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life.py
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life.py
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from globals import *
from overwatch import core
from alife import *
import graphics as gfx
import damage as dam
import pathfinding
import scripting
import missions
import crafting
import language
import contexts
import drawing
import logging
import weapons
import bad_numbers
import effects
import weather
import random
import damage
import timers
import dialog
import melee
import logic
import zones
import alife
import items
import menus
import maps
import copy
import time
import json
import fov
import sys
import os
try:
import render_los
CYTHON_RENDER_LOS = True
except:
CYTHON_RENDER_LOS = False
def load_life(name):
"""Returns life (`name`) structure from disk."""
if not '.json' in name:
name += '.json'
with open(os.path.join(LIFE_DIR, name), 'r') as e:
return json.loads(''.join(e.readlines()))
def calculate_base_stats(life):
"""Calculates and returns intital stats for `life`."""
stats = {'arms': None,
'legs': None,
'melee': None,
'speed_max': LIFE_MAX_SPEED}
_flags = life['flags'].split('|')
for flag in _flags:
if flag.count('['):
if not flag.count('[') == flag.count(']'):
raise Exception('No matching brace in ALife type %s: %s' % (species_type, flag))
stats[flag.lower().partition('[')[0]] = flag.partition('[')[2].partition(']')[0].split(',')
elif flag == 'HUNGER':
life['eaten'] = []
if not 'hands' in life:
life['hands'] = []
life['life_flags'] = life['flags']
stats['base_speed'] = bad_numbers.clip(LIFE_MAX_SPEED-len(stats['legs']), 0, LIFE_MAX_SPEED)
stats['speed_max'] = stats['base_speed']
for var in life['vars'].split('|'):
key,val = var.split('=')
try:
life[key] = int(val)
continue
except:
pass
try:
life[key] = life[val]
continue
except:
pass
try:
life[key] = val
continue
except:
pass
return stats
def get_max_speed(life):
"""Returns max speed based on items worn."""
_speed = life['base_speed']
_legs = get_legs(life)
for limb in life['body']:
if limb in _legs[:]:
_legs.remove(limb)
_limb = life['body'][limb]
_speed += _limb['cut']
for item in [get_inventory_item(life, i) for i in get_items_attached_to_limb(life, limb)]:
if not 'mods' in item:
continue
if 'speed' in item['mods']:
_speed -= item['mods']['speed']
_speed += len(_legs)*2
return bad_numbers.clip(_speed, 0, 255)
def initiate_raw(life):
"""Loads rawscript file for `life` from disk."""
life['raw'] = alife.rawparse.read(os.path.join(LIFE_DIR, life['raw_name']+'.dat'))
if not 'goap_goals_blacklist' in life:
life['goap_goals_blacklist'] = []
life['goap_goals'] = {}
life['goap_actions'] = {}
life['goap_plan'] = {}
alife.planner.parse_goap(life)
for goal in life['goap_goals_blacklist']:
del life['goap_goals'][goal]
def initiate_needs(life):
"""Creates innate needs for `life`."""
life['needs'] = {}
alife.survival.add_needed_item(life,
{'type': 'drink'},
satisfy_if=action.make_small_script(function='get_flag',
args={'flag': 'thirsty'}),
satisfy_callback=action.make_small_script(return_function='consume'))
alife.survival.add_needed_item(life,
{'type': 'food'},
satisfy_if=action.make_small_script(function='get_flag',
args={'flag': 'hungry'}),
satisfy_callback=action.make_small_script(return_function='consume'))
alife.survival.add_needed_item(life,
{'type': 'gun'},
satisfy_if=action.make_small_script(function='get_flag',
args={'flag': 'no_weapon'}),
satisfy_callback=action.make_small_script(return_function='pick_up_and_hold_item'))
def initiate_life(name):
"""Loads (and returns) new life type into memory."""
if name in LIFE_TYPES:
logging.warning('Life type \'%s\' is already loaded. Reloading...' % name)
life = load_life(name)
life['raw_name'] = name
#try:
initiate_raw(life)
#except:
# print 'FIXME: Exception on no .dat for life'
print 'MOVE GOAP INIT. HERE' * 50
if not 'icon' in life:
logging.warning('No icon set for life type \'%s\'. Using default (%s).' % (name,DEFAULT_LIFE_ICON))
_life['tile'] = DEFAULT_LIFE_ICON
if not 'flags' in life:
logging.error('No flags set for life type \'%s\'. Errors may occur.' % name)
for key in life:
if isinstance(life[key],unicode):
life[key] = str(life[key])
life.update(calculate_base_stats(life))
LIFE_TYPES[name] = life
return life
def initiate_limbs(life):
"""Creates skeleton of a character and all related variables. Returns nothing."""
