def explosive(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Explosive', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage _toss_distance = numbers.distance(_entity['start_position'], _entity['end_position']) _entity['accuracy'] = numbers.clip(random.randint(int(round(accuracy * .25)), accuracy), 0, 100) - (accuracy * (1 - (_toss_distance / 20.0))) _entity['slow_down'] = False _direction_mod = random.uniform(-accuracy, accuracy) * 2 entities.create_event(_entity, 'explode') entities.create_event(_entity, 'activate_explosive') entities.register_event(_entity, 'explode', frag_grenade_explode) entities.register_event(_entity, 'explode', entities.delete_entity) entities.register_event(_entity, 'activate_explosive', lambda e: entities.trigger_event(e, 'create_timer', time=90, exit_callback=lambda ee: entities.trigger_event(ee, 'explode'))) entities.register_event(_entity, 'check_next_position', check_next_position) entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to((x, y), (tx, ty)) + _direction_mod) entities.trigger_event(_entity, 'create_timer', time=speed, enter_callback=_explosive_tick, name='movement') entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) if not '--no-fx' in sys.argv: entities.register_event(_entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y)) entities.register_event(_entity, 'collision_with_entity', lambda e, **kwargs: entities.trigger_event(e, 'activate_explosive')) entities.register_event(_entity, 'collision_with_entity', lambda e, **kwargs: _explosive_stop_dumb_hack(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: timers.stop_timer(e, 'movement')) entities.register_event(_entity, 'collision_with_solid', _explosive_stop_dumb_hack) entities.register_event(_entity, 'collision_with_solid', lambda e: entities.trigger_event(e, 'activate_explosive'))
def explosive(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Explosive', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage _toss_distance = numbers.distance(_entity['start_position'], _entity['end_position']) _entity['accuracy'] = numbers.clip( random.randint(int(round(accuracy * .25)), accuracy), 0, 100) - (accuracy * (1 - (_toss_distance / 20.0))) _entity['slow_down'] = False _direction_mod = random.uniform(-accuracy, accuracy) * 2 entities.create_event(_entity, 'explode') entities.create_event(_entity, 'activate_explosive') entities.register_event(_entity, 'explode', frag_grenade_explode) entities.register_event(_entity, 'explode', entities.delete_entity) entities.register_event( _entity, 'activate_explosive', lambda e: entities.trigger_event( e, 'create_timer', time=90, exit_callback=lambda ee: entities.trigger_event(ee, 'explode'))) entities.register_event(_entity, 'check_next_position', check_next_position) entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to( (x, y), (tx, ty)) + _direction_mod) entities.trigger_event(_entity, 'create_timer', time=speed, enter_callback=_explosive_tick, name='movement') entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) if not '--no-fx' in sys.argv: entities.register_event( _entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y)) entities.register_event( _entity, 'collision_with_entity', lambda e, **kwargs: entities.trigger_event(e, 'activate_explosive')) entities.register_event(_entity, 'collision_with_entity', lambda e, **kwargs: _explosive_stop_dumb_hack(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: timers.stop_timer(e, 'movement')) entities.register_event(_entity, 'collision_with_solid', _explosive_stop_dumb_hack) entities.register_event( _entity, 'collision_with_solid', lambda e: entities.trigger_event(e, 'activate_explosive'))
def _locate_npc_message(goal, member_id): _target_id = goal['target_id'] _member = entities.get_entity(member_id) _mission = entities.get_entity(goal['mission_id']) if not _target_id in _member['ai']['life_memory'] or not _member['ai']['life_memory'][_target_id]['last_seen_at']: goal['message'] = 'Gather location info on target.' return if _member['ai']['life_memory'][_target_id]['is_dead']: goal['message'] = 'Confirmed: Target is dead.' entities.trigger_event(_member, 'complete_goal', mission_id=goal['mission_id'], goal_id=goal['_id']) elif _member['ai']['life_memory'][_target_id]['can_see']: goal['message'] = 'Target in line of sight.' entities.trigger_event(_member, 'complete_goal', mission_id=goal['mission_id'], goal_id=goal['_id']) elif _member['ai']['life_memory'][_target_id]['last_seen_at']: _direction = numbers.direction_to(movement.get_position(_member), _member['ai']['life_memory'][_target_id]['last_seen_at']) _distance = numbers.distance(movement.get_position(_member), _member['ai']['life_memory'][_target_id]['last_seen_at']) _real_direction = conversions.get_real_direction(_direction) _real_distance = conversions.get_real_distance(_distance) goal['message'] = 'Target last seen %s meters to the %s' % (_real_distance, _real_direction) _member['ai']['life_memory'][_target_id]['mission_related'] = True
