Exemplo n.º 1
0
def escape(life, targets):
	_avoid_positions = []
	_zones = [zones.get_zone_at_coords(life['pos'])]
	
	if lfe.find_action(life, [{'action': 'dijkstra_move', 'reason': 'escape'}]):
		if lfe.ticker(life, 'escape_refresh', 4):
			lfe.stop(life)
		else:
			return False
	
	for target_id in targets:
		_target = brain.knows_alife_by_id(life, target_id)
		_zone = zones.get_zone_at_coords(_target['last_seen_at'])
		
		if not _zone in _zones:
			_zones.append(_zone)
		
		_avoid_positions.append(_target['last_seen_at'])
	
	lfe.add_action(life, {'action': 'dijkstra_move',
	                      'rolldown': False,
	                      'zones': _zones,
	                      'goals': _avoid_positions,
	                      'reason': 'escape'},
	               100)
Exemplo n.º 2
0
def escape(life, targets):
    _avoid_positions = []
    _zones = [zones.get_zone_at_coords(life['pos'])]

    if lfe.find_action(life, [{
            'action': 'dijkstra_move',
            'reason': 'escape'
    }]):
        if lfe.ticker(life, 'escape_refresh', 4):
            lfe.stop(life)
        else:
            return False

    for target_id in targets:
        _target = brain.knows_alife_by_id(life, target_id)
        _zone = zones.get_zone_at_coords(_target['last_seen_at'])

        if not _zone in _zones:
            _zones.append(_zone)

        _avoid_positions.append(_target['last_seen_at'])

    lfe.add_action(
        life, {
            'action': 'dijkstra_move',
            'rolldown': False,
            'zones': _zones,
            'goals': _avoid_positions,
            'reason': 'escape'
        }, 100)
Exemplo n.º 3
0
def get_distance_to_target(life, target_id):
    target = brain.knows_alife_by_id(life, target_id)
    _goals = [target["last_seen_at"]]
    _zones = [zones.get_zone_at_coords(target["last_seen_at"])]

    _zone = zones.get_zone_at_coords(life["pos"])
    if not _zone in _zones:
        _zones.append(_zone)

    return zones.dijkstra_map(life["pos"], _goals, _zones, return_score=True)
Exemplo n.º 4
0
def get_distance_to_target(life, target_id):
	target = brain.knows_alife_by_id(life, target_id)
	_goals = [target['last_seen_at']]
	_zones = [zones.get_zone_at_coords(target['last_seen_at'])]
	
	_zone = zones.get_zone_at_coords(life['pos'])
	if not _zone in _zones:
		_zones.append(_zone)
	
	return zones.dijkstra_map(life['pos'], _goals, _zones, return_score=True)
Exemplo n.º 5
0
def get_target_positions_and_zones(life, targets, ignore_escaped=False):
	_target_positions = []
	_zones = []
	
	for _target in targets:
		_known_target = brain.knows_alife_by_id(life, _target)
		
		if ignore_escaped and _known_target['escaped'] or not _known_target['last_seen_at']:
			continue
		
		_target_positions.append(_known_target['last_seen_at'])
		_zone = zones.get_zone_at_coords(_known_target['last_seen_at'])
		
		if not _zone in _zones:
			_zones.append(_zone)
	
	_zone = zones.get_zone_at_coords(life['pos'])
	
	if not _zone in _zones:
		_zones.append(_zone)
		
	return _target_positions, _zones
Exemplo n.º 6
0
def get_target_positions_and_zones(life, targets, ignore_escaped=False):
	_target_positions = []
	_zones = []
	
	for _target in targets:
		_known_target = brain.knows_alife_by_id(life, _target)
		
		if ignore_escaped and _known_target['escaped'] or not _known_target['last_seen_at']:
			continue
		
		_target_positions.append(_known_target['last_seen_at'])
		_zone = zones.get_zone_at_coords(_known_target['last_seen_at'])
		
		if not _zone in _zones:
			_zones.append(_zone)
	
