示例#1
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    def snub(self, other):
        self.setLastSocialInteraction(other, "sbun {}".format(other.name))
        other.setLastSocialInteraction(self, "snubed by {}".format(self.name))

        if other not in self.social_xp.keys(): self.social_xp[other] = 0
        if self not in other.social_xp.keys(): other.social_xp[self] = 0
        self.social_xp[other] = max((self.social_xp[other] - 2) * other.social,
                                    -100)
        other.social_xp[self] = max((other.social_xp[self] - 2) * self.social,
                                    -100)

        self.global_xp += 1

        pc.add_relation_sprite(self, other, "snub", basic_colors.RED)
示例#2
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    def talk(self, other):
        self.setLastSocialInteraction(other, "talk with {}".format(other.name))
        other.setLastSocialInteraction(self, "talk with {}".format(self.name))

        if other not in self.social_xp.keys(): self.social_xp[other] = 0
        if self not in other.social_xp.keys(): other.social_xp[self] = 0
        self.social_xp[other] = min((self.social_xp[other] + 2) * other.social,
                                    100)
        other.social_xp[self] = min((other.social_xp[self] + 2) * self.social,
                                    100)

        self.global_xp += 1

        pc.add_relation_sprite(self, other, "talk", basic_colors.LIME)
示例#3
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    def befriend(self, other):
        self.setLastSocialInteraction(other, "befriend {}".format(other.name))
        other.setLastSocialInteraction(self,
                                       "befriended by {}".format(self.name))

        if other not in self.social_xp.keys(): self.social_xp[other] = 0
        if self not in other.social_xp.keys(): other.social_xp[self] = 0
        self.social_xp[other] = min((self.social_xp[other] + 4) * other.social,
                                    100)
        other.social_xp[self] = min((other.social_xp[self] + 4) * self.social,
                                    100)

        self.global_xp += 3

        pc.add_relation_sprite(self, other, "befriend", basic_colors.LIME)
示例#4
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    def insult(self, other):
        self.setLastSocialInteraction(other, "insult {}".format(other.name))
        other.setLastSocialInteraction(self,
                                       "insulted by {}".format(self.name))

        #Change xp
        if other not in self.social_xp.keys(): self.social_xp[other] = 0
        if self not in other.social_xp.keys(): other.social_xp[self] = 0
        self.social_xp[other] = max((self.social_xp[other] - 4) * other.social,
                                    -100)
        other.social_xp[self] = max((other.social_xp[self] - 4) * self.social,
                                    -100)

        self.global_xp += 3

        pc.add_relation_sprite(self, other, "insult", basic_colors.RED)
示例#5
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    def shareFoodMemory(self, other):
        self.setLastSocialInteraction(other,
                                      "share food with {}".format(other.name))
        other.setLastSocialInteraction(self,
                                       "food shared by {}".format(self.name))

        for mf in self.known_food.keys():
            other.known_food[mf] = 0
        #add xp
        if other not in self.social_xp.keys(): self.social_xp[other] = 0
        if self not in other.social_xp.keys(): other.social_xp[self] = 0
        self.social_xp[other] = min((self.social_xp[other] + 3) * other.social,
                                    100)
        other.social_xp[self] = min((other.social_xp[self] + 5) * self.social,
                                    100)

        self.global_xp += 5

        pc.add_relation_sprite(self, other, "share food", basic_colors.LIME)
示例#6
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    def attack_other(self, other):
        if other not in self.social_xp.keys(): self.social_xp[other] = 0
        if self not in other.social_xp.keys(): other.social_xp[self] = 0
        self.social_xp[other] = max((self.social_xp[other] - 8) * other.social,
                                    -100)
        other.social_xp[self] = max((other.social_xp[self] - 8) * self.social,
                                    -100)

        atck_value = random.randint(1, 20) + self.attack
        if atck_value >= other.defense:
            damage_value = self.attack_damage
            for i in range(self.attack_dice[0]):
                damage_value += random.randint(1, self.attack_dice[1])

            other.hitpoint -= damage_value

            self.global_xp += 8

            self.setLastSocialInteraction(
                other, "attack {} for {} dmg! ".format(other.name,
                                                       damage_value))
            other.setLastSocialInteraction(
                self,
                "attacked by {}, took {} dmg!".format(self.name, damage_value))

            pc.add_relation_sprite(self, other, "attack succeeds",
                                   basic_colors.RED)

        else:
            self.setLastSocialInteraction(
                other, "attack {}: failed! ".format(other.name))
            other.setLastSocialInteraction(
                self, "attacked by {}, defended!".format(self.name))

