Пример #1
0
def judge_self(life):
    _confidence = 0
    _limb_confidence = 0

    for limb in [life["body"][limb] for limb in life["body"]]:
        # TODO: Mark as target?
        if not limb["bleeding"]:
            _limb_confidence += 1

        if not limb["bruised"]:
            _limb_confidence += 2

        if not limb["broken"]:
            _limb_confidence += 3

            # TODO: There's a chance to fake confidence here
            # If we're holding a gun, that's all the other ALifes see
            # and they judge based on that (unless they've heard you run
            # out of ammo.)
            # For now we'll consider ammo just because we can...
    _self_armed = lfe.get_held_items(life, matches=[{"type": "gun"}])

    if _self_armed:
        _weapon = lfe.get_inventory_item(life, _self_armed[0])
        _feed = weapons.get_feed(_weapon)

        if _feed and _feed["rounds"]:
            _confidence += 30
        else:
            _confidence -= 30

    return _confidence + _limb_confidence
Пример #2
0
def judge_self(life):
	_confidence = 0
	_limb_confidence = 0
	
	for limb in [life['body'][limb] for limb in life['body']]:
		#TODO: Mark as target?
		if not limb['bleeding']:
			_limb_confidence += 1
		
		if not limb['bruised']:
			_limb_confidence += 2
		
		if not limb['broken']:
			_limb_confidence += 3
	
	#TODO: There's a chance to fake confidence here
	#If we're holding a gun, that's all the other ALifes see
	#and they judge based on that (unless they've heard you run
	#out of ammo.)
	#For now we'll consider ammo just because we can...
	_self_armed = lfe.get_held_items(life,matches=[{'type': 'gun'}])
	
	if _self_armed:
		_weapon = lfe.get_inventory_item(life,_self_armed[0])
		_feed = weapons.get_feed(_weapon)
		
		if _feed and _feed['rounds']:
			_confidence += 30
		else:
			_confidence -= 30
	
	return _confidence+_limb_confidence
Пример #3
0
def manage_hands(life):
    for item in [lfe.get_inventory_item(life, item) for item in lfe.get_held_items(life)]:
        judgement.judge_item(life, item["uid"])
        _known_item = brain.get_remembered_item(life, item["uid"])

        if _known_item["score"]:  # judgement.get_score_of_highest_scoring_item(life):
            continue

        _equip_action = {"action": "equipitem", "item": item["uid"]}

        if len(lfe.find_action(life, matches=[_equip_action])):
            return True

        if lfe.can_wear_item(life, item["uid"]):
            lfe.add_action(life, _equip_action, 401, delay=lfe.get_item_access_time(life, item["uid"]))
            return True

        _storage = lfe.can_put_item_in_storage(life, item["uid"])
        if not "CAN_WEAR" in item["flags"] and _storage:
            _store_action = {"action": "storeitem", "item": item["uid"], "container": _storage}

            if len(lfe.find_action(life, matches=[_store_action])):
                continue

            lfe.add_action(life, _store_action, 401, delay=lfe.get_item_access_time(life, item["uid"]))
            return True

    return False
Пример #4
0
def collect_nearby_wanted_items(life,
                                only_visible=True,
                                matches={'type': 'gun'}):
    _highest = {'item': None, 'score': -100000}
    _nearby = sight.find_known_items(life,
                                     matches=matches,
                                     only_visible=only_visible)

    for item in _nearby:
        _item = brain.get_remembered_item(life, item)
        _score = _item['score']
        _score -= bad_numbers.distance(life['pos'], ITEMS[item]['pos'])

        if not _highest['item'] or _score > _highest['score']:
            _highest['score'] = _score
            _highest['item'] = ITEMS[item]

    if not _highest['item']:
        return True

    _empty_hand = lfe.get_open_hands(life)

    if not _empty_hand:
        print 'No open hands, managing....'
        for item_uid in lfe.get_held_items(life):
            _container = lfe.can_put_item_in_storage(life, item_uid)

            lfe.add_action(life, {
                'action': 'storeitem',
                'item': item_uid,
                'container': _container
            },
                           200,
                           delay=lfe.get_item_access_time(life, item_uid))
        return False

    if life['pos'] == _highest['item']['pos']:
        lfe.clear_actions(life)

        for action in lfe.find_action(life,
                                      matches=[{
                                          'action': 'pickupholditem'
                                      }]):
            #print 'I was picking up something else...',_highest['item']['name']
            return False

        lfe.add_action(life, {
            'action': 'pickupholditem',
            'item': _highest['item']['uid'],
            'hand': random.choice(_empty_hand)
        },
                       200,
                       delay=lfe.get_item_access_time(life,
                                                      _highest['item']['uid']))
        lfe.lock_item(life, _highest['item']['uid'])
    else:
        lfe.walk_to(life, _highest['item']['pos'])

    return False
Пример #5
0
def get_recoil(life):
	_guns = lfe.get_held_items(life,matches=[{'type': 'gun'}])
	
	if not _guns:
		return 0
	
	weapon = lfe.get_inventory_item(life, _guns[0])
	_recoil = weapon['recoil']
	