def _shoot_weapon(entity, weapon_id, target_id): _weapon = entities.get_entity(weapon_id) _x, _y = movement.get_position( entities.get_entity(_weapon['stats']['owner'])) if not target_id in entities.ENTITIES: logging.warning('Target deleted during shooting.') return _tx, _ty = movement.get_position(entities.get_entity(target_id)) _direction = numbers.direction_to((_x, _y), (_tx, _ty)) effects.muzzle_flash(_x, _y, _direction) entities.trigger_event(_weapon, 'flag_sub', flag='ammo', value=1) entities.trigger_event(entity, 'create_noise', volume=80, direction=numbers.direction_to((_x, _y), (_tx, _ty)), text='BAM', callback=lambda t, x, y: entities.trigger_event( t, 'update_target_memory', target_id=entity['_id'], key='last_seen_at', value=[x, y]), context_callback=lambda x, y: ui_dialog.create( x, y, 'Gunshot (Unknown)', title='Noise')) entity['stats']['action_points'] -= stats.get_shoot_cost(entity, weapon_id) entities.trigger_event(entity, 'get_accuracy') _accuracy = stats.get_accuracy(entity, weapon_id) _damage = flags.get_flag(_weapon, 'damage') effects.light(_x, _y, random.randint(3, 5), r=1.5, g=1.5, b=0) if _weapon['stats']['kind'] == 'explosive': items.explosive(entity, _x, _y, _tx, _ty, 4, _accuracy, _damage) else: items.bullet(entity, _x, _y, _tx, _ty, 1, _accuracy, _damage)
def _shoot_weapon(entity, weapon_id, target_id): _weapon = entities.get_entity(weapon_id) _x, _y = movement.get_position(entities.get_entity(_weapon['stats']['owner'])) if not target_id in entities.ENTITIES: logging.warning('Target deleted during shooting.') return _tx, _ty = movement.get_position(entities.get_entity(target_id)) _direction = numbers.direction_to((_x, _y), (_tx, _ty)) effects.muzzle_flash(_x, _y, _direction) entities.trigger_event(_weapon, 'flag_sub', flag='ammo', value=1) entities.trigger_event(entity, 'create_noise', volume=80, direction=numbers.direction_to((_x, _y), (_tx, _ty)), text='BAM', callback=lambda t, x, y: entities.trigger_event(t, 'update_target_memory', target_id=entity['_id'], key='last_seen_at', value=[x, y]), context_callback=lambda x, y: ui_dialog.create(x, y, 'Gunshot (Unknown)', title='Noise')) entity['stats']['action_points'] -= stats.get_shoot_cost(entity, weapon_id) entities.trigger_event(entity, 'get_accuracy') _accuracy = stats.get_accuracy(entity, weapon_id) _damage = flags.get_flag(_weapon, 'damage') effects.light(_x, _y, random.randint(3, 5), r=1.5, g=1.5, b=0) if _weapon['stats']['kind'] == 'explosive': items.explosive(entity, _x, _y, _tx, _ty, 4, _accuracy, _damage) else: items.bullet(entity, _x, _y, _tx, _ty, 1, _accuracy, _damage)
def create_shoot_menu(entity, target_id): _tx, _ty = movement.get_position_via_id(target_id) _weapon = entities.get_entity(items.get_items_in_holder(entity, 'weapon')[0]) _menu = ui_menu.create(_tx-camera.X+2, _ty-camera.Y-4, title='Shoot') _accuracy = stats.get_accuracy(entity, _weapon['_id']) _x, _y = movement.get_position(entity) _direction = numbers.direction_to((_x, _y), (_tx, _ty)) _final_direction = _direction + (_accuracy * numbers.distance((_x, _y), (_tx, _ty))) _spray_accuracy = (100 * (_direction / float(_final_direction))) entities.trigger_event(_weapon, 'get_actions', menu=_menu) ui_menu.add_selectable(_menu, 'Spray (Acc: %.2d)' % _spray_accuracy, lambda: entities.trigger_event(entity, 'shoot', target_id=target_id) and settings.set_tick_mode('normal')) ui_menu.add_selectable(_menu, 'Snipe (Acc: %s)' % _accuracy, lambda: _)
