def create_cache_drop(pos, spawn_list): _player = LIFE[SETTINGS['controlling']] _pos = spawns.get_spawn_point_around(pos, area=10) _direction = language.get_real_direction( numbers.direction_to(_player['pos'], _pos)) for container in spawn_list: if not container['rarity'] > random.uniform(0, 1.0): continue _c = items.create_item(container['item'], position=[_pos[0], _pos[1], 2]) for _inside_item in container['spawn_list']: if _inside_item['rarity'] <= random.uniform(0, 1.0): continue _i = items.create_item(_inside_item['item'], position=[_pos[0], _pos[1], 2]) if not items.can_store_item_in(_i, _c): items.delete_item(_i) continue items.store_item_in(_i, _c) effects.create_smoker(_pos, 300, color=tcod.orange) gfx.message('You see something parachuting to the ground to the %s.' % _direction, style='event')
def create_cache_drop(pos, spawn_list): _player = LIFE[SETTINGS["controlling"]] _pos = spawns.get_spawn_point_around(pos, area=10) _direction = language.get_real_direction(numbers.direction_to(_player["pos"], _pos)) for container in spawn_list: if not container["rarity"] > random.uniform(0, 1.0): continue _c = items.create_item(container["item"], position=[_pos[0], _pos[1], 2]) for _inside_item in container["spawn_list"]: if _inside_item["rarity"] <= random.uniform(0, 1.0): continue _i = items.create_item(_inside_item["item"], position=[_pos[0], _pos[1], 2]) if not items.can_store_item_in(_i, _c): items.delete_item(_i) continue items.store_item_in(_i, _c) effects.create_smoker(_pos, 300, color=tcod.orange) gfx.message("You see something parachuting to the ground to the %s." % _direction, style="event")
def get_spawn_point(randomize=False, zone_entry_point=False): if zone_entry_point: _pos = [random.randint(150, 250), random.randint(850, 900), 2] return spawns.get_spawn_point_around(_pos, area=100) if WORLD_INFO['reference_map']['roads'] and not randomize: _entry_road_keys = [] for road in WORLD_INFO['reference_map']['roads']: for chunk_key in alife.references.get_reference(road): _pos = WORLD_INFO['chunk_map'][chunk_key]['pos'] if len(mapgen.get_neighbors_of_type(WORLD_INFO, chunk_key, 'any')) <= 3: _entry_road_keys.append(chunk_key) if _entry_road_keys: _spawn_pos = random.choice(WORLD_INFO['chunk_map'][random.choice(_entry_road_keys)]['ground']) return [_spawn_pos[0], _spawn_pos[1], 2] _start_seed = random.randint(0, 3) if not _start_seed: _spawn = (random.randint(0, MAP_SIZE[0]-1), 0, 2) elif _start_seed == 1: _spawn = (MAP_SIZE[0]-1, random.randint(0, MAP_SIZE[1]-1), 2) elif _start_seed == 2: _spawn = (random.randint(0, MAP_SIZE[0]-1), MAP_SIZE[1]-1, 2) else: _spawn = (0, random.randint(0, MAP_SIZE[1]-1), 2) return _spawn
def intrigue_player(situation): _player = LIFE[SETTINGS['controlling']] _event_number = 0#random.randint(0, 1) #0: Cache drop (mid-game only: faction ordered) #1: Heli crash site (military) #2: Weather balloon (radio, PDA info: forecast) if _event_number == 1: _crash_pos = spawns.get_spawn_point_around(_player['pos'], area=150, min_area=90) events.create_heli_crash(_crash_pos, []) events.attract_tracked_alife_to(_crash_pos) core.record_dangerous_event(6) else: _land_pos = spawns.get_spawn_point_around(_player['pos'], area=160, min_area=90) _storage_items = [{'item': 'AK-74', 'rarity': 0.6}, {'item': '5.45x39mm round', 'rarity': 0.6}, {'item': '5.45x39mm round', 'rarity': 0.6}, {'item': '5.45x39mm round', 'rarity': 0.6}, {'item': '5.45x39mm round', 'rarity': 