	_zone = zones.get_zone_at_coords(life['pos'])
	
	if not _zone in _zones:
		_zones.append(_zone)
		
	return _target_positions, _zones
Exemplo n.º 7
0
def position_to_attack(life, target):
	if lfe.find_action(life, [{'action': 'dijkstra_move', 'reason': 'positioning for attack'}]):
		if not lfe.ticker(life, 'attack_position', 4):
			return False
	
	_target_positions, _zones = combat.get_target_positions_and_zones(life, [target])
	_nearest_target_score = zones.dijkstra_map(life['pos'], _target_positions, _zones, return_score=True)
	
	#TODO: Short or long-range weapon?
	#if _nearest_target_score >= sight.get_vision(life)/2:
	if not sight.can_see_position(life, brain.knows_alife_by_id(life, target)['last_seen_at'], block_check=True, strict=True) or sight.view_blocked_by_life(life, _target_positions[0], allow=[target]):
		print life['name'], 'changing position for combat...', life['name'], LIFE[target]['name']
		
		_avoid_positions = []
		for life_id in life['seen']:
			if life_id == target or life['id'] == life_id:
				continue
			
			if alife.judgement.can_trust(life, life_id):
				_avoid_positions.append(lfe.path_dest(LIFE[life_id]))
			else:
				_avoid_positions.append(brain.knows_alife_by_id(life, life_id)['last_seen_at'])
		
		_cover = _target_positions
		
		_zones = []
		for pos in _cover:
			_zone = zones.get_zone_at_coords(pos)
			
			if not _zone in _zones:
				_zones.append(_zone)
		
		if not lfe.find_action(life, [{'action': 'dijkstra_move', 'orig_goals': _cover[:], 'avoid_positions': _avoid_positions}]):
			lfe.stop(life)
			lfe.add_action(life, {'action': 'dijkstra_move',
				                  'rolldown': True,
				                  'goals': _cover[:],
			                      'orig_goals': _cover[:],
			                      'avoid_positions': _avoid_positions,
			                      'reason': 'positioning for attack'},
				           999)
			
			return False
		else:
			return False
	elif life['path']:
		lfe.stop(life)
	
	return True
Exemplo n.º 8
0
def escape(life, targets):
    _avoid_positions = []
    _zones = [zones.get_zone_at_coords(life["pos"])]

    if lfe.find_action(life, [{"action": "dijkstra_move", "reason": "escape"}]):
        if lfe.ticker(life, "escape_refresh", 4):
            lfe.stop(life)
        else:
            return False

    for target_id in targets:
        _target = brain.knows_alife_by_id(life, target_id)
        _zone = zones.get_zone_at_coords(_target["last_seen_at"])

        if not _zone in _zones:
            _zones.append(_zone)

        _avoid_positions.append(_target["last_seen_at"])

    lfe.add_action(
        life,
        {"action": "dijkstra_move", "rolldown": False, "zones": _zones, "goals": _avoid_positions, "reason": "escape"},
        100,
    )
Exemplo n.º 9
0
def ranged_combat(life, targets):
	_target = brain.knows_alife_by_id(life, get_closest_target(life, targets))
	
	#if not _target:
	#	for target_id in targets:
	#		if brain.knows_alife_by_id(life, target_id)['escaped']:
	#			continue
	#		
	#		brain.knows_alife_by_id(life, target_id)['escaped'] = 1
	#	
	#	logging.error('No target for ranged combat.')
	#	
	#	return False
	
	_engage_distance = get_engage_distance(life)
	_path_dest = lfe.path_dest(life)
	
	if not _path_dest:
		_path_dest = life['pos'][:]
	
	_target_distance = bad_numbers.distance(life['pos'], _target['last_seen_at'])
	
