def tick_operation(self, op): """periodically reassess situation This method is automatically invoked by the C++ BaseMind code, due to its *_operation name. """ args = op.get_args() if len(args) != 0: if args[0].name == "think": # It's a "thinking" op, which is the base of the AI behaviour. # At regular intervals the AI needs to assess its goals; this is done through "thinking" ops. op_tick = Operation("tick") # just copy the args from the previous tick op_tick.set_args(args) op_tick.set_future_seconds(const.basic_tick + self.jitter) op_tick.set_to(self.id) for t in self.pending_things: thing = self.map.get(t) if thing and thing.type[0]: self.add_thing(thing) self.pending_things = [] result = self.think() if self.message_queue: result = self.message_queue + result self.message_queue = None return op_tick + result
def move_it_to_loc(self, me): if self.wait > 0: self.wait = self.wait - 1 return if type(self.location) == str: self.location = me.get_knowledge("location", self.location) elif not isLocation(self.location): self.location = Location(self.location, Point3D(0.0, 0.0, 0.0)) if type(self.what) == str: if (self.what in me.things) == 0: return what = me.things[self.what][0] if self.speed == 0 or what.location.parent.id != self.location.parent.id: return Operation("move", Entity(what.id, location=self.location)) iloc = what.location.copy() vel = what.location.pos.unit_vector_to(self.location.pos) iloc.velocity = vel * self.speed self.location.velocity = Vector3D(0.0, 0.0, 0.0) m_op1 = Operation("move", Entity(what.id, location=iloc)) m_op2 = Operation("move", Entity(what.id, location=self.location)) time = ((self.location.pos - what.location.pos).mag() / self.speed) self.wait = (time / const.basic_tick) + 1 m_op2.set_future_seconds(time) return Oplist(m_op1, m_op2)
def tick_operation(self, op): """periodically reassess situation This method is automatically invoked by the C++ BaseMind code, due to its *_operation name. """ args = op.get_args() if len(args) != 0: if args[0].name == "think": # It's a "thinking" op, which is the base of the AI behaviour. # At regular intervals the AI needs to assess its goals; this is done through "thinking" ops. op_tick = Operation("tick") # just copy the args from the previous tick op_tick.set_args(args) op_tick.set_future_seconds(const.basic_tick + self.jitter) op_tick.set_to(self.id) for t in self.pending_things: thing = self.map.get(t) if thing and thing.type[0]: self.add_thing(thing) self.pending_things = [] result = self.think() if self.message_queue: result = self.message_queue + result self.message_queue = None return op_tick + result
def setup_operation(self, op): """called once by world after object has been made send first tick operation to object This method is automatically invoked by the C++ BaseMind code, due to its *_operation name.""" # Setup a tick operation for thinking think_tick_op = Operation("tick") think_tick_op.set_to(self.id) think_tick_op.set_args([Entity(name="think")]) # Setup a tick operation for moving move_tick_op = Operation("tick") move_tick_op.set_to(self.id) move_tick_op.set_args([Entity(name="move")]) move_tick_op.set_future_seconds(0.2) return Operation("look") + think_tick_op + move_tick_op
def shoot_operation(self, op): ammo = op[0].id to_ = op[1].id target = server.world.get_object(to_) vel = target.location.pos - self.location.parent.location.pos time = vel.mag() / 5 vel = vel.unit_vector() * 5 loc1 = Location(self.location.parent.location.parent, self.location.parent.location.pos) loc1.velocity = vel loc2 = Location(target.location.parent, Point3D(0, 0, 0)) loc2.velocity = Vector3D(0, 0, 0) m1 = Operation("move", Entity(ammo, location=loc1), to=ammo) m2 = Operation("move", Entity(ammo, location=loc2), to=ammo) m2.set_future_seconds(time) t = Operation("set", Entity(to_, status=-1), to=to_) t.set_future_seconds(time) return Oplist(m1, m2, t)
def setup_operation(self, op): """called once by world after object has been made send first tick operation to object This method is automatically invoked by the C++ BaseMind code, due to its *_operation name.""" # CHEAT!: add memory, etc... initialization (or some of it to __init__) # Setup a tick operation for thinking think_tick_op = Operation("tick") think_tick_op.set_to(self.id) think_tick_op.set_args([Entity(name="think")]) # Setup a tick operation for moving move_tick_op = Operation("tick") think_tick_op.set_to(self.id) move_tick_op.set_args([Entity(name="move")]) move_tick_op.set_future_seconds(0.2) return Operation("look") + think_tick_op + move_tick_op
def tick_operation(self, op): world = self.parent res = Oplist() optick = Operation("tick", to=self) res = res + optick if self.props.rain < 0.1: optick.set_future_seconds(randint(60, 300)) self.rain = uniform(0.1, 0.9) self.visibility = 10 / (self.props.rain * self.props.rain) res = res + Operation( "set", Entity(world.id, moisture=1), to=world) else: moisture = world.moisture optick.set_future_seconds(randint(600, 2400)) self.props.rain = 0.0 self.props.visibility = 1000 res = res + Operation( "set", Entity(world.id, moisture=moisture - 0.5), to=world) res = res + Operation("set", Entity(self.id, rain=self.props.rain, visibility=self.props.visibility), to=self) return res