body = life['body']
for limb in body:
#Unicode fix:
_val = body[limb].copy()
del body[limb]
body[str(limb)] = _val
body[limb] = body[str(limb)]
body[limb]['_flags'] = body[limb]['flags'].split('|')
body[limb]['flags'] = []
body[limb]['holding'] = []
body[limb]['cut'] = 0
body[limb]['bleeding'] = 0
body[limb]['bruised'] = False
body[limb]['broken'] = False
body[limb]['artery_ruptured'] = False
body[limb]['pain'] = 0
body[limb]['wounds'] = []
for flag in body[limb]['_flags']:
if not '[' in flag:
body[limb]['flags'].append(flag)
continue
_flag = flag.rstrip(']')
_key, _value = _flag.split('[')
try:
body[limb].update(json.loads(_value))
except:
logging.error('Limb %s of life type %s has an error in flag %s' % (limb, life['species'], _key))
if 'thickness' in body[limb]:
body[limb]['max_thickness'] = body[limb]['thickness']
if not 'parent' in body[limb]:
continue
if not 'children' in body[body[limb]['parent']]:
body[body[limb]['parent']]['children'] = [str(limb)]
else:
body[body[limb]['parent']]['children'].append(str(limb))
def get_raw(life, section, identifier):
if not alife.rawparse.raw_has_section(life, section) or not alife.rawparse.raw_section_has_identifier(life, section, identifier):
return []
return life['raw']['sections'][section][identifier]
def execute_raw(life, section, identifier, break_on_true=False, break_on_false=True, debug=False, dialog=[], **kwargs):
""" break_on_false is defaulted to True because the majority of situations in which this
function is used involves making sure all the required checks return True.
break_on_true doesn't see much usage - it implies that if one statement returns true, then
the rest do not need to be checked and True is returned.
"""
_broke_on_false = 0
if debug and not dialog:
print 'Grabbing raw: %s, %s' % (section, identifier)
if dialog:
_raw = dialog
else:
_raw = get_raw(life, section, identifier)
if not _raw:
logging.warning('Cannot grab raw for %s: %s, %s' % (life['raw_name'], section, identifier))
for rule_group in _raw:
if debug:
print 'Function group:', rule_group
for rule in rule_group:
if rule['string']:
return rule['string'].lower()
_func_args = {}
for value in rule['values']:
if 'key' in value:
_func_args[value['key']] = value['value']
if rule['no_args']:
if _func_args:
_func = rule['function'](**_func_args)
else:
_func = rule['function']()
elif rule['self_call']:
if _func_args:
_func = rule['function'](life, **_func_args)
else:
_func = rule['function'](life)
else:
try:
_func = rule['function'](life, **kwargs)
except Exception as e:
logging.critical('Function \'%s\' got invalid argument.' % rule['function'])
print rule
import traceback
traceback.print_exc()
sys.exit(1)
if debug:
print 'Function:', _func
print 'Function arguments:', _func_args
if rule['true'] == '*' or _func == rule['true']:
for value in rule['values']:
if 'flag' in value:
brain.knows_alife_by_id(life, kwargs['life_id'])[value['flag']] += value['value']
if break_on_true:
if _func:
return _func
return True
else:
if break_on_false:
_broke_on_false += 1
break
if break_on_true:
return False
if break_on_false and _broke_on_false==len(get_raw(life, section, identifier)):
return False
return True
def reset_think_rate(life):
life['think_rate'] = 1
def get_limb(life, limb):
"""Helper function. Finds and returns a limb."""
return life['body'][limb]
def get_all_limbs(body):
"""Deprecated helper function. Returns all limbs."""
#logging.warning('Deprecated: life.get_all_limbs() will be removed in next version.')
return body
def create_and_update_self_snapshot(life):
_ss = snapshots.create_snapshot(life)
snapshots.update_self_snapshot(life,_ss)
#logging.debug('%s updated their snapshot.' % ' '.join(life['name']))
def create_life(type, position=(0,0,2), name=None, map=None):
"""Initiates and returns a deepcopy of a life type."""
if not type in LIFE_TYPES:
raise Exception('Life type \'%s\' does not exist.' % type)
#TODO: Any way to get rid of this call to `copy`?