	_recoil *= get_stance_recoil_mod(life)
	
	return _recoil
Пример #6
0
def get_recoil(life):
    _guns = lfe.get_held_items(life, matches=[{'type': 'gun'}])

    if not _guns:
        return 0

    weapon = lfe.get_inventory_item(life, _guns[0])
    _recoil = weapon['recoil']

    _recoil *= get_stance_recoil_mod(life)

    return _recoil
Пример #7
0
def get_ranged_combat_ready_score(life, consider_target_id=None):
	_score = 0
	
	if consider_target_id:
		_target = brain.knows_alife_by_id(life, consider_target_id)
		#TODO: Judge proper distance based on weapon equip time
		if bad_numbers.distance(life['pos'], _target['last_seen_at'])<sight.get_vision(life)/2:
			if lfe.get_held_items(life, matches=[{'type': 'gun'}]):
				_score += 1
		elif lfe.get_all_inventory_items(life, matches=[{'type': 'gun'}]):
			_score += 1
	
	return _score
Пример #8
0
def get_ranged_combat_ready_score(life, consider_target_id=None):
    _score = 0

    if consider_target_id:
        _target = brain.knows_alife_by_id(life, consider_target_id)
        # TODO: Judge proper distance based on weapon equip time
        if numbers.distance(life["pos"], _target["last_seen_at"]) < sight.get_vision(life) / 2:
            if lfe.get_held_items(life, matches=[{"type": "gun"}]):
                _score += 1
        elif lfe.get_all_inventory_items(life, matches=[{"type": "gun"}]):
            _score += 1

    return _score
Пример #9
0
def collect_nearby_wanted_items(life, only_visible=True, matches={"type": "gun"}):
    _highest = {"item": None, "score": -100000}
    _nearby = sight.find_known_items(life, matches=matches, only_visible=only_visible)

    for item in _nearby:
        _item = brain.get_remembered_item(life, item)
        _score = _item["score"]
        _score -= numbers.distance(life["pos"], ITEMS[item]["pos"])

        if not _highest["item"] or _score > _highest["score"]:
            _highest["score"] = _score
            _highest["item"] = ITEMS[item]

    if not _highest["item"]:
        return True

    _empty_hand = lfe.get_open_hands(life)

    if not _empty_hand:
        print "No open hands, managing...."
        for item_uid in lfe.get_held_items(life):
            _container = lfe.can_put_item_in_storage(life, item_uid)

            lfe.add_action(
                life,
                {"action": "storeitem", "item": item_uid, "container": _container},
                200,
                delay=lfe.get_item_access_time(life, item_uid),
            )
        return False

    if life["pos"] == _highest["item"]["pos"]:
        lfe.clear_actions(life)

        for action in lfe.find_action(life, matches=[{"action": "pickupholditem"}]):
            # print 'I was picking up something else...',_highest['item']['name']
            return False

        lfe.add_action(
            life,
            {"action": "pickupholditem", "item": _highest["item"]["uid"], "hand": random.choice(_empty_hand)},
            200,
            delay=lfe.get_item_access_time(life, _highest["item"]["uid"]),
        )
        lfe.lock_item(life, _highest["item"]["uid"])
    else:
        lfe.walk_to(life, _highest["item"]["pos"])

    return False
Пример #10
0
def manage_hands(life):
    for item in [
            lfe.get_inventory_item(life, item)
            for item in lfe.get_held_items(life)
    ]:
        judgement.judge_item(life, item['uid'])
        _known_item = brain.get_remembered_item(life, item['uid'])

        for weapon in combat.get_equipped_weapons(life):
            if item['type'] == ITEMS[weapon]['feed'] and len(
                    item['rounds']) >= 5:
                combat.load_feed(life, weapon, item['uid'])

                return True

        if _known_item[
                'score']:  #judgement.get_score_of_highest_scoring_item(life):
            continue

