def explore_known_chunks(life): #Our first order of business is to figure out exactly what we're looking for. #There's a big difference between exploring the map looking for a purpose and #exploring the map with a purpose. Both will use similar routines but I wager #it'll actually be a lot harder to do it without there being some kind of goal #to at least start us in the right direction. #This function will kick in only if the ALife is idling, so looting is handled #automatically. #Note: Determining whether this fuction should run at all needs to be done inside #the module itself. _chunk_key = brain.retrieve_from_memory(life, 'explore_chunk') _chunk = maps.get_chunk(_chunk_key) if life['path'] and chunks.position_is_in_chunk(lfe.path_dest(life), _chunk_key): return True if chunks.is_in_chunk(life, '%s,%s' % (_chunk['pos'][0], _chunk['pos'][1])): life['known_chunks'][_chunk_key]['last_visited'] = WORLD_INFO['ticks'] return False if not _chunk['ground']: return False _pos_in_chunk = random.choice(_chunk['ground']) lfe.walk_to(life, _pos_in_chunk) return True
def find_target(life, target, distance=5, follow=False, call=True): _target = brain.knows_alife_by_id(life, target) _dist = bad_numbers.distance(life['pos'], _target['last_seen_at']) _can_see = sight.can_see_target(life, target) if _can_see and _dist <= distance: if follow: return True lfe.stop(life) return True if _target['escaped'] == 1: search_for_target(life, target) return False if not _can_see and sight.can_see_position( life, _target['last_seen_at']) and _dist < distance: if call: if not _target['escaped']: memory.create_question(life, target, 'GET_LOCATION') speech.communicate(life, 'call', matches=[target]) _target['escaped'] = 1 return False if not lfe.path_dest(life) == tuple(_target['last_seen_at'][:2]): lfe.walk_to(life, _target['last_seen_at']) return False
def find_target(life, target, distance=5, follow=False, call=True): _target = brain.knows_alife_by_id(life, target) _dist = numbers.distance(life["pos"], _target["last_seen_at"]) _can_see = sight.can_see_target(life, target) if _can_see and _dist <= distance: if follow: return True lfe.stop(life) return True if _target["escaped"] == 1: search_for_target(life, target) return False if not _can_see and sight.can_see_position(life, _target["last_seen_at"]) and _dist < distance: if call: if not _target["escaped"]: memory.create_question(life, target, "GET_LOCATION") speech.communicate(life, "call", matches=[target]) _target["escaped"] = 1 return False if not lfe.path_dest(life) == tuple(_target["last_seen_at"][:2]): lfe.walk_to(life, _target["last_seen_at"]) return False
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
def tick(life): if not 'shelter' in life['state_flags']: life['state_flags']['shelter'] = judgement.get_best_shelter(life) if not life['state_flags']['shelter'] in life['known_chunks']: judgement.judge_chunk(life, life['state_flags']['shelter']) if not chunks.get_flag(life, life['state_flags']['shelter'], 'shelter_cover'): return False if not list(life['pos'][:2]) in chunks.get_flag(life, life['state_flags']['shelter'], 'shelter_cover'): if not lfe.path_dest(life) or (not chunks.position_is_in_chunk(lfe.path_dest(life), life['state_flags']['shelter'])): _cover = chunks.get_flag(life, life['state_flags']['shelter'], 'shelter_cover') lfe.walk_to(life, random.choice(_cover))