def bullet(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Bullet', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to( (x, y), (tx, ty)) + random.uniform(-accuracy, accuracy)) entities.trigger_event(_entity, 'create_timer', time=speed, repeat=-1, enter_callback=_bullet_tick, repeat_callback=_bullet_tick) entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) entities.register_event( _entity, 'collision_with_entity', lambda e, target_id: entities. trigger_event(entities.get_entity(target_id), 'hit', projectile=e)) entities.register_event(_entity, 'collision_with_entity', lambda e, target_id: entities.delete_entity(e)) entities.register_event( _entity, 'collision_with_solid', lambda e: effects.light( movement.get_position(e)[0], movement.get_position(e)[1], random.randint(3, 4))) entities.register_event(_entity, 'collision_with_solid', lambda e: entities.delete_entity(e)) entities.register_event( _entity, 'collision_with_solid', lambda e: effects.smoke_cloud(movement.get_position(e)[0], movement.get_position(e)[1], random.uniform(2, 2.75), start_alpha=random.uniform(0.45, .65), decay_amount=1.5)) entities.register_event(_entity, 'check_next_position', check_next_position) if not '--no-fx' in sys.argv: entities.register_event( _entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y))
def create_shoot_menu(entity, target_id): _tx, _ty = movement.get_position_via_id(target_id) _weapon = entities.get_entity( items.get_items_in_holder(entity, 'weapon')[0]) _menu = ui_menu.create(_tx - camera.X + 2, _ty - camera.Y - 4, title='Shoot') _accuracy = stats.get_accuracy(entity, _weapon['_id']) _x, _y = movement.get_position(entity) _direction = numbers.direction_to((_x, _y), (_tx, _ty)) _final_direction = _direction + (_accuracy * numbers.distance((_x, _y), (_tx, _ty))) _spray_accuracy = (100 * (_direction / float(_final_direction))) entities.trigger_event(_weapon, 'get_actions', menu=_menu) ui_menu.add_selectable( _menu, 'Spray (Acc: %.2d)' % _spray_accuracy, lambda: entities.trigger_event(entity, 'shoot', target_id=target_id ) and settings.set_tick_mode('normal')) ui_menu.add_selectable(_menu, 'Snipe (Acc: %s)' % _accuracy, lambda: _)
def _locate_npc_message(goal, member_id): _target_id = goal['target_id'] _member = entities.get_entity(member_id) _mission = entities.get_entity(goal['mission_id']) if not _target_id in _member['ai']['life_memory'] or not _member['ai'][ 'life_memory'][_target_id]['last_seen_at']: goal['message'] = 'Gather location info on target.' return if _member['ai']['life_memory'][_target_id]['is_dead']: goal['message'] = 'Confirmed: Target is dead.' entities.trigger_event(_member, 'complete_goal', mission_id=goal['mission_id'], goal_id=goal['_id']) elif _member['ai']['life_memory'][_target_id]['can_see']: goal['message'] = 'Target in line of sight.' entities.trigger_event(_member, 'complete_goal', mission_id=goal['mission_id'], goal_id=goal['_id']) elif _member['ai']['life_memory'][_target_id]['last_seen_at']: _direction = numbers.direction_to( movement.get_position(_member), _member['ai']['life_memory'][_target_id]['last_seen_at']) _distance = numbers.distance( movement.get_position(_member), _member['ai']['life_memory'][_target_id]['last_seen_at']) _real_direction = conversions.get_real_direction(_direction) _real_distance = conversions.get_real_distance(_distance) goal['message'] = 'Target last seen %s meters to the %s' % ( _real_distance, _real_direction) _member['ai']['life_memory'][_target_id]['mission_related'] = True
def bullet(entity, x, y, tx, ty, speed, accuracy, damage): _entity = _create(x, y, 'Bullet', '.', 0, 'bullet') _entity['owner'] = entity['_id'] _entity['start_position'] = (x, y) _entity['end_position'] = (tx, ty) _entity['speed'] = speed _entity['damage'] = damage entities.add_entity_to_group(_entity, 'bullets') timers.register(_entity) entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to((x, y), (tx, ty))+random.uniform(-accuracy, accuracy)) entities.trigger_event(_entity, 'create_timer', time=speed, repeat=-1, enter_callback=_bullet_tick, repeat_callback=_bullet_tick) entities.register_event(_entity, 'position_changed', lambda e, **kwargs: check_for_collisions(e)) entities.register_event(_entity, 'collision_with_entity', lambda e, target_id: entities.trigger_event(entities.get_entity(target_id), 'hit', projectile=e)) entities.register_event(_entity, 'collision_with_entity', lambda e, target_id: entities.delete_entity(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: effects.light(movement.get_position(e)[0], movement.get_position(e)[1], random.randint(3, 4))) entities.register_event(_entity, 'collision_with_solid', lambda e: entities.delete_entity(e)) entities.register_event(_entity, 'collision_with_solid', lambda e: effects.smoke_cloud(movement.get_position(e)[0], movement.get_position(e)[1], random.uniform(2, 2.75), start_alpha=random.uniform(0.45, .65), decay_amount=1.5)) entities.register_event(_entity, 'check_next_position', check_next_position) if not '--no-fx' in sys.argv: entities.register_event(_entity, 'position_changed', lambda e, x, y, **kwargs: _bullet_effects(e, x, y))