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TCE: Fix fov_map bugs; remove "wait" strategy for fleeing.
[plomrogue] / plugins / server / TheCrawlingEater.py
index fced6c8821c4d62590c559bec6318b7eedd54582..cbf06a6d2af628be5bd91b0673978864d7e05a7b 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)
@@ -435,6 +436,12 @@ def get_dir_to_target(t, target):
     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):
@@ -452,6 +459,11 @@ def get_dir_to_target(t, target):
             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"] if 118 == t["fovmap"][Thing["pos"]]
+                if not Thing == t]
+
     def seeing_thing():
         def exists(gen):
             try:
@@ -477,6 +489,9 @@ 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"]:
+            return exists(Thing for
+                          Thing in animates_in_fov(world_db["MAP_LENGTH"]))
         return False
 
     def init_score_map():
@@ -504,6 +519,9 @@ 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":
+            [set_map_score(Thing["pos"], 0) for
+             Thing in animates_in_fov(world_db["MAP_LENGTH"])]
 
     def rand_target_dir(neighbors, cmp, dirs):
         candidates = []
@@ -529,13 +547,25 @@ def get_dir_to_target(t, target):
         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
@@ -560,7 +590,9 @@ def get_dir_to_target(t, target):
             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"]
@@ -595,6 +627,7 @@ def ai(t):
 
     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"],