#This file is distributed under the terms of the GNU General Public license. #Copyright (C) 1999 Aloril (See the file COPYING for details). from .common import const from physics import * from physics import Vector3D from physics import Point3D from entity_filter import * from mind.Goal import Goal from mind.goals.common.common import * from mind.goals.common.misc_goal import * from random import * import types ############################ MOVE ME #################################### class move_me(Goal): """Move me to a certain place. 'radius' specifies how close to the location we accept. """ def __init__(self, location, radius=0.5, speed=0.5): Goal.__init__(self,"move me to certain place", self.am_I_at_loc, [self.move_to_loc], self.is_reachable) self.location=location self.speed=speed self.radius=radius self.vars=["location", "speed", "radius"] self.squared_radius = radius * radius def get_location_instance(self, me): location_=self.location if type(location_)==LambdaType: #print "Lambda location" location_=location_(me) if type(location_)==str: #print "String location" location_=me.get_knowledge("location",location_) if not location_: #print "Unknown location" return None return location_ def am_I_at_loc(self, me): location=self.get_location_instance(me) if me.location is None: return 1 if not location: #print "No location" return 1 if square_horizontal_distance(me.location, location) <= self.squared_radius: #print "We are there" return 1 else: #print "We are not there" return 0 def move_to_loc(self, me): location=self.get_location_instance(me) if not location: #print "Can't move - no location" return #print "Moving to location " + str(location) me.setDestination(location.coordinates, self.radius, location.parent.id) refreshResult = me.refreshPath() #If result is 0 it means that we're already there if refreshResult == 0: return #If result is below zero it means that we couldn't find a path yet. #This can be because we haven't mapped all areas yet; if so one should check with #me.unawareTilesCount if refreshResult < 0: #print "Could not find any path" return return Operation("operation") """ Checks that the movement goal is reachable. This will return true if the goal currently can't be reached, but there are still unaware tiles.""" def is_reachable(self, me): pathResult = me.pathResult #me.print_debug("pathResult " + str(pathResult)) if pathResult < 0 and pathResult > -7: #me.print_debug("unawareTilesCount " + str(me.unawareTilesCount)) if me.unawareTilesCount == 0: return False elif pathResult == 0 and not self.am_I_at_loc(me): #If there are no more segments in the path, but we haven't yet reached the destination then something is preventing us from reaching it return False return True ############################ MOVE ME AREA #################################### class move_me_area(Goal): """Move me to a certain area.""" def __init__(self, location, range=30): Goal.__init__(self, "move me to certain area", self.am_I_in_area, [move_me(location, range),self.latch_loc], self.is_reachable) self.location=location self.range=range self.square_range=range*range self.arrived=0 self.vars=["location","range","arrived"] def get_location_instance(self, me): # FIXME Duplicate of method from move_me() goal location_=self.location if type(location_)==LambdaType: #print "Lambda location" location_=location_(me) if type(location_)==str: #print "String location" location_=me.get_knowledge("location",location_) if not location_: #print "Unknown location" return None return location_ def am_I_in_area(self, me): location=self.get_location_instance(me) if not location: #print "No location" return 0 if self.arrived: #print "Already arrived at location" square_dist=square_distance(me.location, location) if square_dist > self.square_range: self.arrived=0 #print "Moved away" return 0 else: #print "Still here", square_dist, self.square_range return 1 #print "I am not there" return 0 def latch_loc(self, me): #print "Latching at location" self.arrived=1 """ Checks that the movement goal is reachable. This will return true if the goal currently can't be reached, but there are still unaware tiles.""" def is_reachable(self, me): pathResult = me.pathResult #me.print_debug("pathResult " + str(pathResult)) if pathResult < 0 and pathResult > -7: #me.print_debug("unawareTilesCount " + str(me.unawareTilesCount)) if me.unawareTilesCount == 0: return False elif pathResult == 0 and not self.am_I_at_loc(me): #If there are no more segments in the path, but we haven't yet reached the destination then something is preventing us from reaching it return False return True ############################ MOVE ME PLACE #################################### class move_me_place(move_me): """Move me to a place by name.""" def __init__(self, what): Goal.__init__(self, "move me to a place where I can get something", self.am_I_at_loc, [self.move_to_loc]) self.what = what self.vars = ["what"] def get_location_instance(self, me): location = me.get_knowledge("place", self.what) if type(location) == str: location = me.get_knowledge("location", location) if not location: return None return location ############################ MOVE THING #################################### class move_it(Goal): """Move something to a place.""" def __init__(self, what, location, speed=0): Goal.