mud/src/mudlib/mob_ai.py
Jared Miller d15238eb4e
Add mob AI for combat decisions
Phase 5: process_mobs() runs each tick, handling mob attack and defense
decisions. Mobs pick random attacks from their move list when IDLE,
swap roles if needed, and attempt defense during TELEGRAPH/WINDOW with
a 40% chance of correct counter. 1-second cooldown between actions.
Training dummies with empty moves never fight back.
2026-02-09 11:54:29 -05:00

114 lines
3.4 KiB
Python

"""Mob AI — game loop processor for mob combat decisions."""
import random
import time
from mudlib.combat.encounter import CombatState
from mudlib.combat.engine import get_encounter
from mudlib.combat.moves import CombatMove
from mudlib.mobs import mobs
# Seconds between mob actions (gives player time to read and react)
MOB_ACTION_COOLDOWN = 1.0
async def process_mobs(combat_moves: dict[str, CombatMove]) -> None:
"""Called once per game loop tick. Handles mob combat decisions."""
now = time.monotonic()
for mob in mobs[:]: # copy list in case of modification
if not mob.alive:
continue
encounter = get_encounter(mob)
if encounter is None:
continue
if now < mob.next_action_at:
continue
# Determine if mob is attacker or defender in this encounter
mob_is_defender = encounter.defender is mob
# Defense AI: react during TELEGRAPH or WINDOW when mob is defender
if mob_is_defender and encounter.state in (
CombatState.TELEGRAPH,
CombatState.WINDOW,
):
_try_defend(mob, encounter, combat_moves, now)
continue
# Attack AI: act when encounter is IDLE
if encounter.state == CombatState.IDLE:
_try_attack(mob, encounter, combat_moves, now)
def _try_attack(mob, encounter, combat_moves, now):
"""Attempt to pick and execute an attack move."""
# Filter to affordable attack moves from mob's move list
affordable = []
for move_name in mob.moves:
move = combat_moves.get(move_name)
if (
move is not None
and move.move_type == "attack"
and mob.stamina >= move.stamina_cost
):
affordable.append(move)
if not affordable:
return
move = random.choice(affordable)
# Swap roles if mob is currently the defender
if encounter.defender is mob:
encounter.attacker, encounter.defender = (
encounter.defender,
encounter.attacker,
)
encounter.attack(move)
mob.next_action_at = now + MOB_ACTION_COOLDOWN
# Send telegraph to the player (the other participant)
# This is fire-and-forget since mob.send is a no-op
def _try_defend(mob, encounter, combat_moves, now):
"""Attempt to pick and queue a defense move."""
# Don't double-defend
if encounter.pending_defense is not None:
return
# Filter to affordable defense moves from mob's move list
affordable_defenses = []
for move_name in mob.moves:
move = combat_moves.get(move_name)
if (
move is not None
and move.move_type == "defense"
and mob.stamina >= move.stamina_cost
):
affordable_defenses.append(move)
if not affordable_defenses:
return
# 40% chance to pick a correct counter, 60% random
chosen = None
current_move = encounter.current_move
if current_move and random.random() < 0.4:
# Try to find a correct counter
counters = []
for defense in affordable_defenses:
if defense.name in current_move.countered_by:
counters.append(defense)
if counters:
chosen = random.choice(counters)
if chosen is None:
chosen = random.choice(affordable_defenses)
encounter.defend(chosen)
mob.stamina -= chosen.stamina_cost