0.6}, {'item': '5.45x39mm round', 'rarity': 0.6}, {'item': '5.45x39mm round', 'rarity': 0.6}, {'item': '5.45x39mm round', 'rarity': 0.6}, {'item': '5.45x39mm magazine', 'rarity': 0.75}] _storage = [{'item': 'military crate', 'rarity': 1.0, 'spawn_list': _storage_items}] if situation['armed']: _group = spawns.generate_group('bandit', amount=3, spawn_chunks=[spawns.get_spawn_point_around(_land_pos, area=140, min_area=80, chunk_key=True)]) for ai in _group: alife.brain.meet_alife(ai, _player) alife.stats.establish_hostile(ai, _player['id']) core.record_encounter(3, life_ids=[l['id'] for l in _group]) events.attract_tracked_alife_to(_land_pos) events.create_cache_drop(_land_pos, _storage) core.record_dangerous_event(3)
def help_player(situation): _player = LIFE[SETTINGS['controlling']] if not situation['armed']: _spawn_pos = spawns.get_spawn_point_around(_player['pos'], min_area=50, area=125) _group = spawns.generate_group('bandit', amount=1, spawn_chunks=[alife.chunks.get_chunk_key_at(_spawn_pos)]) lfe.add_wound(_group[0], random.choice(['head', 'stomach']), cut=4, pain=5) for i in range(8): events.sound('radio static', 'something', _spawn_pos, 130, 180*i) core.record_intervention(3)
def get_spawn_point(randomize=False, zone_entry_point=False): if zone_entry_point: _pos = [random.randint(150, 250), random.randint(850, 900), 2] return spawns.get_spawn_point_around(_pos, area=100) if WORLD_INFO['reference_map']['roads'] and not randomize: _entry_road_keys = [] for road in WORLD_INFO['reference_map']['roads']: for chunk_key in alife.references.get_reference(road): _pos = WORLD_INFO['chunk_map'][chunk_key]['pos'] if len( mapgen.get_neighbors_of_type(WORLD_INFO, chunk_key, 'any')) <= 3: _entry_road_keys.append(chunk_key) if _entry_road_keys: _spawn_pos = random.choice(WORLD_INFO['chunk_map'][random.choice( _entry_road_keys)]['ground']) return [_spawn_pos[0], _spawn_pos[1], 2] _start_seed = random.randint(0, 3) if not _start_seed: _spawn = (random.randint(0, MAP_SIZE[0] - 1), 0, 2) elif _start_seed == 1: _spawn = (MAP_SIZE[0] - 1, random.randint(0, MAP_SIZE[1] - 1), 2) elif _start_seed == 2: _spawn = (random.randint(0, MAP_SIZE[0] - 1), MAP_SIZE[1] - 1, 2) else: _spawn = (0, random.randint(0, MAP_SIZE[1] - 1), 2) return _spawn
def hurt_player(situation): _player = LIFE[SETTINGS['controlling']] if situation['group']: if situation['armed']: _bandit_group_leader = get_group_leader_with_motive('crime', online=True) _military_group_leader = get_group_leader_with_motive('military', online=False) if not _military_group_leader: _military_group_leader = spawns.generate_group('soldier', amount=3, spawn_chunks=[spawns.get_spawn_in_ref('outposts', chunk_key=True)])[0] if not _bandit_group_leader: _chunk_key = alife.chunks.get_chunk_key_at(spawns.get_spawn_point_around(_military_group_leader['pos'], area=150, min_area=100)) _bandit_group_leader = spawns.generate_group('bandit', amount=5, spawn_chunks=[_chunk_key])[0] _bandit_group_location = lfe.get_current_chunk_id(_bandit_group_leader) _military_group_location = lfe.get_current_chunk_id(_military_group_leader) order_group(_bandit_group_leader, _bandit_group_leader['group'], STAGE_RAIDING, 500, chunk_key=_military_group_location) alife.groups.discover_group(_bandit_group_leader, _military_group_leader['group']) alife.groups.declare_group_hostile(_bandit_group_leader, _bandit_group_leader['group'], _military_group_leader['group']) _real_direction = language.get_real_direction(numbers.direction_to((MAP_SIZE[0]/2, MAP_SIZE[1]/2), alife.chunks.get_chunk(_military_group_location)['pos'])) _messages = [{'text': 'Attention all neutral and bandit squads.'