def search_for_target(life, target_id): #TODO: Variable size instead of hardcoded _know = brain.knows_alife_by_id(life, target_id) _size = 30 if brain.alife_has_flag(life, target_id, 'search_map'): _search_map = brain.get_alife_flag(life, target_id, 'search_map') else: _search_map = maps.create_search_map(life, _know['last_seen_at'], _size) brain.flag_alife(life, target_id, 'search_map', value=_search_map) lfe.stop(life) lfe.walk_to(life, _know['last_seen_at'][:2]) if life['path'] or lfe.find_action(life, matches=[{'action': 'move'}]): return False _lowest = {'score': -1, 'pos': None} _x_top_left = numbers.clip(_know['last_seen_at'][0]-(_size/2), 0, MAP_SIZE[0]) _y_top_left = numbers.clip(_know['last_seen_at'][1]-(_size/2), 0, MAP_SIZE[1]) for x in range(0, _size): _x = _x_top_left+x if _x >= MAP_SIZE[0]-1: continue for y in range(0, _size): _y = _y_top_left+y if _y >= MAP_SIZE[1]-1: continue if not _search_map[y, x]: continue if sight.can_see_position(life, (_x, _y)): _search_map[y, x] = 0 if _search_map[y, x]>0 and (not _lowest['pos'] or _search_map[y, x] <= _lowest['score']): _lowest['score'] = _search_map[y, x] _lowest['pos'] = (_x, _y, x, y) if _lowest['pos']: x, y, _x, _y = _lowest['pos'] if travel_to_position(life, (x, y, _know['last_seen_at'][2]), stop_on_sight=True): _search_map[_y, _x] = 0 else: _know['escaped'] = 2
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
def travel_to_position(life, pos, stop_on_sight=False, force=False): if not numbers.distance(life["pos"], pos): return True if stop_on_sight and sight.can_see_position(life, pos, get_path=True, ignore_z=True): lfe.stop(life) return True _dest = lfe.path_dest(life) if not force and _dest and tuple(_dest[:2]) == tuple(pos[:2]): return False lfe.walk_to(life, pos[:3]) return False
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
def travel_to_position(life, pos, stop_on_sight=False, force=False): if not bad_numbers.distance(life['pos'], pos): return True if stop_on_sight and sight.can_see_position( life, pos, get_path=True, ignore_z=True): lfe.stop(life) return True _dest = lfe.path_dest(life) if not force and _dest and tuple(_dest[:2]) == tuple(pos[:2]): return False lfe.walk_to(life, pos[:3]) return False
def tick(life): if not 'shelter' in life['state_flags']: life['state_flags']['shelter'] = judgement.get_best_shelter(life) if not life['state_flags']['shelter'] in life['known_chunks']: judgement.judge_chunk(life, life['state_flags']['shelter']) if not chunks.get_flag(life, life['state_flags']['shelter'], 'shelter_cover'): return False if not list(life['pos'][:2]) in chunks.get_flag( life, life['state_flags']['shelter'], 'shelter_cover'): if not lfe.path_dest(life) or (not chunks.position_is_in_chunk( lfe.path_dest(life), life['state_flags']['shelter'])): _cover = chunks.get_flag(life, life['state_flags']['shelter'], 'shelter_cover') lfe.walk_to(life, random.choice(_cover))
def search_for_target(life, target_id): #TODO: Variable size instead of hardcoded _know = brain.knows_alife_by_id(life, target_id) _size = 30 _timer = brain.get_flag(life, 'search_time') _chunk_path = alife.brain.get_flag(life, 'chunk_path') if _chunk_path: travel_to_position(life, _chunk_path['end'], force=True) return False if _timer > 0: brain.flag(life, 'search_time', _timer - 1) return False if brain.alife_has_flag(life, target_id, 'search_map'): _search_map = brain.get_alife_flag(life, target_id, 'search_map') else: _search_map = maps.create_search_map(life, _know['last_seen_at'], _size) brain.flag_alife(life, target_id, 'search_map', value=_search_map) lfe.walk_to(life, _know['last_seen_at']) brain.flag(life, 'search_time', 12) return False _lowest = {'score': -1, 'pos': None} _x_top_left = bad_numbers.clip(_know['last_seen_at'][0] - (_size / 2), 0, MAP_SIZE[0]) _y_top_left = bad_numbers.clip(_know['last_seen_at'][1] - (_size / 2), 0, MAP_SIZE[1]) for x in range(0, _size): _x = _x_top_left + x if _x >= MAP_SIZE[0] - 1: continue for y in range(0, _size): _y = _y_top_left + y if _y >= MAP_SIZE[1] - 1: continue if not _search_map[y, x]: continue if sight.can_see_position(life, (_x, _y, _know['last_seen_at'][2]), get_path=True) or not lfe.can_walk_to( life, (_x, _y, _know['last_seen_at'][2])): _search_map[y, x] = 0 if _search_map[y, x] > 0 and ( not _lowest['pos'] or _search_map[y, x] < _lowest['score']): _lowest['score'] = _search_map[y, x] _lowest['pos'] = (_x, _y, x, y) if _lowest['pos']: x, y, _x, _y = _lowest['pos'] if travel_to_position(life, (x, y, _know['last_seen_at'][2]), stop_on_sight=False): _search_map[_y, _x] = 0 brain.flag( life, 'search_time', bad_numbers.clip( bad_numbers.distance(life['pos'], (x, y)) * .75, 5, 16)) else: _know['escaped'] = 2