	#Get us near the target
	#if _target['last_seen_at']:
	movement.position_to_attack(life, _target['life']['id'], _engage_distance)
		
	if sight.can_see_position(life, _target['last_seen_at']):
		if _target_distance	<= _engage_distance:
			if sight.can_see_position(life, _target['life']['pos']):
				if not sight.view_blocked_by_life(life, _target['life']['pos'], allow=[_target['life']['id']]):
					lfe.clear_actions(life)
					
					if not len(lfe.find_action(life, matches=[{'action': 'shoot'}])) and _target['time_visible']>2:
						for i in range(weapons.get_rounds_to_fire(weapons.get_weapon_to_fire(life))):
							lfe.add_action(life, {'action': 'shoot',
							                      'target': _target['last_seen_at'],
							                      'target_id': _target['life']['id'],
							                      'limb': 'chest'},
							               300,
							               delay=int(round(life['recoil']-stats.get_recoil_recovery_rate(life))))
				else:
					_friendly_positions, _friendly_zones = get_target_positions_and_zones(life, judgement.get_trusted(life))
					_friendly_zones.append(zones.get_zone_at_coords(life['pos']))
					_friendly_positions.append(life['pos'][:])
					
					if not lfe.find_action(life, [{'action': 'dijkstra_move', 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions}]):
						lfe.add_action(life, {'action': 'dijkstra_move',
						                      'rolldown': True,
						                      'zones': _friendly_zones,
						                      'goals': [_target['life']['pos'][:]],
						                      'orig_goals': [_target['life']['pos'][:]],
						                      'avoid_positions': _friendly_positions,
						                      'reason': 'combat_position'},
						               100)
			else:
				lfe.memory(life,'lost sight of %s' % (' '.join(_target['life']['name'])), target=_target['life']['id'])
				
				_target['escaped'] = 1
				
				for send_to in judgement.get_trusted(life):
					speech.communicate(life,
					                   'target_missing',
					                   target=_target['life']['id'],
					                   matches=[send_to])
		#else:
			#print life['name']
			#_friendly_positions, _friendly_zones = get_target_positions_and_zones(life, judgement.get_trusted(life))
			#_friendly_zones.append(zones.get_zone_at_coords(life['pos']))
			#_friendly_positions.append(life['pos'][:])
			
			#if not lfe.find_action(life, [{'action': 'dijkstra_move', 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions}]):
			#	lfe.add_action(life, {'action': 'dijkstra_move',
			#		                'rolldown': True,
			#		                'zones': _friendly_zones,
			#		                'goals': [_target['life']['pos'][:]],
			#		                'orig_goals': [_target['life']['pos'][:]],
			#		                'avoid_positions': _friendly_positions,
			#		                'reason': 'combat_position'},
			#		         100)
			#	
			#	print '2'
		
	else:
		return False
Exemplo n.º 10
0
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)
Exemplo n.º 11
0
def ranged_combat(life, targets):
    _target = brain.knows_alife_by_id(life, get_closest_target(life, targets))

    #if not _target:
    #	for target_id in targets:
    #		if brain.knows_alife_by_id(life, target_id)['escaped']:
    #			continue
    #
    #		brain.knows_alife_by_id(life, target_id)['escaped'] = 1
    #
    #	logging.error('No target for ranged combat.')
    #
    #	return False

    _engage_distance = get_engage_distance(life)
    _path_dest = lfe.path_dest(life)

    if not _path_dest:
        _path_dest = life['pos'][:]

    _target_distance = bad_numbers.distance(life['pos'],
                                            _target['last_seen_at'])

    #Get us near the target
    #if _target['last_seen_at']:
    movement.position_to_attack(life, _target['life']['id'], _engage_distance)

    if sight.can_see_position(life, _target['last_seen_at']):
        if _target_distance <= _engage_distance:
            if sight.can_see_position(life, _target['life']['pos']):
                if not sight.view_blocked_by_life(
                        life,
                        _target['life']['pos'],
                        allow=[_target['life']['id']]):
                    lfe.clear_actions(life)

                    if not len(
                            lfe.find_action(
                                life, matches=[{
                                    'action': 'shoot'
                                }])) and _target['time_visible'] > 2:
                        for i in range(
                                weapons.get_rounds_to_fire(
                                    weapons.get_weapon_to_fire(life))):
                            lfe.add_action(
                                life, {
                                    'action': 'shoot',
                                    'target': _target['last_seen_at'],
                                    'target_id': _target['life']['id'],
                                    'limb': 'chest'
                                },
                                300,
                                delay=int(
                                    round(
                                        life['recoil'] -
                                        stats.get_recoil_recovery_rate(life))))
                else:
                    _friendly_positions, _friendly_zones = get_target_positions_and_zones(
                        life, judgement.get_trusted(life))
                    _friendly_zones.append(
                        zones.get_zone_at_coords(life['pos']))
                    _friendly_positions.append(life['pos'][:])