_life = copy.deepcopy(LIFE_TYPES[type])
if not name and _life['name'] == '$FIRST_AND_LAST_NAME_FROM_SPECIES':
_life['name'] = language.generate_first_and_last_name_from_species(_life['species'])
elif isinstance(name, list):
_life['name'] = name
elif name:
_life['name'] = name.split(' ')
elif not name:
_life['name'] = LIFE_TYPES[type]['name'].split(' ')
_life['id'] = str(WORLD_INFO['lifeid'])
_life['speed'] = _life['speed_max']
_life['pos'] = list(position)
_life['prev_pos'] = list(position)
_life['realpos'] = list(position)
_life['velocity'] = [0.0, 0.0, 0.0]
_life['created'] = WORLD_INFO['ticks']
maps.enter_chunk(get_current_chunk_id(_life), _life['id'])
try:
LIFE_MAP[_life['pos'][0]][_life['pos'][1]].append(_life['id'])
except:
logging.critical('Failed to add life at position %s, %s to LIFE_MAP.' % (_life['pos'][0], _life['pos'][1]))
raise Exception('Unrecoverable error. See previous log entry.')
_life['animation'] = {}
_life['path'] = []
_life['path_state'] = None
_life['actions'] = []
_life['conversations'] = []
_life['contexts'] = [] #TODO: Make this exclusive to the player
_life['dialogs'] = []
_life['encounters'] = []
_life['heard'] = []
_life['item_index'] = 0
_life['inventory'] = []
_life['flags'] = {}
_life['fov'] = None
_life['seen'] = []
_life['seen_items'] = []
_life['state'] = 'idle'
_life['state_action'] = ''
_life['state_tier'] = 9999
_life['state_flags'] = {}
_life['states'] = []
_life['gravity'] = 0.05
_life['targeting'] = None
_life['pain_tolerance'] = .15
_life['pain_threshold'] = 4
_life['asleep'] = 0
_life['asleep_reason'] = ''
_life['blood'] = calculate_max_blood(_life)
_life['consciousness'] = 100
_life['dead'] = False
_life['snapshot'] = {}
_life['shoot_timer'] = 0
_life['shoot_timer_max'] = 300
_life['strafing'] = False
_life['recoil'] = 0.0
_life['stance'] = 'standing'
_life['stances'] = {'tackle': 7,
'leap': 6,
'roll': 5,
'crawling': 5,
'duck': 4,
'crouching': 2,
'kick': 2,
'punch': 2,
'dodge': 2,
'deflect': 1,
'parry': 0,
'grapple': 0,
'standing': 0,
'off-balance': -1,
'trip': -1}
_life['next_stance'] = {'delay': 0,
'stance': None,
'towards': None,
'forced': False}
#TODO: Hardcoded for now
_life['moves'] = {'punch': {'effective_stance': -1, 'counters': ['deflect', 'dodge'], 'damage': {'force': 1}},
'kick': {'effective_stance': 2, 'counters': [], 'damage': {'force': 3}}}
_life['strafing'] = False
_life['aim_at'] = _life['id']
_life['discover_direction_history'] = []
_life['discover_direction'] = 270
_life['tickers'] = {}
_life['think_rate_max'] = LIFE_THINK_RATE
_life['think_rate'] = random.randint(0, _life['think_rate_max'])
_life['time_of_death'] = -1000
#Various icons...
# expl = #chr(15)
# up = chr(24)
# down = chr(25)
#ALife
_life['online'] = True
_life['know'] = {}
_life['know_items'] = {}
_life['known_items_type_cache'] = {}
_life['memory'] = []
_life['known_chunks'] = {}
_life['known_camps'] = {}
_life['known_groups'] = {}
_life['camp'] = None
_life['tempstor2'] = {}
_life['job'] = None
_life['jobs'] = []
_life['task'] = None
_life['completed_tasks'] = []
_life['completed_jobs'] = []
_life['rejected_jobs'] = []
_life['group'] = None
_life['needs'] = {}
_life['need_id'] = 1
_life['faction'] = None
_life['missions'] = {}
_life['mission_id'] = None
_life['stats'] = {}
alife.stats.init(_life)
initiate_needs(_life)
#Stats
_life['engage_distance'] = 15+random.randint(-5, 5)
initiate_limbs(_life)
WORLD_INFO['lifeid'] += 1
LIFE[_life['id']] = _life
return _life
def ticker(life, name, time, fire=False):
if name in life['tickers']:
if life['tickers'][name]>0:
life['tickers'][name] -= 1
return False
else:
del life['tickers'][name]
return True
else:
life['tickers'][name] = time
return fire
def clear_ticker(life, name):
if name in life['tickers']:
del life['tickers'][name]
def focus_on(life):
SETTINGS['following'] = life['id']
gfx.camera_track(life['pos'])
gfx.refresh_view('map')
def sanitize_heard(life):
del life['heard']
def sanitize_know(life):
for entry in life['know'].values():
entry['life'] = entry['life']['id']
if alife.brain.alife_has_flag(life, entry['life'], 'search_map'):
alife.brain.unflag_alife(life, entry['life'], 'search_map')
def prepare_for_save(life):
_delete_keys = ['raw', 'dialogs', 'fov']
_sanitize_keys = {'heard': sanitize_heard,
'know': sanitize_know}
for key in life.keys():#_delete_keys:
if key in _sanitize_keys:
_sanitize_keys[key](life)
elif key in _delete_keys:
del life[key]
#print life.keys()
#_save_string = json.dumps(life)
def post_save(life):
'''This is for getting the entity back in working order after a save.'''