__init__(self,"move this to certain place", self.is_it_at_loc, [self.move_it_to_loc]) self.what=what self.speed=speed self.location=location self.wait=0 self.vars=["what","location","speed","wait"] def is_it_at_loc(self, me): #CHEAT!: cludge if self.wait>0: return 0 if type(self.location)==str: self.location=me.get_knowledge("location",self.location) if not isLocation(self.location): self.location=Location(self.location,Point3D(0.0,0.0,0.0)) if type(self.what)==str: if (self.what in me.things)==0: return 1 what=me.things[self.what][0] if what.location.parent.id!=self.location.parent.id: return 0 return what.location.coordinates.distance(self.location.coordinates)<1.5 def move_it_to_loc(self, me): if self.wait>0: self.wait=self.wait-1 return if type(self.location)==str: self.location=me.get_knowledge("location",self.location) elif not isLocation(self.location): self.location=Location(self.location,Point3D(0.0,0.0,0.0)) if type(self.what)==str: if (self.what in me.things)==0: return what=me.things[self.what][0] if self.speed==0 or what.location.parent.id!=self.location.parent.id: return Operation("move", Entity(what.id, location=self.location)) iloc=what.location.copy() vel=what.location.coordinates.unit_vector_to(self.location.coordinates) iloc.velocity = vel * self.speed self.location.velocity=Vector3D(0.0,0.0,0.0) mOp1=Operation("move", Entity(what.id, location=iloc)) mOp2=Operation("move", Entity(what.id, location=self.location)) time=((self.location.coordinates-what.location.coordinates).mag() / self.speed) self.wait=(time/const.basic_tick)+1 mOp2.setFutureSeconds(time) return Oplist(mOp1,mOp2) ############################ MOVE THING FROM ME #################################### class move_it_outof_me(Goal): """Put something down.""" def __init__(self, what): Goal.__init__(self, "move this thing from my inventory and disown", self.is_it_not_with_me, [self.drop_it]) self.what=what self.what_filter = get_filter(what) def is_it_not_with_me(self, me): things = self.what_filter.search_contains(me) return len(things) == 0 def drop_it(self, me): things = self.what_filter.search_contains(me) if things > 0: me.remove_thing(things[0]) return Operation("move", Entity(things[0].id, location=me.location)) else: return ############################ MOVE ME TO THING ################################## class move_me_to_possession(Goal): """Move me to the same place as something I own.""" def __init__(self, what): Goal.__init__(self,"move me to this thing", self.am_i_at_it, [self.move_me_to_it]) self.what=what self.vars=["what"] def am_i_at_it(self, me): what = self.what if type(what)==str: if (what in me.things)==0: return 0 what=me.things[what][0] if square_horizontal_distance(me.location, what.location) < 4: # 2 * 2 return 1 else: return 0 def move_me_to_it(self, me): what = self.what if type(what)==str: if (what in me.things)==0: return what=me.things[what][0] target=what.location.copy() if target.parent.id==me.location.parent.id: target.velocity=me.location.coordinates.unit_vector_to(target.coordinates) target.rotation=target.velocity return Operation("move", Entity(me.id, location=target)) class move_me_to_focus(Goal): """Move me to something I am interested in.""" def __init__(self, what, distance=2): Goal.__init__(self,"move me to this thing", self.am_i_at_it, [self.move_me_to_it]) if type(what) == list: self.what = what else: self.what = [ what ] #How close we need to get to the thing. self.distance=distance self.vars=["what", "distance"] def am_i_at_it(self, me): for what in self.what: id = me.get_knowledge('focus', what) if id == None: continue thing = me.map.get(id) if thing == None: me.remove_knowledge('focus', what) continue #Only move to the edge of the entity, since else we'll just collide with it. #TODO: Make this check better, taking into account the real collision volume, rotated and all. bbox_size = thing.location.bbox.square_horizontal_bounding_radius() #TODO: Add a check for solid and non solid entities. #When moving to a non solid entity, we should try to get at its center. if square_horizontal_distance(me.location, thing.location) < ((self.distance * self.distance) + bbox_size): return 1 return 0 def move_me_to_it(self, me): for what in self.what: id = me.get_knowledge('focus', what) if id == None: continue thing = me.map.get(id) if thing == None: me.remove_knowledge('focus', what) return target=thing.location.copy() if target.parent.id==me.location.parent.id: target.velocity=me.location.coordinates.unit_vector_to(target.coordinates) return Operation("move", Entity(me.id, location=target)) class move_me_near_focus(Goal): """Move me to something I am interested in, first really close, and the allowing movement within a certain radius.""" def __init__(self, what, distance=2, allowed_movement_radius=10): Goal.