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TCE: Add hunting AI.
[plomrogue] / plugins / server / TheCrawlingEater.py
index 5558e0bfb972855a00fc8c95c8c8b0d40589af45..42f9d11956e696def0bc58ef76df19c1483d399b 100644 (file)
@@ -183,7 +183,6 @@ def actor_move(t):
         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]:
@@ -275,6 +274,7 @@ def turn_over():
     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"]:
@@ -285,6 +285,7 @@ def turn_over():
                     continue
                 if not t["T_COMMAND"]:
                     update_map_memory(t)
+                    build_fov_map(t)
                     if 0 == tid:
                         return
                     world_db["ai"](t)
@@ -460,8 +461,8 @@ def get_dir_to_target(t, target):
 
     def animates_in_fov(maplength):
         return [Thing for Thing in world_db["Things"].values()
-                if Thing["T_LIFEPOINTS"] if 118 == t["fovmap"][Thing["pos"]]
-                if not Thing == t]
+                if Thing["T_LIFEPOINTS"] and 118 == t["fovmap"][Thing["pos"]]
+                and (not Thing == t)]
 
     def seeing_thing():
         def exists(gen):
@@ -488,7 +489,7 @@ def get_dir_to_target(t, target):
                           if ord("0") <= t["T_MEMMAP"][pos] <= ord("2")
                           if (t["fovmap"] != ord("v")
                               or world_db["terrain_fullness"](pos) < 5))
-        elif target == "flee" and t["fovmap"]:
+        elif target in {"hunt", "flee"} and t["fovmap"]:
             return exists(Thing for
                           Thing in animates_in_fov(world_db["MAP_LENGTH"]))
         return False
@@ -518,7 +519,7 @@ def get_dir_to_target(t, target):
                  or world_db["terrain_fullness"](pos) < 5)]
         elif target == "search":
             zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
-        elif target == "flee":
+        elif target in {"hunt", "flee"}:
             [set_map_score(Thing["pos"], 0) for
              Thing in animates_in_fov(world_db["MAP_LENGTH"])]
 
@@ -563,13 +564,6 @@ def get_dir_to_target(t, target):
                 if attack_distance >= distance:
                     dir_to_target = rand_target_dir(neighbors,
                                                     distance - 1, dirs)
-                elif fear_distance >= distance:
-                    t["T_COMMAND"] = [taid for
-                                      taid in world_db["ThingActions"]
-                                      if
-                                      world_db["ThingActions"][taid]["TA_NAME"]
-                                      == "wait"][0]
-                    return 1, 0
             elif dir_to_target and fear_distance < distance:
                 dir_to_target = 0
         return dir_to_target, minmax_neighbor
@@ -670,11 +664,15 @@ def ai(t):
                             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