def search_for_target(life, target_id): # TODO: Variable size instead of hardcoded _know = brain.knows_alife_by_id(life, target_id) _size = 30 _timer = brain.get_flag(life, "search_time") _chunk_path = alife.brain.get_flag(life, "chunk_path") if _chunk_path: travel_to_position(life, _chunk_path["end"], force=True) return False if _timer > 0: brain.flag(life, "search_time", _timer - 1) return False if brain.alife_has_flag(life, target_id, "search_map"): _search_map = brain.get_alife_flag(life, target_id, "search_map") else: _search_map = maps.create_search_map(life, _know["last_seen_at"], _size) brain.flag_alife(life, target_id, "search_map", value=_search_map) lfe.walk_to(life, _know["last_seen_at"]) brain.flag(life, "search_time", 12) return False _lowest = {"score": -1, "pos": None} _x_top_left = numbers.clip(_know["last_seen_at"][0] - (_size / 2), 0, MAP_SIZE[0]) _y_top_left = numbers.clip(_know["last_seen_at"][1] - (_size / 2), 0, MAP_SIZE[1]) for x in range(0, _size): _x = _x_top_left + x if _x >= MAP_SIZE[0] - 1: continue for y in range(0, _size): _y = _y_top_left + y if _y >= MAP_SIZE[1] - 1: continue if not _search_map[y, x]: continue if sight.can_see_position(life, (_x, _y, _know["last_seen_at"][2]), get_path=True) or not lfe.can_walk_to( life, (_x, _y, _know["last_seen_at"][2]) ): _search_map[y, x] = 0 if _search_map[y, x] > 0 and (not _lowest["pos"] or _search_map[y, x] < _lowest["score"]): _lowest["score"] = _search_map[y, x] _lowest["pos"] = (_x, _y, x, y) if _lowest["pos"]: x, y, _x, _y = _lowest["pos"] if travel_to_position(life, (x, y, _know["last_seen_at"][2]), stop_on_sight=False): _search_map[_y, _x] = 0 brain.flag(life, "search_time", numbers.clip(numbers.distance(life["pos"], (x, y)) * 0.75, 5, 16)) else: _know["escaped"] = 2
def search_for_target(life, target_id): #TODO: Variable size instead of hardcoded _know = brain.knows_alife_by_id(life, target_id) _size = 30 _timer = brain.get_flag(life, 'search_time') _chunk_path = alife.brain.get_flag(life, 'chunk_path') if _chunk_path: travel_to_position(life, _chunk_path['end'], force=True) return False if _timer>0: brain.flag(life, 'search_time', _timer-1) return False if brain.alife_has_flag(life, target_id, 'search_map'): _search_map = brain.get_alife_flag(life, target_id, 'search_map') else: _search_map = maps.create_search_map(life, _know['last_seen_at'], _size) brain.flag_alife(life, target_id, 'search_map', value=_search_map) lfe.walk_to(life, _know['last_seen_at']) brain.flag(life, 'search_time', 12) return False _lowest = {'score': -1, 'pos': None} _x_top_left = bad_numbers.clip(_know['last_seen_at'][0]-(_size/2), 0, MAP_SIZE[0]) _y_top_left = bad_numbers.clip(_know['last_seen_at'][1]-(_size/2), 0, MAP_SIZE[1]) for x in range(0, _size): _x = _x_top_left+x if _x >= MAP_SIZE[0]-1: continue for y in range(0, _size): _y = _y_top_left+y if _y >= MAP_SIZE[1]-1: continue if not _search_map[y, x]: continue if sight.can_see_position(life, (_x, _y, _know['last_seen_at'][2]), get_path=True) or not lfe.can_walk_to(life, (_x, _y, _know['last_seen_at'][2])): _search_map[y, x] = 0 if _search_map[y, x]>0 and (not _lowest['pos'] or _search_map[y, x] < _lowest['score']): _lowest['score'] = _search_map[y, x] _lowest['pos'] = (_x, _y, x, y) if _lowest['pos']: x, y, _x, _y = _lowest['pos'] if travel_to_position(life, (x, y, _know['last_seen_at'][2]), stop_on_sight=False): _search_map[_y, _x] = 0 brain.flag(life, 'search_time', bad_numbers.clip(bad_numbers.distance(life['pos'], (x, y))*.75, 5, 16)) else: _know['escaped'] = 2