__init__(self,"move me near this thing", self.am_i_at_it, [self.move_me_to_it]) if type(what) == list: self.what = what else: self.what = [ what ] #The radius within which we're allowed movement. self.allowed_movement_radius = allowed_movement_radius #How close we need to get to the thing. self.distance=distance self.vars=["what", "distance", "allowed_movement_radius"] #Keeps track of if we're close enough to a thing to consider us near it. #If this is true, i.e. we're near a thing, we consider this goal fulfilled as long as we're within the allowed_movement_radius self.is_close_to_thing=False def am_i_at_it(self, me): for what in self.what: id = me.get_knowledge('focus', what) if id == None: continue thing = me.map.get(id) if thing == None: me.remove_knowledge('focus', what) continue #Only move to the edge of the entity, since else we'll just collide with it. #TODO: Make this check better, taking into account the real collision volume, rotated and all. bbox_size = thing.location.bbox.square_horizontal_bounding_radius() #TODO: Add a check for solid and non solid entities. #When moving to a non solid entity, we should try to get at its center. squared_distance_to_thing = square_horizontal_distance(me.location, thing.location) if squared_distance_to_thing < ((self.distance * self.distance) + bbox_size): self.is_close_to_thing=True return 1 #If we've already moved close to the thing, we are allowed movement within a certain movement radius if self.is_close_to_thing: if squared_distance_to_thing < ((self.allowed_movement_radius * self.allowed_movement_radius) + bbox_size): return 1 self.is_close_to_thing=False return 0 def move_me_to_it(self, me): for what in self.what: id = me.get_knowledge('focus', what) if id == None: continue thing = me.map.get(id) if thing == None: me.remove_knowledge('focus', what) return target=thing.location.copy() if target.parent.id==me.location.parent.id: target.velocity=me.location.coordinates.unit_vector_to(target.coordinates) return Operation("move", Entity(me.id, location=target)) ############################ MOVE THING TO ME #################################### class pick_up_possession(Goal): """Pick up something I own.""" def __init__(self, what): Goal.__init__(self,"move this thing to my inventory (class)", self.is_it_with_me, [move_me_to_possession(what), self.pick_it_up]) self.what=what self.vars=["what"] def is_it_with_me(self, me): #CHEAT!: cludge what=self.what if type(what)==str: if (self.what in me.things)==0: return 0 what=me.things[self.what][0] if what.location.parent.id!=me.id: if what.location.parent.id!=me.location.parent.id: me.remove_thing(what.id) me.map.delete(what.id) return what.location.parent.id==me.id def pick_it_up(self, me): what=self.what if type(what)==str: if (self.what in me.things)==0: return 0 what=me.things[self.what][0] return Operation("move", Entity(id, location=Location(me, Point3D(0,0,0)))) class pick_up_focus(Goal): """Pick up something I am interested in.""" def __init__(self, what): Goal.__init__(self,"move this thing to my inventory (class)", self.is_it_with_me, [move_me_to_focus(what), self.pick_it_up]) if type(what) == list: self.what = what else: self.what = [ what ] self.vars=["what"] def is_it_with_me(self, me): #CHEAT!: cludge for what in self.what: id=me.get_knowledge('focus', what) if id == None: continue thing = me.map.get(id) if thing == None: me.remove_knowledge('focus', what) continue # If its not not near us on the ground, forget about it. if thing.location.parent.id != me.location.parent.id: me.remove_knowledge('focus', what) continue if thing.location.parent.id != me.id: return 0 return 1 def pick_it_up(self, me): for what in self.what: id=me.get_knowledge('focus', what) if id==None: continue thing = me.map.get(id) if thing == None: me.remove_knowledge('focus', what) continue if thing.location.parent.id != me.id: return Operation("move", Entity(id, location=Location(me, Point3D(0,0,0)))) ############################ WANDER #################################### class wander(Goal): """Move in a non-specific way.""" def __init__(self, extragoal=None): Goal.__init__(self,"wander randomly",false, [move_me(None), extragoal, self.do_wandering]) def do_wandering(self, me): loc = me.location.copy() loc.coordinates=Point3D([c+uniform(-5,5) for c in loc.coordinates]) self.subgoals[0].location = loc ############################ WANDER & SEARCH ############################ class search(Goal): """Move in a non-specific way looking for something.""" def __init__(self, what): Goal.__init__(self, "search for a thing", self.do_I_have, [wander(), spot_something(what, 30)]) # Long range for testing only self.what=what self.vars=["what"] def do_I_have(self, me): return (self.what in me.things)==1 ############################ PURSUIT #################################### class pursuit(Goal): """avoid or hunt something at range""" def __init__(self, desc, what, range, direction): Goal.__init__(self,"pursue something",self.not_visible,[self.run]) if isinstance(what, str): self.what = what elif isinstance(what, list) and len(what) > 0: #Try to use the first element as a query. #Queries should never really be passed as a list self.what = str(what[0]) else: self.what = str(what) self.filter = get_filter(self.what) self.range = range self.direction = direction self.vars=["what","range","direction"] def not_visible(self, me): #print self.