# coding: utf-8 import random import time import typing from opencc.const import COLLECTION_ALIVE from opencc.simulation.base import AliveSubjectBehaviour from opencc.simulation.event import NoLongerVisibleOpponent from opencc.simulation.event import FireEvent from opencc.simulation.event import DieEvent from opencc.simulation.event import NewVisibleOpponent from opencc.simulation.mechanism import OpponentVisibleMechanism from opencc.user_action import UserAction from synergine2.config import Config from synergine2.simulation import Simulation from synergine2.simulation import Event from synergine2.simulation import Subject from synergine2_xyz.move.simulation import MoveToBehaviour as BaseMoveToBehaviour class MoveToBehaviour(BaseMoveToBehaviour): def __init__( self, config: Config, simulation: Simulation, subject: Subject, ) -> None: super().__init__(config, simulation, subject) self._walk_duration = float(self.config.resolve('game.move.walk_ref_time')) self._run_duration = float(self.config.resolve('game.move.run_ref_time')) self._crawl_duration = float(self.config.resolve('game.move.crawl_ref_time')) def is_terminated(self) -> bool: return COLLECTION_ALIVE not in self.subject.collections def _can_move_to_next_step(self, move_to_data: dict) -> bool: if move_to_data['gui_action'] == UserAction.ORDER_MOVE: return time.time() - move_to_data['last_intention_time'] >= self._walk_duration if move_to_data['gui_action'] == UserAction.ORDER_MOVE_FAST: return time.time() - move_to_data['last_intention_time'] >= self._run_duration if move_to_data['gui_action'] == UserAction.ORDER_MOVE_CRAWL: return time.time() - move_to_data['last_intention_time'] >= self._crawl_duration class LookAroundBehaviour(AliveSubjectBehaviour): """ Behaviour who permit to reference visible things like enemies """ visible_mechanism = OpponentVisibleMechanism use = [visible_mechanism] def __init__(self, *args, **kwargs) -> None: super().__init__(*args, **kwargs) self._seconds_frequency = float(self.config.resolve('game.look_around.frequency')) @property def seconds_frequency(self) -> typing.Optional[float]: return self._seconds_frequency def action(self, data) -> [Event]: new_visible_subject_events = [] no_longer_visible_subject_events = [] for no_longer_visible_subject_id in data['no_longer_visible_subject_ids']: no_longer_visible_subject_events.append(NoLongerVisibleOpponent( observer_subject_id=self.subject.id, observed_subject_id=no_longer_visible_subject_id, )) self.subject.visible_opponent_ids.remove(no_longer_visible_subject_id) for new_visible_subject_id in data['new_visible_subject_ids']: new_visible_subject_events.append(NewVisibleOpponent( observer_subject_id=self.subject.id, observed_subject_id=new_visible_subject_id, )) self.subject.visible_opponent_ids.append(new_visible_subject_id) return new_visible_subject_events + no_longer_visible_subject_events def run(self, data): visible_subjects = data[self.visible_mechanism]['visible_subjects'] visible_subject_ids = [s.id for s in visible_subjects] new_visible_subject_ids = [] no_longer_visible_subject_ids = [] for subject_id in self.subject.visible_opponent_ids: if subject_id not in visible_subject_ids: no_longer_visible_subject_ids.append(subject_id) for subject in visible_subjects: if subject.id not in self.subject.visible_opponent_ids: new_visible_subject_ids.append(subject.id) return { 'new_visible_subject_ids': new_visible_subject_ids, 'no_longer_visible_subject_ids': no_longer_visible_subject_ids, } class EngageOpponent(AliveSubjectBehaviour): visible_mechanism = OpponentVisibleMechanism use = [visible_mechanism] def __init__(self, *args, **kwargs) -> None: super().__init__(*args, **kwargs) self._seconds_frequency = float(self.config.resolve('game.engage.frequency')) @property def seconds_frequency(self) -> typing.Optional[float]: return self._seconds_frequency def action(self, data) -> [Event]: kill = data['kill'] target_subject_id = data['target_subject_id'] target_subject = self.simulation.subjects.index[target_subject_id] target_position = data['target_position'] events = list() events.append(FireEvent(shooter_subject_id=self.subject.id, target_position=target_position)) # Must be check if target is not already dead (killed same cycle) if kill and COLLECTION_ALIVE in target_subject.collections: target_subject.collections.remove(COLLECTION_ALIVE) # FIXME: Must be automatic when manipulate subject collections ! self.simulation.collections[COLLECTION_ALIVE].remove(target_subject_id) self.simulation.collections[COLLECTION_ALIVE] = self.simulation.collections[COLLECTION_ALIVE] events.append(DieEvent(shooter_subject_id=self.subject.id, shoot_subject_id=target_subject_id)) return events def run(self, data): visible_subjects = data[self.visible_mechanism]['visible_subjects'] if not visible_subjects: return # Manage selected target (can change, better visibility, etc ...) # Manage weapon munition to be able to fire # Manage fear/under fire ... # Manage weapon reload time # For dev fun, don't fire at random if random.randint(1, 3) == -1: # Executed but decided to fail self.last_execution_time = time.time() return False target_subject = random.choice(visible_subjects) kill = random.randint(0, 100) >= 75 # Manage fire miss or touch (visibility, fear, opponent hiding, etc ...) return { 'kill': kill, 'target_subject_id': target_subject.id, 'target_position': target_subject.position, }