        _equip_action = {'action': 'equipitem', 'item': item['uid']}

        if len(lfe.find_action(life, matches=[_equip_action])):
            return True

        if lfe.can_wear_item(life, item['uid']):
            lfe.add_action(life,
                           _equip_action,
                           401,
                           delay=lfe.get_item_access_time(life, item['uid']))
            return True

        _storage = lfe.can_put_item_in_storage(life, item['uid'])
        if not 'CAN_WEAR' in item['flags'] and _storage:
            _store_action = {
                'action': 'storeitem',
                'item': item['uid'],
                'container': _storage
            }

            if len(lfe.find_action(life, matches=[_store_action])):
                continue

            lfe.add_action(life,
                           _store_action,
                           401,
                           delay=lfe.get_item_access_time(life, item['uid']))
            return True

    return False
Пример #11
0
def collect_nearby_wanted_items(life, only_visible=True, matches={'type': 'gun'}):
	_highest = {'item': None,'score': -100000}
	_nearby = sight.find_known_items(life, matches=matches, only_visible=only_visible)
	
	for item in _nearby:
		_item = brain.get_remembered_item(life, item)
		_score = _item['score']
		_score -= numbers.distance(life['pos'], ITEMS[item]['pos'])
		
		if not _highest['item'] or _score > _highest['score']:
			_highest['score'] = _score
			_highest['item'] = ITEMS[item]
	
	if not _highest['item']:
		return True
	
	_empty_hand = lfe.get_open_hands(life)
	
	if not _empty_hand:
		print 'No open hands, managing....'
		for item_uid in lfe.get_held_items(life):
			_container = lfe.can_put_item_in_storage(life, item_uid)
			
			lfe.add_action(life, {'action': 'storeitem',
				'item': item_uid,
			     'container': _container},
				200,
				delay=lfe.get_item_access_time(life, item_uid))
		return False
	
	if life['pos'] == _highest['item']['pos']:
		lfe.clear_actions(life)
		
		for action in lfe.find_action(life, matches=[{'action': 'pickupholditem'}]):
			#print 'I was picking up something else...',_highest['item']['name']
			return False
		
		lfe.add_action(life,{'action': 'pickupholditem',
			'item': _highest['item']['uid'],
			'hand': random.choice(_empty_hand)},
			200,
			delay=lfe.get_item_access_time(life, _highest['item']['uid']))
		lfe.lock_item(life, _highest['item']['uid'])
	else:
		lfe.clear_actions(life)
		lfe.add_action(life,{'action': 'move','to': _highest['item']['pos'][:2]},200)
	
	return False
Пример #12
0
def _refill_feed(life, feed):
	if not lfe.is_holding(life, feed['uid']) and not lfe.can_hold_item(life):
		logging.warning('No hands free to load ammo!')
		
		return False

	if not lfe.get_held_items(life, matches=[{'id': feed['uid']}]) and lfe.item_is_stored(life, feed['uid']) and not lfe.find_action(life, matches=[{'action': 'removeandholditem'}]):
		lfe.add_action(life,{'action': 'removeandholditem',
			'item': feed['uid']},
			200,
			delay=0)
		
		return False

	#TODO: No check for ammo type.
	
	_loading_rounds = len(lfe.find_action(life,matches=[{'action': 'refillammo'}]))
	if _loading_rounds >= len(lfe.get_all_inventory_items(life,matches=[{'type': 'bullet', 'ammotype': feed['ammotype']}])):
		#TODO: What?
		if not _loading_rounds:
			return True
		
		return False
	
	if len(lfe.find_action(life,matches=[{'action': 'refillammo'}])):
		return False
	
	_rounds = len(feed['rounds'])
	
	if _rounds>=feed['maxrounds']:
		print 'Full?'
		return True
	
	_ammo_count = len(lfe.get_all_inventory_items(life,matches=[{'type': 'bullet', 'ammotype': feed['ammotype']}]))
	_ammo_count += len(feed['rounds'])
	_rounds_to_load = numbers.clip(_ammo_count,0,feed['maxrounds'])
	for ammo in lfe.get_all_inventory_items(life,matches=[{'type': 'bullet', 'ammotype': feed['ammotype']}])[:_rounds_to_load]:		
		lfe.add_action(life,{'action': 'refillammo',
			'ammo': feed,
			'round': ammo},
			200,
			delay=3)
		
		_rounds += 1
	
	return False
Пример #13
0
def _refill_feed(life, feed):
	if not lfe.is_holding(life, feed['uid']) and not lfe.can_hold_item(life):
		logging.warning('No hands free to load ammo!')
		
		return False

	if not lfe.get_held_items(life, matches=[{'id': feed['uid']}]) and lfe.item_is_stored(life, feed['uid']) and not lfe.find_action(life, matches=[{'action': 'removeandholditem'}]):
		lfe.add_action(life,{'action': 'removeandholditem',
			'item': feed['uid']},
			200,
			delay=0)
		
		return False

	#TODO: No check for ammo type.
	
