brain.remember_item(life, item) if items.is_item_owned(item['uid']): continue # #TODO: This doesn't work because we are specifically checking chunks # if item['owner'] and lfe.item_is_equipped(LIFE[item['owner']], item['uid']): # life['know_items'][item['uid']]['last_seen_at'] = LIFE[item['owner']]['pos'] # life['know_items'][item['uid']]['last_owned_by'] = item['owner'] # life['know_items'][item['uid']]['last_seen_time'] = 0 # # continue if not can_see_position(life, item['pos']): continue if not item['uid'] in life['know_items']: brain.remember_item(life, item) life['seen_items'].append(item['uid']) life['know_items'][ item['uid']]['last_seen_at'] = item['pos'][:] life['know_items'][item['uid']]['last_seen_time'] = 0 life['know_items'][item['uid']]['last_owned_by'] = None life['know_items'][ item['uid']]['score'] = judgement.judge_item( life, item['uid']) life['know_items'][item['uid']]['lost'] = False _items.append(item_uid)