                    if not lfe.find_action(
                            life, [{
                                'action': 'dijkstra_move',
                                'orig_goals': [_target['life']['pos'][:]],
                                'avoid_positions': _friendly_positions
                            }]):
                        lfe.add_action(
                            life, {
                                'action': 'dijkstra_move',
                                'rolldown': True,
                                'zones': _friendly_zones,
                                'goals': [_target['life']['pos'][:]],
                                'orig_goals': [_target['life']['pos'][:]],
                                'avoid_positions': _friendly_positions,
                                'reason': 'combat_position'
                            }, 100)
            else:
                lfe.memory(life,
                           'lost sight of %s' %
                           (' '.join(_target['life']['name'])),
                           target=_target['life']['id'])

                _target['escaped'] = 1

                for send_to in judgement.get_trusted(life):
                    speech.communicate(life,
                                       'target_missing',
                                       target=_target['life']['id'],
                                       matches=[send_to])
        #else:
        #print life['name']
        #_friendly_positions, _friendly_zones = get_target_positions_and_zones(life, judgement.get_trusted(life))
        #_friendly_zones.append(zones.get_zone_at_coords(life['pos']))
        #_friendly_positions.append(life['pos'][:])

        #if not lfe.find_action(life, [{'action': 'dijkstra_move', 'orig_goals': [_target['life']['pos'][:]], 'avoid_positions': _friendly_positions}]):
        #	lfe.add_action(life, {'action': 'dijkstra_move',
        #		                'rolldown': True,
        #		                'zones': _friendly_zones,
        #		                'goals': [_target['life']['pos'][:]],
        #		                'orig_goals': [_target['life']['pos'][:]],
        #		                'avoid_positions': _friendly_positions,
        #		                'reason': 'combat_position'},
        #		         100)
        #
        #	print '2'

    else:
        return False
Exemplo n.º 12
0
def hide(life, targets):
    _target_positions = []
    _avoid_positions = []
    _zones = [zones.get_zone_at_coords(life['pos'])]

    if lfe.find_action(life, [{
            'action': 'dijkstra_move',
            'reason': 'escaping'
    }]):
        if not lfe.ticker(life, 'escaping', 6):
            return False

    #What can the targets see?
    for target_id in targets:
        _target = brain.knows_alife_by_id(life, target_id)
        _zone = zones.get_zone_at_coords(_target['last_seen_at'])

        if not _zone in _zones:
            _zones.append(_zone)

        fov.fov(_target['last_seen_at'],
                sight.get_vision(_target['life']),
                callback=lambda pos: _avoid_positions.append(pos))

    #What can we see?
    _can_see_positions = []
    fov.fov(life['pos'],
            sight.get_vision(life),
            callback=lambda pos: _can_see_positions.append(pos))

    #If there are no visible targets, we could be running away from a position we were attacked from
    _cover_exposed_at = brain.get_flag(life, 'cover_exposed_at')

    if _cover_exposed_at:
        _avoid_exposed_cover_positions = set()

        for pos in _cover_exposed_at[:]:
            if tuple(pos[:2]) in _can_see_positions:
                _cover_exposed_at.remove(pos)

                continue

            fov.fov(
                pos,
                int(round(sight.get_vision(life) * .25)),
                callback=lambda pos: _avoid_exposed_cover_positions.add(pos))

        for pos in _avoid_exposed_cover_positions:
            if not pos in _avoid_positions:
                _avoid_positions.append(pos)
    else:
        print 'Something went wrong'

        return False

    #Overlay the two, finding positions we can see but the target can't
    for pos in _can_see_positions[:]:
        if pos in _avoid_positions:
            _can_see_positions.remove(pos)
            continue