	_loading_rounds = len(lfe.find_action(life, matches=[{'action': 'refillammo'}]))
	_bullets_in_inventory = len(lfe.get_all_inventory_items(life, matches=[{'type': 'bullet', 'ammotype': feed['ammotype']}]))
	
	if _loading_rounds:# >= _bullets_in_inventory:
		return False
	
	if len(lfe.find_action(life,matches=[{'action': 'refillammo'}])):
		return False
	
	_rounds = len(feed['rounds'])
	
	if _rounds>=feed['maxrounds'] or (not _bullets_in_inventory and _rounds):
		print 'Full?'
		return True
	
	_ammo_count = len(lfe.get_all_inventory_items(life,matches=[{'type': 'bullet', 'ammotype': feed['ammotype']}]))
	_ammo_count += len(feed['rounds'])
	_rounds_to_load = numbers.clip(_ammo_count,0,feed['maxrounds'])
	for ammo in lfe.get_all_inventory_items(life,matches=[{'type': 'bullet', 'ammotype': feed['ammotype']}])[:_rounds_to_load]:		
		lfe.add_action(life,{'action': 'refillammo',
			'ammo': feed,
			'round': ammo},
			200,
			delay=3)
		
		_rounds += 1
	
	return False
Пример #14
0
def get_weapon_to_fire(life):
	if 'player' in life:
		return life['firing']
		
	_item = lfe.get_held_items(life,matches=[{'type': 'gun'}])
		
	if _item:
		_item = _item[0]
	else:
		return False
	
	if not _item:
		if 'player' in life:
			gfx.message('You aren\'t holding a weapon!')
		
		life['firing'] = None
		return False
	
	return lfe.get_inventory_item(life, _item)
Пример #15
0
def get_weapon_to_fire(life):
    if 'player' in life:
        return life['firing']

    _item = lfe.get_held_items(life, matches=[{'type': 'gun'}])

    if _item:
        _item = _item[0]
    else:
        return False

    if not _item:
        if 'player' in life:
            gfx.message('You aren\'t holding a weapon!')

        life['firing'] = None
        return False

    return lfe.get_inventory_item(life, _item)
Пример #16
0
def manage_hands(life):
	for item in [lfe.get_inventory_item(life, item) for item in lfe.get_held_items(life)]:
		judgement.judge_item(life, item['uid'])
		_known_item = brain.get_remembered_item(life, item['uid'])
		
		for weapon in combat.get_equipped_weapons(life):
			if item['type'] == ITEMS[weapon]['feed'] and len(item['rounds'])>=5:
				combat.load_feed(life, weapon, item['uid'])
				
				return True
		
		if _known_item['score']:#judgement.get_score_of_highest_scoring_item(life):
			continue
		
		_equip_action = {'action': 'equipitem',
				'item': item['uid']}
		
		if len(lfe.find_action(life, matches=[_equip_action])):
			return True
		
		if lfe.can_wear_item(life, item['uid']):
			lfe.add_action(life, _equip_action,
				401,
				delay=lfe.get_item_access_time(life, item['uid']))
			return True
		
		_storage = lfe.can_put_item_in_storage(life, item['uid'])
		if not 'CAN_WEAR' in item['flags'] and _storage:
			_store_action = {'action': 'storeitem',
				'item': item['uid'],
				'container': _storage}
			
			if len(lfe.find_action(life, matches=[_store_action])):
				continue
			
			lfe.add_action(life,_store_action,
				401,
				delay=lfe.get_item_access_time(life, item['uid']))
			return True
	
	return False
Пример #17
0
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
Пример #18
0
def get_equipped_weapons(life):
	return lfe.get_held_items(life, matches=[{'type': 'gun'}])
Пример #19
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def is_any_weapon_equipped(life):
	if lfe.get_held_items(life, matches=[{'type': 'gun'}]):
		return True
	