life['heard'] = []
life['dialogs'] = []
life['fov'] = fov.fov(life['pos'], sight.get_vision(life))
for entry in life['know'].values():
entry['life'] = LIFE[entry['life']]
#NOTE: This section is for updating life entities after keys have been added
initiate_raw(life)
def load_all_life():
for life in LIFE.values():
post_save(life)
def save_all_life():
for life in LIFE.values():
prepare_for_save(life)
for key in life.keys():
try:
json.dumps(life[key])
except:
print life[key]
logging.critical('Life key cannot be offloaded: %s' % key)
raise Exception(key)
_life = json.dumps(LIFE)
for life in LIFE.values():
post_save(life)
return _life
def show_debug_info(life):
print ' '.join(life['name'])
print '*'*10
print 'Dumping memory'
print '*'*10
for memory in life['memory']:
print memory['target'], memory['text']
def get_engage_distance(life):
return 0
def change_goal(life, goal, tier, plan):
life['goap_plan'] = plan
if life['state'] == goal:
return False
logging.debug('%s set new goal: %s (%s) -> %s (%s)' % (' '.join(life['name']), life['state'], life['state_tier'], goal, tier))
life['state'] = goal
life['state_flags'] = {}
life['state_tier'] = tier
#stop(life)
life['states'].append(goal)
if len(life['states'])>SETTINGS['state history size']:
life['states'].pop(0)
#if groups.is_leader_of_any_group(life):
# speech.announce(life, 'group_leader_state_change', group=life['group'])
def set_pos(life, pos):
maps.leave_chunk(get_current_chunk_id(life), life['id'])
life['pos'] = list(pos[:])
maps.enter_chunk(get_current_chunk_id(life), life['id'])
def set_animation(life, animation, speed=2, loops=0):
life['animation'] = {'images': animation,
'speed': speed,
'speed_max': speed,
'index': 0,
'loops': loops}
#logging.debug('%s set new animation (%s loops).' % (' '.join(life['name']), loops))
def tick_animation(life):
if not life['animation']:
return life['icon']
if life['animation']['speed']:
life['animation']['speed'] -= 1
else:
life['animation']['index'] += 1
life['animation']['speed'] = life['animation']['speed_max']
if life['animation']['index']>=len(life['animation']['images']):
if life['animation']['loops']:
life['animation']['loops'] -= 1
life['animation']['index'] = 0
life['animation']['speed'] = 0
else:
life['animation'] = {}
return life['icon']
return life['animation']['images'][life['animation']['index']]
def get_current_camp(life):
return life['known_camps'][life['camp']]
def get_current_known_chunk(life):
_chunk_id = get_current_chunk_id(life)
if _chunk_id in life['known_chunks']:
return life['known_chunks'][_chunk_id]
return False
def get_current_known_chunk_id(life):
_chunk_key = '%s,%s' % ((life['pos'][0]/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size'], (life['pos'][1]/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size'])
if _chunk_key in life['known_chunks']:
return _chunk_key
return False
def get_current_chunk(life):
_chunk_id = get_current_chunk_id(life)
return maps.get_chunk(_chunk_id)
def get_current_chunk_id(life):
return '%s,%s' % ((life['pos'][0]/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size'], (life['pos'][1]/WORLD_INFO['chunk_size'])*WORLD_INFO['chunk_size'])
def get_known_life(life, id):
if id in life['know']:
return life['know'][id]
return False
def create_conversation(life, gist, matches=[], radio=False, msg=None, **kvargs):
#logging.debug('%s started new conversation (%s)' % (' '.join(life['name']), gist))
_conversation = {'gist': gist,
'from': life,
'start_time': WORLD_INFO['ticks'],
'timeout_callback': None,
'id': time.time()}
_conversation.update(kvargs)
_for_player = False
for ai in [LIFE[i] for i in matches]:
#TODO: Do we really need to support more than one match?
