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def handle_advanced_movement(entry):
_target = entry['target']
_move = entry['key']
menus.delete_active_menu()
melee.fight(LIFE[SETTINGS['controlling']], _target)
def melee_combat(life, targets):
_target = get_closest_target(life, targets)
if not _target:
logging.error('No target for melee combat.')
return False
if sight.can_see_position(life, _target['last_seen_at'], block_check=True, strict=True):
_can_see = sight.can_see_position(life, _target['life']['pos'], get_path=True)
if _can_see:
if len(_can_see)>1:
movement.find_target(life, _target['life']['id'], distance=1, follow=True)
else:
melee.fight(life, _target['life']['id'])
else:
lfe.memory(life,'lost sight of %s' % (' '.join(_target['life']['name'])), target=_target['life']['id'])
_target['escaped'] = 1
for send_to in judgement.get_trusted(life):
speech.communicate(life,
'target_missing',
target=_target['life']['id'],
matches=[send_to])
else:
return False