	return False
Пример #20
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def get_equipped_weapons(life):
    return lfe.get_held_items(life, matches=[{'type': 'gun'}])
Пример #21
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def is_any_weapon_equipped(life):
    if lfe.get_held_items(life, matches=[{'type': 'gun'}]):
        return True

    return False
Пример #22
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def create_function_map():
	FUNCTION_MAP.update({'is_family': stats.is_family,
		'name': lambda life: ' '.join(life['name']),
		'is_same_species': stats.is_same_species,
		'can_trust': judgement.can_trust,
		'is_dangerous': judgement.is_target_dangerous,
		'can_bite': stats.can_bite,
		'can_scratch': stats.can_scratch,
		'weapon_equipped_and_ready': combat.weapon_equipped_and_ready,
		'prepare_for_ranged': combat.prepare_for_ranged,
		'explore_unknown_chunks': survival.explore_unknown_chunks,
		'is_nervous': stats.is_nervous,
		'is_aggravated': stats.is_aggravated,
		'is_scared': judgement.is_scared,
		'is_safe': judgement.is_safe,
		'is_healthy': None,
		'is_intimidated': stats.is_intimidated,
		'is_intimidating': lambda life, life_id: stats.is_intimidated_by(LIFE[life_id], life['id']),
		'is_confident': stats.is_confident,
		'is_situation_tense': lambda life: judgement.get_tension(life)>=10,
		'is_combat_ready': lambda life, life_id: not LIFE[life_id]['state'] in ['hiding', 'hidden'],
		'is_surrendering': lambda life, life_id: LIFE[life_id]['state'] == 'surrender',
		'is_being_surrendered_to': lambda life: len(judgement.get_combat_targets(life, ignore_escaped=True, filter_func=lambda life, life_id: LIFE[life_id]['state'] == 'surrender'))>0,
		'closest': None,
		'kill': lambda life: lfe.kill(life, 'their own dumb self'),
		'has_attacked_trusted': stats.has_attacked_trusted,
		'has_attacked_self': stats.has_attacked_self,
		'distance_to_pos': stats.distance_from_pos_to_pos,
		'current_chunk_has_flag': lambda life, flag: chunks.get_flag(life, lfe.get_current_chunk_id(life), flag)>0,
		'is_idle': lambda life: life['state'] == 'idle',
		'is_relaxed': lambda life: life['state_tier'] == TIER_RELAXED,
		'is_child_of': stats.is_child_of,
		'is_parent_of': stats.is_parent_of,
		'has_parent': stats.has_parent,
		'has_child': stats.has_child,
		'is_night': logic.is_night,
		'is_born_leader': stats.is_born_leader,
		'is_psychotic': stats.is_psychotic,
		'is_safe_in_shelter': stats.is_safe_in_shelter,
		'is_incapacitated': stats.is_incapacitated,
		'is_target': lambda life, life_id: life_id in judgement.get_targets(life) or life_id in judgement.get_combat_targets(life),
		'seen_target_recently': lambda life, life_id: brain.knows_alife_by_id(life, life_id)['last_seen_time']<=150,
		'is_combat_target': lambda life, life_id: life_id in judgement.get_combat_targets(life),
		'is_traitor': lambda life, life_id: len(lfe.get_memory(life, matches={'text': 'traitor', 'target': life_id}))>0,
		'is_awake': judgement.is_target_awake,
		'is_dead': judgement.is_target_dead,
		'is_target_dead': judgement.is_target_dead,
		'is_raiding': lambda life: (life['group'] and groups.get_stage(life, life['group'])==STAGE_RAIDING)==True,
		'find_and_announce_shelter': groups.find_and_announce_shelter,
		'desires_shelter': stats.desires_shelter,
		'travel_to_position': movement.travel_to_position,
		'find_target': movement.find_target,
		'can_see_target': sight.can_see_target,
		'has_threats': lambda life: len(judgement.get_threats(life, ignore_escaped=1))>0,
		'has_visible_threat': lambda life: len(judgement.get_visible_threats(life))>0,
		'has_combat_targets': lambda life: len(judgement.get_combat_targets(life))>0,
		'has_lost_threat': lambda life: len(judgement.get_threats(life, escaped_only=True, ignore_escaped=2))>0,
		'has_ready_combat_targets': lambda life: len(judgement.get_ready_combat_targets(life, recent_only=True, limit_distance=sight.get_vision(life)+10))>0,
		'danger_close': stats.is_threat_too_close,
		'number_of_alife_in_chunk_matching': lambda life, chunk_key, matching, amount: len(chunks.get_alife_in_chunk_matching(chunk_key, matching))>amount,