#TODO: can_hear
if ai['id'] == life['id']:
continue
if not alife.stats.can_talk_to(life, ai['id']):
continue
if not alife.sight.can_see_position(ai, life['pos']):
if not get_all_inventory_items(life, matches=[{'name': 'radio'}]):
continue
if 'player' in ai:
_for_player = True
hear(ai, _conversation)
if msg:
say(life, msg, context=_for_player)
def get_surrounding_unknown_chunks(life, distance=1):
_current_chunk_id = get_current_chunk_id(life)
_surrounding_chunks = []
_start_x,_start_y = [int(value) for value in _current_chunk_id.split(',')]
for y in range(-distance,distance+1):
for x in range(-distance,distance+1):
if not x and not y:
continue
_next_x = _start_x+(x*WORLD_INFO['chunk_size'])
_next_y = _start_y+(y*WORLD_INFO['chunk_size'])
if _next_x<0 or _next_x>=MAP_SIZE[0]:
continue
if _next_y<0 or _next_y>=MAP_SIZE[1]:
continue
_chunk_key = '%s,%s' % (_next_x, _next_y)
if _chunk_key in life['known_chunks']:
continue
_surrounding_chunks.append(_chunk_key)
return _surrounding_chunks
def hear(life, what):
what['age'] = 0
life['heard'].append(what)
if 'player' in life:
_menu = []
_context = contexts.create_context(life, what, timeout_callback=what['timeout_callback'])
for reaction in _context['reactions']:
if reaction['type'] == 'say':
_menu.append(menus.create_item('single',
reaction['type'],
reaction['text'],
target=what['from'],
communicate=reaction['communicate'],
life=life))
elif reaction['type'] == 'action':
if 'communicate' in reaction:
_menu.append(menus.create_item('single',
reaction['type'],
reaction['text'],
target=what['from'],
action=reaction['action'],
score=reaction['score'],
delay=reaction['delay'],
communicate=reaction['communicate'],
life=life))
else:
_menu.append(menus.create_item('single',
reaction['type'],
reaction['text'],
target=what['from'],
action=reaction['action'],
score=reaction['score'],
delay=reaction['delay'],
life=life))
elif reaction['type'] == 'dialog':
life['dialogs'].append(reaction)
if _menu:
_context['items'] = _menu
life['contexts'].append(_context)
life['shoot_timer'] = DEFAULT_CONTEXT_TIME
#logging.debug('%s heard %s: %s' % (' '.join(life['name']), ' '.join(what['from']['name']) ,what['gist']))
def avoid_react(reaction):
life = reaction['life']
target = reaction['target']
#TODO: Target
add_action(life,
{'action': 'communicate',
'what': 'resist',
'target': target},
900,
delay=0)
def react(reaction):
life = reaction['life']
type = reaction['key']
text = reaction['values'][0]
target = reaction['target']
score = reaction.get('score', 0)
if 'communicate' in reaction:
for comm in reaction['communicate'].split('|'):
add_action(life,
{'action': 'communicate',
'what': comm,
'target': target},
score-1,
delay=0)
if type == 'say':
say(life, text)
elif type == 'action':
add_action(life,
reaction['action'],
reaction['score'],
delay=reaction['delay'])
menus.delete_menu(ACTIVE_MENU['menu'])
def say(life, text, action=False, volume=30, context=False, event=True):
if action:
set_animation(life, ['\\', '|', '/', '-'])
text = text.replace('@n', language.get_introduction(life))
_style = 'action'
else:
set_animation(life, ['!'], speed=8)
text = '%s: %s' % (' '.join(life['name']),text)
_style = 'speech'
if SETTINGS['following']:
#if bad_numbers.distance(LIFE[SETTINGS['following']]['pos'],life['pos'])<=volume:
if alife.sound.can_hear(life, SETTINGS['following']):
if context:
_style = 'important'
gfx.message(text, style=_style)
if action and event:
logic.show_event(text, life=life)
def memory(life, gist, *args, **kvargs):
_entry = {'text': gist, 'id': WORLD_INFO['memoryid']}
_entry['time_created'] = WORLD_INFO['ticks']
WORLD_INFO['memoryid'] += 1
for arg in args:
_entry.update(arg)