}, {'text': 'We finally got solid contact on military in the %s compound.' % _real_direction}, {'text': 'We\'re located near coords %s and heading out soon.' % (', '.join(_bandit_group_location.split(',')))}] events.broadcast(_messages, 40) core.record_encounter(len(alife.groups.get_group(_military_group_leader, _military_group_leader['group'])['members'])) _player_group_leader = LIFE[alife.groups.get_leader(_player, situation['group'])] for friendly_member in alife.groups.get_group(_player_group_leader, situation['group'])['members']: for hostile_member in alife.groups.get_group(_military_group_leader, _military_group_leader['group'])['members']: _target = alife.brain.meet_alife(LIFE[friendly_member], LIFE[hostile_member]) _target['last_seen_time'] = 1 _target['escaped'] = 1 _target['last_seen_at'] = LIFE[hostile_member]['pos'][:] alife.stats.establish_hostile(LIFE[friendly_member], hostile_member) for hostile_member in alife.groups.get_group(_military_group_leader, _military_group_leader['group'])['members']: for friendly_member in alife.groups.get_group(_player_group_leader, situation['group'])['members']: _target = alife.brain.meet_alife(LIFE[hostile_member], LIFE[friendly_member]) _target['last_seen_time'] = 1 _target['escaped'] = 1 _target['last_seen_at'] = LIFE[friendly_member]['pos'][:] alife.stats.establish_hostile(LIFE[hostile_member], friendly_member) return True elif situation['armed']: _town_chunk_keys = [] for ref in WORLD_INFO['refs']['towns']: _town_chunk_keys.extend(ref) _nearest_town_chunk_key = alife.chunks.get_nearest_chunk_in_list(_player['pos'], _town_chunk_keys) _town_chunk = alife.chunks.get_chunk(_nearest_town_chunk_key) _distance_to_nearst_town = numbers.distance(_player['pos'], _town_chunk['pos']) _spawn_distance = 15*WORLD_INFO['chunk_size'] if len(situation['online_alife']) == len(situation['trusted_online_alife']): if _distance_to_nearst_town<=50: _group_spawn_velocity = numbers.velocity(numbers.direction_to(_player['pos'], _town_chunk['pos']), _spawn_distance+(50-numbers.clip(_distance_to_nearst_town, 0, 50))) _group_spawn_pos = [int(round(_player['pos'][0]+_group_spawn_velocity[0])), int(round(_player['pos'][1]+_group_spawn_velocity[1]))] _group_spawn_pos[0] = numbers.clip(_group_spawn_pos[0], 0, MAP_SIZE[0]) _group_spawn_pos[1] = numbers.clip(_group_spawn_pos[1], 0, MAP_SIZE[1]) _group_spawn_chunk_key = alife.chunks.get_chunk_key_at(spawns.get_spawn_point_around(_group_spawn_pos, area=30)) _alife = spawns.generate_group('bandit', amount=2, spawn_chunks=[_group_spawn_chunk_key]) for ai in _alife: alife.brain.meet_alife(ai, _player) alife.stats.establish_hostile(ai, _player['id']) core.record_encounter(2, life_ids=[i['id'] for i in _alife]) if random.randint(0, 1) or 1: _spawn_chunk_key = spawns.get_spawn_point_around(_group_spawn_pos, area=90, min_area=60, chunk_key=True) _other_group = spawns.generate_group('loner', amount=1, spawn_chunks=[_spawn_chunk_key]) for ai in _other_group: for ai2 in _alife: _target = alife.brain.meet_alife(ai, ai2) _target['last_seen_time'] = 1 _target['escaped'] = 1 _target['last_seen_at'] = ai2['pos'][:] alife.stats.establish_hostile(ai, ai2['id']) for ai2 in _alife: for ai in _other_group: _target = alife.brain.meet_alife(ai2, ai) _target['last_seen_time'] = 1 _target['escaped'] = 1 _target['last_seen_at'] = ai['pos'][:] alife.stats.establish_hostile(ai2, ai['id']) _messages = [{'text': 'I\'m pinned down in the village!'