        #Get rid of positions that are too close
        for target_id in targets:
            _target = brain.knows_alife_by_id(life, target_id)

            if bad_numbers.distance(_target['last_seen_at'], pos) < 4:
                _can_see_positions.remove(pos)
                break

    #Now scan for cover to prevent hiding in the open
    for pos in _can_see_positions[:]:
        if chunks.get_chunk(chunks.get_chunk_key_at(pos))['max_z'] == 2:
            _can_see_positions.remove(pos)

    if not _can_see_positions:
        if life['pos'] in _cover_exposed_at:
            _cover_exposed_at.remove(life['pos'])

        return False

    if lfe.find_action(life, [{
            'action': 'dijkstra_move',
            'goals': _can_see_positions[:]
    }]):
        return True

    lfe.stop(life)
    lfe.add_action(
        life, {
            'action': 'dijkstra_move',
            'rolldown': True,
            'zones': _zones,
            'goals': _can_see_positions[:],
            'reason': 'escaping'
        }, 200)
Exemplo n.º 13
0
def hide(life, targets):
    _target_positions = []
    _avoid_positions = []
    _zones = [zones.get_zone_at_coords(life["pos"])]

    if lfe.find_action(life, [{"action": "dijkstra_move", "reason": "escaping"}]):
        if not lfe.ticker(life, "escaping", 6):
            return False

            # What can the targets see?
    for target_id in targets:
        _target = brain.knows_alife_by_id(life, target_id)
        _zone = zones.get_zone_at_coords(_target["last_seen_at"])

        if not _zone in _zones:
            _zones.append(_zone)

        fov.fov(
            _target["last_seen_at"],
            sight.get_vision(_target["life"]),
            callback=lambda pos: _avoid_positions.append(pos),
        )

        # What can we see?
    _can_see_positions = []
    fov.fov(life["pos"], sight.get_vision(life), callback=lambda pos: _can_see_positions.append(pos))

    # If there are no visible targets, we could be running away from a position we were attacked from
    _cover_exposed_at = brain.get_flag(life, "cover_exposed_at")

    if _cover_exposed_at:
        _avoid_exposed_cover_positions = set()

        for pos in _cover_exposed_at[:]:
            if tuple(pos[:2]) in _can_see_positions:
                _cover_exposed_at.remove(pos)

                continue

            fov.fov(
                pos,
                int(round(sight.get_vision(life) * 0.25)),
                callback=lambda pos: _avoid_exposed_cover_positions.add(pos),
            )

        for pos in _avoid_exposed_cover_positions:
            if not pos in _avoid_positions:
                _avoid_positions.append(pos)
    else:
        print "Something went wrong"

        return False

        # Overlay the two, finding positions we can see but the target can't
    for pos in _can_see_positions[:]:
        if pos in _avoid_positions:
            _can_see_positions.remove(pos)
            continue

            # Get rid of positions that are too close
        for target_id in targets:
            _target = brain.knows_alife_by_id(life, target_id)

            if numbers.distance(_target["last_seen_at"], pos) < 4:
                _can_see_positions.remove(pos)
                break

                # Now scan for cover to prevent hiding in the open
    for pos in _can_see_positions[:]:
        if chunks.get_chunk(chunks.get_chunk_key_at(pos))["max_z"] == 2:
            _can_see_positions.remove(pos)

    if not _can_see_positions:
        if life["pos"] in _cover_exposed_at:
            _cover_exposed_at.remove(life["pos"])

        return False

    if lfe.find_action(life, [{"action": "dijkstra_move", "goals": _can_see_positions[:]}]):
        return True

    lfe.stop(life)
    lfe.add_action(
        life,
        {
            "action": "dijkstra_move",
            "rolldown": True,
            "zones": _zones,
            "goals": _can_see_positions[:],
            "reason": "escaping",
        },
        200,
    )
Exemplo n.º 14
0
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)
Exemplo n.º 15
0
def escape(life, targets):
	_target_positions = []
	_avoid_positions = []
	_zones = [zones.get_zone_at_coords(life['pos'])]
	
	if lfe.find_action(life, [{'action': 'dijkstra_move', 'reason': 'escaping'}]):
		if not lfe.ticker(life, 'escaping', 4):
			return False
	
