t["T_POSY"] = move_result[1]
t["T_POSX"] = move_result[2]
t["pos"] = move_result[1] * world_db["MAP_LENGTH"] + move_result[2]
- build_fov_map(t)
#if t != world_db["Things"][0]:
# world_db["Things"][0]["T_MEMMAP"][t["pos"]] = ord("?")
elif t == world_db["Things"][0]:
from server.io import try_worldstate_update
from server.config.io import io_db
from server.utils import rand
+ from server.build_fov_map import build_fov_map
while world_db["Things"][0]["T_LIFEPOINTS"]:
for tid in [tid for tid in world_db["Things"]]:
if not tid in world_db["Things"]:
continue
if not t["T_COMMAND"]:
update_map_memory(t)
+ build_fov_map(t)
if 0 == tid:
return
world_db["ai"](t)
from server.utils import rand, libpr, c_pointer_to_bytearray
from server.config.world_data import symbols_passable
+ def get_map_score(pos):
+ result = libpr.get_map_score(pos)
+ if result < 0:
+ raise RuntimeError("No score map allocated for get_map_score().")
+ return result
+
def zero_score_map_where_char_on_memdepthmap(c):
map = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
if libpr.zero_score_map_where_char_on_memdepthmap(c, map):
raise RuntimeError("No movement cost map allocated for "
"set_movement_cost_map().")
+ def animates_in_fov(maplength):
+ return [Thing for Thing in world_db["Things"].values()
+ if Thing["T_LIFEPOINTS"] and 118 == t["fovmap"][Thing["pos"]]
+ and (not Thing == t)]
+
def seeing_thing():
def exists(gen):
try:
if ord("0") <= t["T_MEMMAP"][pos] <= ord("2")
if (t["fovmap"] != ord("v")
or world_db["terrain_fullness"](pos) < 5))
+ elif target in {"hunt", "flee"} and t["fovmap"]:
+ return exists(Thing for
+ Thing in animates_in_fov(world_db["MAP_LENGTH"]))
return False
def init_score_map():
or world_db["terrain_fullness"](pos) < 5)]
elif target == "search":
zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
+ elif target in {"hunt", "flee"}:
+ [set_map_score(Thing["pos"], 0) for
+ Thing in animates_in_fov(world_db["MAP_LENGTH"])]
def rand_target_dir(neighbors, cmp, dirs):
candidates = []
dirs = "edcxsw"
eye_pos = t["pos"]
neighbors = get_neighbor_scores(dirs, eye_pos)
- minmax_start = 65535 - 1
+ minmax_start = 0 if "flee" == target else 65535 - 1
minmax_neighbor = minmax_start
for i in range(len(dirs)):
- if minmax_neighbor > neighbors[i]:
+ if ("flee" == target and get_map_score(t["pos"]) < neighbors[i] and
+ minmax_neighbor < neighbors[i] and 65535 != neighbors[i]) \
+ or ("flee" != target and minmax_neighbor > neighbors[i]):
minmax_neighbor = neighbors[i]
if minmax_neighbor != minmax_start:
dir_to_target = rand_target_dir(neighbors, minmax_neighbor, dirs)
+ if "flee" == target:
+ distance = get_map_score(t["pos"])
+ fear_distance = 5
+ attack_distance = 1
+ if not dir_to_target:
+ if attack_distance >= distance:
+ dir_to_target = rand_target_dir(neighbors,
+ distance - 1, dirs)
+ elif dir_to_target and fear_distance < distance:
+ dir_to_target = 0
return dir_to_target, minmax_neighbor
dir_to_target = False
if 1 != move_result[0]:
return False, 0
pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
- if world_db["MAP"][pos] > ord("2"):
+ hitted = [tid for tid in world_db["Things"]
+ if world_db["Things"][tid]["pos"] == pos]
+ if world_db["MAP"][pos] > ord("2") or len(hitted) > 0:
action = "eat"
t["T_COMMAND"] = [taid for taid in world_db["ThingActions"]
if world_db["ThingActions"][taid]["TA_NAME"]
t["T_COMMAND"] = thing_action_id("wait")
needs = {
+ "flee": 24,
"safe_pee": (world_db["terrain_fullness"](t["pos"]) * t["T_BLADDER"]) / 4,
"safe_drop": (world_db["terrain_fullness"](t["pos"]) * t["T_BOWEL"]) / 4,
"food": 33 - t["T_STOMACH"],
world_db["get_dir_to_target"](t, "food")[0]:
return
continue
- if world_db["get_dir_to_target"](t, need[0])[0]:
- return
- elif t["T_STOMACH"] < 32 and \
- need[0] in {"fluid_certain", "fluid_potential"} and \
- world_db["get_dir_to_target"](t, "food")[0]:
+ if need[0] in {"fluid_certain", "fluid_potential", "food"}:
+ if world_db["get_dir_to_target"](t, need[0])[0]:
+ return
+ elif world_db["get_dir_to_target"](t, "hunt")[0]:
+ return
+ elif need[0] != "food" and t["T_STOMACH"] < 32 and \
+ world_db["get_dir_to_target"](t, "food")[0]:
+ return
+ elif world_db["get_dir_to_target"](t, need[0])[0]:
return
world_db["ai"] = ai