_entry.update(kvargs)
life['memory'].append(_entry)
#logging.debug('%s added a new memory: %s' % (' '.join(life['name']), gist))
if 'target' in kvargs:
create_and_update_self_snapshot(LIFE[kvargs['target']])
if 'trust' in kvargs:
brain.knows_alife_by_id(life, kvargs['target'])['trust'] += kvargs['trust']
logging.debug('%s changed trust in %s (%s): %s -> %s' % (' '.join(life['name']),
' '.join(LIFE[kvargs['target']]['name']),
gist,
brain.knows_alife_by_id(life, kvargs['target'])['trust']-1,
brain.knows_alife_by_id(life, kvargs['target'])['trust']))
return _entry['id']
def has_dialog(life):
for dialog_id in life['dialogs']:
if dialog.is_turn_to_talk(life, dialog_id):
return dialog_id
return False
def has_dialog_with(life, life_id):
for dialog_id in life['dialogs']:
_dialog = dialog.get_dialog(dialog_id)
_talkers = [_dialog['started_by'], _dialog['target']]
if _dialog['started_by'] in _talkers and _dialog['target'] in _talkers:
return dialog_id
return False
def has_group(life):
return life['group']
def get_memory(life, matches={}):
_memories = []
for memory in life['memory']:
_break = False
for key in matches:
if not key in memory or not (matches[key] == '*' or memory[key] == matches[key]):
_break = True
break
if not _break:
_memories.append(memory)
return _memories
def get_memory_via_id(life, memory_id):
for memory in life['memory']:
if memory['id'] == memory_id:
return memory
raise Exception('Invalid memory passed to get_memory_via_id(): %s' % memory_id)
def delete_memory(life, matches={}):
for _memory in get_memory(life, matches=matches):
life['memory'].remove(_memory)
logging.debug('%s deleted memory: %s' % (' '.join(life['name']), _memory['text']))
def get_recent_memories(life,number):
return life['memory'][len(life['memory'])-number:]
def create_recent_history(life,depth=10):
_story = ''
_line = '%s %s ' % (life['name'][0],life['name'][1])
for entry in life['memory'][len(life['memory'])-depth:]:
_line += '%s.' % entry['text']
return _line
def crouch(life):
if life['stance'] == 'standing':
_delay = 5
elif life['stance'] == 'crawling':
_delay = 15
else:
_delay = melee.get_stance_score(life, 'crouching')
set_animation(life, ['n', '@'], speed=_delay/2)
add_action(life,{'action': 'crouch'},
200,
delay=_delay)
def stand(life):
if life['stance'] == 'crouching':
_delay = 5
elif life['stance'] == 'crawling':
_delay = 15
else:
_delay = melee.get_stance_score(life, 'standing')
set_animation(life, ['^', '@'], speed=_delay/2)
add_action(life,{'action': 'stand'},
200,
delay=_delay)
def crawl(life, force=False):
if force:
life['stance'] = 'crawling'
set_animation(life, ['v', '@'], speed=15)
return True
if life['stance'] == 'standing':
_delay = 15
elif life['stance'] == 'crouching':
_delay = 5
else:
_delay = melee.get_stance_score(life, 'crawling')
set_animation(life, ['v', '@'], speed=_delay/2)
add_action(life,{'action': 'crawl'},
200,
delay=_delay)
def stop(life):
clear_actions(life)
alife.brain.unflag(life, 'chunk_path')
life['path'] = []
def path_dest(life):
"""Returns the end of the current path."""
if not life['path']:
return None
_existing_chunk_map = brain.get_flag(life, 'chunk_path')
if _existing_chunk_map:
return _existing_chunk_map['end']
return tuple(life['path'][len(life['path'])-1])
def can_traverse(life, pos):
if WORLD_INFO['map'][pos[0]][pos[1]][life['pos'][2]+1]:
if WORLD_INFO['map'][pos[0]][pos[1]][life['pos'][2]+2]:
return False
return True
if not WORLD_INFO['map'][pos[0]][pos[1]][life['pos'][2]]:
if WORLD_INFO['map'][pos[0]][pos[1]][life['pos'][2]-1]:
return True
if WORLD_INFO['map'][pos[0]][pos[1]][life['pos'][2]]:
return True
return False
def can_walk_to(life, pos):
if len(pos) == 3:
pos = list(pos)