	#What can the targets see?
	for target_id in targets:
		_target = brain.knows_alife_by_id(life, target_id)
		_zone = zones.get_zone_at_coords(_target['last_seen_at'])
		
		if not _zone in _zones:
			_zones.append(_zone)
		
		fov.fov(_target['last_seen_at'], sight.get_vision(_target['life']), callback=lambda pos: _avoid_positions.append(pos))
	
	#What can we see?
	_can_see_positions = []
	fov.fov(life['pos'], sight.get_vision(life), callback=lambda pos: _can_see_positions.append(pos))
	
	#If there are no visible targets, we could be running away from a position we were attacked from
	_cover_exposed_at = brain.get_flag(life, 'cover_exposed_at')
	
	if _cover_exposed_at:
		_avoid_exposed_cover_positions = set()
		
		for pos in _cover_exposed_at[:]:
			if tuple(pos[:2]) in _can_see_positions:
				print 'ok!!!'*20
				_cover_exposed_at.remove(pos)
				continue
			
			fov.fov(pos, int(round(sight.get_vision(life)*.25)), callback=lambda pos: _avoid_exposed_cover_positions.add(pos))
		
		for pos in _avoid_exposed_cover_positions:
			if not pos in _avoid_positions:
				_avoid_positions.append(pos)
	
	#Overlay the two, finding positions we can see but the target can't
	for pos in _can_see_positions[:]:
		if pos in _avoid_positions:
			_can_see_positions.remove(pos)
			continue
	
		#Get rid of positions that are too close
		for target_id in targets:
			_target = brain.knows_alife_by_id(life, target_id)
			
			#TODO: Unhardcode 15
			if numbers.distance(_target['last_seen_at'], pos)<10:
				_can_see_positions.remove(pos)
				break
	
	#Now scan for cover to prevent hiding in the open
	for pos in _can_see_positions[:]:
		if chunks.get_chunk(chunks.get_chunk_key_at(pos))['max_z'] == 2:
			_can_see_positions.remove(pos)
	
	#for target_id in targets:
		#_target = brain.knows_alife_by_id(life, target_id)
		#_target_positions.append(_target['last_seen_at'][:])
		#_zone = zones.get_zone_at_coords(_target['last_seen_at'])
		
		#if not _zone in _zones:
		#	_zones.append(_zone)
		
		#for chunk_key in chunks.get_visible_chunks_from(_target['last_seen_at'], sight.get_vision(_target['life'])):
		#	if chunk_key in _visible_target_chunks:
		#		continue
			
		#	_visible_target_chunks.append(chunk_key)
	
	#for friendly_id in life['seen']:
	#	_chunk_key = lfe.get_current_chunk_id(LIFE[friendly_id])
	#	
	#	if not _chunk_key in _visible_target_chunks:
	#		_visible_target_chunks.append(_chunk_key)
	
	#if not _target_positions:
	#	return False
	
	#TODO: #combat: For lower limit in return_score_in_range, use range of weapon
	#_cover = zones.dijkstra_map(life['pos'],
	#                            _avoid_positions,
	#                            _zones,
	#                            avoid_chunks=[],
	#                            return_score_in_range=[1, 5]) # sight.get_vision(life)
	#_cover = [(c[0], c[1], life['pos'][2]) for c in _cover]
	#if not _cover:
	#	return False
	
	#_zones = [zones.get_zone_at_coords(life['pos'])]
	#for _pos in _cover:
	#	_zone = zones.get_zone_at_coords(_pos)
		
	#	if not _zone in _zones:
	#		_zones.append(_zone)
	
	if not _can_see_positions:
		return False
	
	if lfe.find_action(life, [{'action': 'dijkstra_move', 'goals': _can_see_positions[:]}]):
		return True
	
	lfe.stop(life)
	lfe.add_action(life, {'action': 'dijkstra_move',
	                      'rolldown': True,
	                      'zones': _zones,
	                      'goals': _can_see_positions[:],
	                      'reason': 'escaping'},
	               999)