From: Christian Heller Date: Fri, 6 Mar 2015 22:46:39 +0000 (+0100) Subject: Server/py: Add AI infrastructure, without anything that moves actors. X-Git-Tag: tce~392 X-Git-Url: https://plomlompom.com/repos/%7B%7Bprefix%7D%7D/%7B%7Bdb.prefix%7D%7D/%7B%7B%20web_path%20%7D%7D/static/%7Broute%7D?a=commitdiff_plain;h=268fc7640d084e14f30202d2402580d3342d9dcb;p=plomrogue Server/py: Add AI infrastructure, without anything that moves actors. --- diff --git a/plomrogue-server.py b/plomrogue-server.py index daff24f..e4f9896 100755 --- a/plomrogue-server.py +++ b/plomrogue-server.py @@ -746,12 +746,73 @@ def hunger(t): decrement_lifepoints(t) +def get_dir_to_nearest_target(t, c): + # Dummy + return False + + +def standing_on_consumable(t): + """Return True/False whether t is standing on a consumable.""" + for id in [id for id in world_db["Things"] if world_db["Things"][id] != t + if world_db["Things"][id]["T_POSY"] == t["T_POSY"] + if world_db["Things"][id]["T_POSX"] == t["T_POSX"] + if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]] + ["TT_CONSUMABLE"]]: + return True + return False + + +def get_inventory_slot_to_consume(t): + """Return slot Id of strongest consumable in t's inventory, else -1.""" + cmp_consumability = 0 + selection = -1 + i = 0 + for id in t["T_CARRIES"]: + type = world_db["Things"][id]["T_TYPE"] + if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability: + cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"] + selection = i + i += 1 + return selection + + +def ai(t): + """Determine next command/argment for actor t via AI algorithms. + + AI will look for, and move towards, enemies (animate Things not of their + own ThingType); if they see none, they will consume consumables in their + inventory; if there are none, they will pick up what they stand on if they + stand on consumables; if they stand on none, they will move towards the + next consumable they see or remember on the map; if they see or remember + none, they will explore parts of the map unseen since ever or for at least + one turn; if there is nothing to explore, they will simply wait. + """ + t["T_COMMAND"] = [id for id in world_db["ThingActions"] + if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0] + if not get_dir_to_nearest_target(t, "f"): + sel = get_inventory_slot_to_consume(t) + if -1 != sel: + t["T_COMMAND"] = [id for id in world_db["ThingActions"] + if world_db["ThingActions"][id]["TA_NAME"] + == "use"][0] + t["T_ARGUMENT"] = sel + elif standing_on_consumable(t): + t["T_COMMAND"] = [id for id in world_db["ThingActions"] + if world_db["ThingActions"][id]["TA_NAME"] + == "pick_up"][0] + elif (not get_dir_to_nearest_target(t, "c")) and \ + (not get_dir_to_nearest_target(t, "a")): + get_dir_to_nearest_target(t, "s") + + def turn_over(): """Run game world and its inhabitants until new player input expected.""" id = 0 whilebreaker = False while world_db["Things"][0]["T_LIFEPOINTS"]: for id in [id for id in world_db["Things"]]: + if not id in world_db["Things"]: # Thing may have been consumed + continue # during turn … Thing = world_db["Things"][id] if Thing["T_LIFEPOINTS"]: if not Thing["T_COMMAND"]: @@ -759,7 +820,7 @@ def turn_over(): if 0 == id: whilebreaker = True break - # DUMMY: ai(thing) + ai(Thing) Thing["T_COMMAND"] = 1 try_healing(Thing) Thing["T_PROGRESS"] += 1 @@ -1262,6 +1323,12 @@ def command_taname(name): # In contrast to the original,naming won't map a function to a ThingAction. +def command_ai(): + """Call ai() on player Thing, then turn_over().""" + ai(world_db["Things"][0]) + turn_over() + + """Commands database. Map command start tokens to ([0]) number of expected command arguments, ([1]) @@ -1312,6 +1379,7 @@ commands_db = { "pick_up": (0, False, play_commander("pick_up")), "drop": (1, False, play_commander("drop", True)), "use": (1, False, play_commander("use", True)), + "ai": (0, False, command_ai) }