		'number_of_alife_in_reference_matching': lambda life, reference_id, matching, amount: len(references.get_alife_in_reference_matching(reference_id, matching))>amount,
		'announce_to_group': groups.announce,
		'is_in_chunk': chunks.is_in_chunk,
		'is_in_shelter': lfe.is_in_shelter,
		'has_shelter': lambda life: len(judgement.get_known_shelters(life))>0,
		'has_completed_job': lambda life, job_id: job_id in life['completed_jobs'],
		'has_completed_task': lambda life, job_id: job_id in life['completed_jobs'],
		'retrieve_from_memory': brain.retrieve_from_memory,
		'pick_up_and_hold_item': lfe.pick_up_and_hold_item,
		'has_usable_weapon': lambda life: not combat.has_ready_weapon(life) == False,
		'has_potentially_usable_weapon': lambda life: combat.has_potentially_usable_weapon(life) == True,
		'target_is_combat_ready': judgement.target_is_combat_ready,
		'create_item_need': survival.add_needed_item,
		'group_needs_resources': lambda life, group_id: groups.needs_resources(group_id),
		'has_needs_to_meet': survival.has_needs_to_meet,
		'has_unmet_needs': survival.has_unmet_needs,
		'has_needs_to_satisfy': survival.has_needs_to_satisfy,
		'has_needs': lambda life: survival.has_needs_to_meet(life) or survival.has_unmet_needs(life) or survival.has_needs_to_satisfy(life),
		'has_number_of_items_matching': lambda life, matching, amount: len(lfe.get_all_inventory_items(life, matches=matching))>=amount,
		'flag_item_matching': lambda life, matching, flag: lfe.get_all_inventory_items(life, matches=[matching]) and brain.flag_item(life, lfe.get_all_inventory_items(life, matches=[matching])[0], flag)>0,
		'drop_item_matching': lambda life, matching: lfe.get_all_inventory_items(life, matches=[matching]) and lfe.drop_item(life, lfe.get_all_inventory_items(life, matches=[matching])[0]['uid'])>0,
		'has_target_to_follow': lambda life: judgement.get_target_to_follow(life)>0,
		'has_target_to_guard': lambda life: judgement.get_target_to_guard(life)>0,
		'get_recent_events': speech.get_recent_events,
		'get_target': lambda life, life_id: speech.get_target(life,
	                                                           lfe.has_dialog_with(life, life_id),
	                                                           dialog.get_flag(lfe.has_dialog_with(life, life_id),
	                                                                           'NEXT_GIST')),
		'get_needs': lambda life, life_id: speech.get_needs(life,
	                                                         lfe.has_dialog_with(life, life_id),
	                                                         dialog.get_flag(lfe.has_dialog_with(life, life_id),
	                                                                         'NEXT_GIST')),
		'get_location': lambda life: '%s, %s' % (life['pos'][0], life['pos'][1]),
		'join_group': lambda life, **kwargs: groups.join_group(life, kwargs['group_id']),
		'add_group_member': lambda life, life_id: groups.add_member(life, life['group'], life_id),
		'claim_to_be_group_leader': lambda life, life_id: groups.set_leader(life, life['group'], life['id']),
		'is_group_leader': lambda life: groups.is_leader_of_any_group(life)==True,
		'is_in_same_group': lambda life, life_id: (life['group'] and LIFE[life_id]['group'] == life['group'])>0,
		'is_target_group_leader': lambda life, life_id: (groups.is_leader_of_any_group(LIFE[life_id]))==True,
		'is_in_group': lambda life: life['group']>0,
		'is_target_hostile': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['alignment'] == 'hostile',
		'is_target_in_group': lambda life, life_id, **kwargs: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group']==kwargs['group'],
		'is_target_in_any_group': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group']>0,
		'is_target_group_friendly': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group'] and groups.get_group_memory(life, brain.knows_alife_by_id(life, life_id)['group'], 'alignment')=='trust',
		'is_target_group_hostile': groups.is_target_group_hostile,