__class__.__name__,me.mem.recall_place(me.location,self.range,self.what) return not me.mem.recall_place(me.location,self.range,self.filter) def run(self, me): lst_of_what = me.mem.recall_place(me.location,self.range,self.filter) if not lst_of_what or len(lst_of_what)==0: return dist_vect=distance_to(me.location,lst_of_what[0].location).unit_vector() multiply = const.base_velocity * self.direction * const.basic_tick loc = Location(me.location.parent) loc.coordinates = me.location.coordinates + (dist_vect * multiply) ent=Entity(me.id,location=loc) return Operation("move",ent) ############################ AVOID #################################### class avoid(pursuit): """avoid something at range""" def __init__(self, what, range): pursuit.__init__(self,"avoid something",what,range,-1) ################################ HUNT ################################ class hunt(pursuit): """hunt something at range""" def __init__(self, what, range): pursuit.__init__(self,"hunt something",what,range,1) class hunt_for(pursuit): """hunt something at range""" def __init__(self, what, range, proximity=5): Goal.__init__(self,"hunt for something", self.in_range, [self.run]) self.what = what self.range = range self.proximity = proximity self.square_proximity = proximity*proximity self.direction = 1 self.vars=["what","range","direction"] def in_range(self,me): id=me.get_knowledge('focus', self.what) if id==None: return thing=me.map.get(id) if thing==None: return square_dist = square_distance(me.location, thing.location) return square_dist < self.square_proximity ################################ PATROL ############################## class patrol(Goal): """Move around an area defined by some waypoints.""" def __init__(self, locations, extragoal=None): Goal.__init__(self, "patrol an area", false, [move_me(locations[0]), extragoal, self.increment], self.check_move_valid) self.list = locations self.stage = 0 self.count = len(locations) self.vars = ["stage", "list"] """ Checks that the movement goal is reachable; if not we should move on to the next patrol goal """ def check_move_valid(self, me): return self.subgoals[0].is_valid(me) def increment(self, me): self.stage = self.stage + 1 if self.stage >= self.count: self.stage = 0 self.subgoals[0].location = self.list[self.stage] #print "Moved to next patrol goal: " + str(self.subgoals[0].location) ############################## ACCOMPANY ############################## class accompany(Goal): """Move around staying close to someone.""" def __init__(self, who): Goal.__init__(self, "stay with someone", self.am_i_with, [spot_something(who), self.follow]) self.who=who self.vars=["who"] def am_i_with(self, me): id=me.get_knowledge('focus', self.who) who=me.map.get(str(id)) if who == None: return 0 dist=distance_to(me.location, who.location) # Are we further than 3 metres away if dist.square_mag() > 25: #print "We are far away", dist if me.location.velocity.is_valid() and me.location.velocity.dot(dist) > 0.5: #print "We moving towards them already" return 1 return 0 else: #print "We are close", dist if me.location.velocity.is_valid() and me.location.velocity.dot(dist) < 0.5: #print "We going away from them" return 0 return 1 def follow(self, me): id=me.get_knowledge('focus', self.who) who=me.map.get(str(id)) if who == None: self.irrelevant = 1 return dist=distance_to(me.location, who.location) target = Location(me.location.parent) square_dist=dist.square_mag() if square_dist > 64: #print "We must be far far away - run" target.velocity = dist.unit_vector() * 3 elif square_dist > 25: #print "We must be far away - walk" target.velocity = dist.unit_vector() else: #print "We must be close - stop" target.velocity = Vector3D(0,0,0) return Operation("move", Entity(me.id, location=target)) ############################ ROAM #################################### class roam(Goal): """Move in a non-specific way within one or many locations.""" def __init__(self, radius, locations, extragoal=None): Goal.__init__(self,"roam randomly",false, [self.check_move_valid, move_me(None), extragoal, self.do_roaming]) self.list = locations self.radius = radius self.count = len(locations) self.vars = ["radius", "list"] def do_roaming(self, me): move_me_goal = self.subgoals[1] #We need to set a new direction if we've either haven't set one, or if we've arrived. if move_me_goal.location == None or move_me_goal.fulfilled(me) == True or move_me_goal.is_valid(me) == False: self.set_new_target(me, move_me_goal) def check_move_valid(self, me): move_me_goal = self.subgoals[1] #Check that the goal is reachable, and if not skip to a new goal if move_me_goal.is_valid(me) == False: self.set_new_target(me, move_me_goal) def set_new_target(self, me, move_me_goal): #me.print_debug("setting new target") waypointName = self.list[randint(0, self.count - 1)] waypoint = me.get_knowledge("location",waypointName) loc = me.location.copy() loc.coordinates=Point3D([c+uniform(-self.radius,self.radius) for c in waypoint.coordinates]) move_me_goal.location = loc