            other.global_xp += 10

            pc.add_relation_sprite(self, other, "attack failed",
                                   basic_colors.RED)
示例#7
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    def shareFood(self, other):
        if "food" in self.bagpack.keys(
        ) and self.bagpack["food"] > self.hunger_thresh * 0.15:
            v = self.bagpack["food"] / 2.0
            self.bagpack["food"] -= v
            other.putInBagpack("food", v)

            self.setLastSocialInteraction(
                other, "shared {} food with {}".format(round(v, 2),
                                                       other.name))
            other.setLastSocialInteraction(
                self, "{} food shared by {}".format(round(v, 2), self.name))

            if other not in self.social_xp.keys(): self.social_xp[other] = 0
            if self not in other.social_xp.keys(): other.social_xp[self] = 0
            self.social_xp[other] = min(
                (self.social_xp[other] + 3) * other.social, 100)
            other.social_xp[self] = min(
                (other.social_xp[self] + 5) * self.social, 100)

            self.global_xp += 5

            pc.add_relation_sprite(self, other, "share food",
                                   basic_colors.LIME)
示例#8
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    def giveBirth(self, other):
        self.reproduction_cd = 1800

        child = NPC(self.env, name="npc" + str(self.env.idNPC))

        child.parents = [self, other]
        child.age = 0
        child.generation = max(self.generation, other.generation) + 1

        child.setPose(
            int(self.pose.x + other.pose.x) / 2,
            int(self.pose.y + other.pose.y) / 2)

        mutation = 0.4

        if random.random() < mutation * 1.25:  #Mutation
            child.courage = random.randint(child.courage_min,
                                           child.courage_max)
        else:  #Genetic passage
            child.courage = int(round((self.courage + other.courage) / 2.0))

        if random.random() < mutation * 1.25:  #Mutation
            child.kindness = random.randint(child.kindness_min,
                                            child.kindness_max)
        else:  #Genetic passage
            child.kindness = int(round((self.kindness + other.kindness) / 2.0))

        child.strength = random.randint(child.str_min, child.str_max) + int(
            round(child.courage * 0.33))
        child.attack_damage = int(round(child.strength * 1.2))

        child.attack_dice = [
            int(round((self.attack_dice[0] + other.attack_dice[0]) / 2.0)),
            int(round((self.attack_dice[1] + other.attack_dice[1]) / 2.0))
        ]

        child.hitpoint_max = int(
            round((self.hitpoint_max + other.hitpoint_max) / 2.0))
        child.hitpoint = child.hitpoint_max * 0.25

        child.defense = 10 + (child.courage_max - child.courage) + int(
            round(child.strength * 0.33))

        if random.random() < mutation * 0.75:  #Mutation
            child.memory = random.randint(800, 1200)
        else:  #Genetic passage
            child.memory = int(round((self.memory + other.memory) / 2.0))

        if random.random() < mutation * 0.5:
            child.speed = round(random.random() * 0.6, 2) + 0.4
        else:
            child.speed = (self.speed + other.speed) / 2.0

        if random.random() < mutation * 0.5:
            child.regen_hitpoint = random.random() * 0.003 + 0.001
        else:
            child.regen_hitpoint = (self.regen_hitpoint +
                                    other.regen_hitpoint) / 2.0

        if random.random() < mutation * 0.5:
            child.harvester = random.random() * 0.8 + 0.4
        else:
            child.harvester = (self.harvester + other.harvester) / 2.0

        if random.random() < mutation * 0.5:
            child.social = random.random() * 0.8 + 0.4
        else:
            child.social = (self.social + other.social) / 2.0

        child.setNeigh_computation_thread(self.neigh_computation_thread)
        child.setClosestfood_computation_thread(
            self.closestfood_computation_thread)
        self.env.pgo_obj.updatePosition(child)
        child.setInitialSocialXP()

        for npc in self.env.npcs:
            npc.social_xp[child] = 0

        child.setIdleBehaviour()
        self.env.addNPC(child)

        self.social_xp[other] = min(
            (self.social_xp[other] + 10) * other.social, 100)
        other.social_xp[self] = min((other.social_xp[self] + 10) * self.social,
                                    100)

        self.social_xp[child] = 30
        other.social_xp[child] = 30

        child.social_xp[self] = 26 * utils.signof(random.random() - 0.5)
        child.social_xp[other] = 26 * utils.signof(random.random() - 0.5)

        self.setLastSocialInteraction(other,
                                      "reproduce with {}".format(other.name))
        other.setLastSocialInteraction(self,
                                       "reproduce with {}".format(self.name))

        child.start()

        pc.add_relation_sprite(self, other, "reproduce", basic_colors.LIME)
        pc.add_relation_sprite(other, self, "reproduce", basic_colors.LIME)