		'is_target_group_neutral': lambda life, life_id: brain.knows_alife_by_id(life, life_id) and brain.knows_alife_by_id(life, life_id)['group'] and groups.get_group_memory(life, brain.knows_alife_by_id(life, life_id)['group'], 'alignment')=='neutral',
		'is_group_hostile': lambda life, **kwargs: groups.get_group_memory(life, kwargs['group_id'], 'alignment')=='hostile',
		'is_injured': lambda life: len(lfe.get_cut_limbs(life)) or len(lfe.get_bleeding_limbs(life)),
		'inform_of_group_members': speech.inform_of_group_members,
		'update_group_members': speech.update_group_members,
		'get_group_flag': groups.get_flag,
		'get_flag': brain.get_flag,
		'get_group': lambda life: life['group'],
		'discover_group': lambda life, **kwargs: groups.discover_group(life, kwargs['group_id']),
		'add_target_to_known_group': lambda life, life_id, **kwargs: groups.add_member(life, kwargs['group_id'], life_id),
		'knows_about_group': lambda life, **kwargs: groups.group_exists(life, kwargs['group_id']),
		'group_has_shelter': lambda life: groups.get_shelter(life, life['group'])>0,
		'declare_group_hostile': lambda life, **kwargs: stats.declare_group_hostile(life, kwargs['group_id']),
		'declare_group_trusted': lambda life, **kwargs: stats.declare_group_trusted(life, kwargs['group_id']),
		'declare_group_target': lambda life, life_id: stats.declare_group_target(life, life_id, 'hostile'),
		'get_group_shelter': lambda life: groups.get_shelter(life, life['group']),
		'set_group_shelter': lambda life, **kwargs: groups.set_shelter(life, kwargs['group_id'], kwargs['shelter']),
		'get_group_stage': lambda life: groups.get_stage(life, life['group']),
		'get_group_stage_message': speech.get_group_stage_message,
		'set_group_stage': lambda life, **kwargs: groups.set_stage(life, kwargs['group_id'], kwargs['stage']),
		'is_group_motivated_for_crime': lambda life: life['group'] and groups.get_motive(life, life['group']) == 'crime',
		'wants_to_leave_group_for_group': lambda life: stats.wants_to_abandon_group(life, life['group']),
		'knows_items_matching': lambda life, **kwargs: len(brain.get_multi_matching_remembered_items(life, kwargs['items'], no_owner=True))>0,
		'get_known_group': speech.get_known_group,
		'inform_of_group': speech.inform_of_group,
		'force_inform_of_group': speech.force_inform_of_group,
		'inform_of_items': lambda life, life_id, **kwargs: speech.inform_of_items(life, life_id, kwargs['items']),
		'update_location': lambda life, life_id: brain.update_known_life(life, life_id, 'last_seen_at', LIFE[life_id]['pos'][:]),
		'has_questions_for_target': lambda life, life_id: len(memory.get_questions_for_target(life, life_id))>0,
		'has_orders_for_target': lambda life, life_id: len(memory.get_orders_for_target(life, life_id))>0,
		'ask_target_question': memory.ask_target_question,
		'give_target_order_message': memory.give_target_order_message,
		'give_target_order': memory.give_target_order,
		'take_order': memory.take_order,
		'reject_order': memory.reject_order,
		'get_introduction_message': speech.get_introduction_message,
		'get_introduction_gist': speech.get_introduction_gist,
		'establish_trust': stats.establish_trust,
		'establish_feign_trust': stats.establish_feign_trust,
		'establish_aggressive': stats.establish_aggressive,
		'establish_hostile': stats.establish_hostile,
		'establish_scared': stats.establish_scared,
		'claim_hostile': lambda life, target, **kwargs: stats.establish_hostile(life, kwargs['target_id']),
		'describe_target': lambda life, life_id, **kwargs: speech.describe_target(life, kwargs['target']),
		'consume': lfe.consume,
		'explode': items.explode,
		'is_player': lambda life: 'player' in life,
		'is_neutral': lambda life, life_id: brain.knows_alife_by_id(life, life_id)['alignment'] == 'neutral',
		'reset_think_timer': lfe.reset_think_rate,
		'mark_target_as_combat_ready': lambda life, life_id: brain.flag_alife(life, life_id, 'combat_ready'),
		'mark_target_as_not_combat_ready': lambda life, life_id: brain.flag_alife(life, life_id, 'combat_ready', value=False),