}, {'text': 'Anyone nearby?'}] events.broadcast(_messages, 0) return True elif 1==2: _spawn_chunk_key = spawns.get_spawn_point_around(_player['pos'], min_area=125, area=200, chunk_key=True) _group = spawns.generate_group('loner', amount=1, spawn_chunks=[_spawn_chunk_key]) core.record_encounter(1, life_ids=[l['id'] for l in _group]) for ai in _group: events.attract_tracked_alife_to(spawns.get_spawn_point_around(_player['pos'], min_area=10, area=100)) return False
def create_intro_story(): _i = 2#random.randint(0, 2) _player = LIFE[SETTINGS['controlling']] WORLD_INFO['last_scheme_time'] = WORLD_INFO['ticks'] if _i == 1: #events.broadcast([{'text': 'You wake up from a deep sleep.'}, # {'text': 'You don\'t remember anything.', 'change_only': True}], 0, glitch=True) _spawn_items = ['leather backpack', 'M9', '9x19mm magazine'] for i in range(14): _spawn_items.append('9x19mm round') for item_name in _spawn_items: lfe.add_item_to_inventory(_player, items.create_item(item_name)) lfe.set_pos(_player, spawns.get_spawn_in_ref('farms')) #Dead dude _dead_guy = lfe.create_life('human', position=spawns.get_spawn_point_around(_player['pos'])) _dead_guy['dead'] = True if _player['pos'] == _dead_guy['pos']: lfe.set_pos(_dead_guy, [_dead_guy['pos'][0], _dead_guy['pos'][1], _dead_guy['pos'][2]+1]) for i in range(random.randint(15, 20)): effects.create_splatter('blood', spawns.get_spawn_point_around(_dead_guy['pos'], area=2), intensity=8) #Group nearby _bandit_group_spawn_chunk = alife.chunks.get_chunk_key_at(spawns.get_spawn_point_around(_player['pos'], min_area=60, area=90)) _bandit_group = spawns.generate_group('bandit', amount=3, spawn_chunks=[_bandit_group_spawn_chunk]) _friendly_group_spawn_chunk = alife.chunks.get_chunk_key_at(spawns.get_spawn_point_around(_player['pos'], min_area=10, area=20)) _friendly_group = spawns.generate_group('loner_riflemen', amount=2, spawn_chunks=[_friendly_group_spawn_chunk]) for ai in _bandit_group: _target = alife.brain.meet_alife(ai, _player) _target['last_seen_time'] = 1 _target['escaped'] = 1 _target['last_seen_at'] = _player['pos'][:] alife.stats.establish_hostile(ai, _player['id']) alife.stats.establish_hostile(_player, ai['id']) for target in _friendly_group: _target = alife.brain.meet_alife(ai, target) _target['last_seen_time'] = 1 _target['escaped'] = 1 _target['last_seen_at'] = target['pos'][:] alife.stats.establish_hostile(ai, target['id']) _group_target = alife.brain.meet_alife(target, ai) _group_target['last_seen_time'] = 1 _group_target['escaped'] = 1 _group_target['last_seen_at'] = ai['pos'][:] alife.stats.establish_hostile(target, ai['id']) #Wounded running away _wounded_guy = _friendly_group[0] if _wounded_guy['pos'] == _dead_guy['pos']: _wounded_guy['pos'][0] -= 1 alife.brain.meet_alife(_wounded_guy, _player)['alignment'] = 'trust' alife.brain.meet_alife(_player, _wounded_guy)['alignment'] = 'trust' #alife.speech.start_dialog(_wounded_guy, _player['id'], 'incoming_targets', force=True) alife.memory.create_question(_wounded_guy, _player['id'], 'incoming_targets') alife.memory.create_question(_wounded_guy, _player['id'], 'incoming_targets_follow', group_id=_wounded_guy['group']) elif _i == 2: lfe.set_pos(_player, spawns.get_spawn_in_ref('farms'))