		'saw_target_recently': lambda life, **kwargs: brain.knows_alife_by_id(life, kwargs['target_id']) and -1<brain.knows_alife_by_id(life, kwargs['target_id'])['last_seen_time']<6000,
		'update_location_of_target_from_target': speech.update_location_of_target_from_target,
		'ping': lambda life: logging.debug('%s: Ping!' % ' '.join(life['name'])),
		'wander': lambda life: alife_discover.tick(life),
		'pick_up_item': lambda life: alife_needs.tick(life),
		'take_shelter': lambda life: alife_shelter.tick(life),
		'has_non_relaxed_goal': lambda life: life['state_tier']>TIER_RELAXED,
		'needs_to_manage_inventory': lambda life: alife_manage_items.conditions(life) == True,
		'manage_inventory': lambda life: alife_manage_items.tick(life),
		'cover_exposed': lambda life: len(combat.get_exposed_positions(life))>0,
		'ranged_ready': lambda life: lfe.execute_raw(life, 'combat', 'ranged_ready'),
		'ranged_attack': lambda life: alife_combat.ranged_attack(life),
		'melee_ready': lambda life: lfe.execute_raw(life, 'combat', 'melee_ready'),
		'melee_attack': lambda life: alife_combat.melee_attack(life),
		'take_cover': lambda life: alife_cover.tick(life),
		'hide': lambda life: alife_escape.tick(life),
		'stop': lfe.stop,
		'search_for_threat': lambda life: alife_search.tick(life),
		'has_low_recoil': lambda life: life['recoil']>=.25,
		'has_medium_recoil': lambda life: life['recoil']>=.5,
		'has_high_recoil': lambda life: life['recoil']>=.75,
		'has_focus_point': lambda life: len(lfe.get_memory(life, matches={'text': 'focus_on_chunk'}))>0,
		'walk_to': lambda life: movement.travel_to_chunk(life, lfe.get_memory(life, matches={'text': 'focus_on_chunk'})[len(lfe.get_memory(life, matches={'text': 'focus_on_chunk'}))-1]['chunk_key']),
		'follow_target': alife_follow.tick,
		'guard_focus_point': lambda life: movement.guard_chunk(life, lfe.get_memory(life, matches={'text': 'focus_on_chunk'})[0]['chunk_key']),
		'disarm': lambda life, life_id: brain.flag_alife(life, life_id, 'disarm', value=WORLD_INFO['ticks']),
		'drop_weapon': lambda life: lfe.drop_item(life, lfe.get_held_items(life, matches={'type': 'gun'})[0]),
		'is_disarming': lambda life, life_id: brain.get_alife_flag(life, life_id, 'disarm')>0,
		'set_raid_location': lambda life, **kwargs: lfe.memory(life, 'focus_on_chunk', chunk_key=kwargs['chunk_key']),
		'move_to_chunk': lambda life, **kwargs:  movement.set_focus_point(life, kwargs['chunk_key']),
		'move_to_chunk_key': movement.set_focus_point,
		'recruiting': lambda life, life_id: speech.send(life, life_id, 'recruit'),
		'is_raiding': lambda life: life['group'] and groups.get_stage(life, life['group']) == STAGE_ATTACKING,
		'is_in_target_chunk': lambda life, target_id: lfe.get_current_chunk_id(life) == lfe.get_current_chunk_id(LIFE[target_id]),
		'get_chunk_key': lfe.get_current_chunk_id,
		'has_threat_in_combat_range': stats.has_threat_in_combat_range,
		'find_nearest_chunk_in_reference': references.find_nearest_chunk_key_in_reference_of_type,
		'has_item_type': lambda life, item_match: not lfe.get_inventory_item_matching(life, item_match) == None,
		'move_to_target': lambda life, target_id: movement.travel_to_position(life, LIFE[target_id]['pos']),
		'is_in_range_of_target': lambda life, target_id, distance: numbers.distance(life['pos'], LIFE[target_id]['pos'])<=int(distance),
		'track_target': lambda life, target_id: brain.meet_alife(life, LIFE[target_id]) and judgement.track_target(life, target_id),
		'untrack_target': judgement.untrack_target,
		'clear_tracking': lambda life: brain.flag(life, 'tracking_targets', []),
		'can_see_item': lambda life, item_uid: item_uid in life['seen_items'],
		'has_item': lambda life, item_uid: item_uid in life['inventory'],
		'pick_up_item': movement.pick_up_item,
		'create_mission': missions.create_mission_for_self,
		'give_mission': missions.create_mission_and_give,
		'do_mission': alife_work.tick,
		'has_mission': lambda life: len(life['missions'])>0,
		'drop_item': lfe.drop_item,
		'get_id': lambda life: life['id'],
		'always': lambda life: 1==1,
		'pass': lambda life, *a, **k: True,
		'never': lambda life: 1==2})