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Some updates to the crafting contrib readme
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# Crafting system contrib
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# Crafting system contrib
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_Contrib by Griatch 2020_
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```versionadded:: 1.0
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```
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This contrib implements a full Crafting system that can be expanded and modified to fit your game.
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This contrib implements a full Crafting system that can be expanded and modified to fit your game.
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- See the [evennia/contrib/crafting/crafting.py API](api:evennia.contrib.crafting.crafting) for installation
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- See the [evennia/contrib/crafting/crafting.py API](api:evennia.contrib.crafting.crafting) for installation
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instructrions.
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- See the [sword example](api:evennia.contrib.crafting.example_recipes) for an example of how to design
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- See the [sword example](api:evennia.contrib.crafting.example_recipes) for an example of how to design
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a crafting tree for crafting a sword from base elements.
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From in-game it uses the new `craft` command:
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From in-game it uses the new `craft` command:
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```bash
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> craft bread from flour, eggs, salt, water, yeast using oven, roller
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> craft bandage from cloth using scissors
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```
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The syntax is `craft <recipe> [from <ingredient>,...][ using <tool>,...]`.
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The syntax is `craft <recipe> [from <ingredient>,...][ using <tool>,...]`.
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The above example uses the `bread` *recipe* and requires `flour`, `eggs`, `salt`, `water` and `yeast` objects
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to be in your inventory. These will be consumed as part of crafting (baking) the bread.
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The above example uses the `bread` *recipe* and requires `flour`, `eggs`, `salt`, `water` and `yeast` objects
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to be in your inventory. These will be consumed as part of crafting (baking) the bread.
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The `oven` and `roller` are "tools" that can be either in your inventory or in your current location (you are not carrying an oven
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around with you after all). Tools are *not* consumed in the crafting. If the added ingredients/tools matches
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The `oven` and `roller` are "tools" that can be either in your inventory or in your current location (you are not carrying an oven
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around with you after all). Tools are *not* consumed in the crafting. If the added ingredients/tools matches
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the requirements of the recipe, a new `bread` object will appear in the crafter's inventory.
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If you wanted, you could also picture recipes without any consumables:
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If you wanted, you could also picture recipes without any consumables:
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```
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> craft fireball using wand, spellbook
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```
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With a little creativity, the 'recipe' concept could be adopted to all sorts of things, like puzzles or
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With a little creativity, the 'recipe' concept could be adopted to all sorts of things, like puzzles or
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magic systems.
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In code, you can craft using the `evennia.contrib.crafting.crafting.craft` function:
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@ -46,22 +46,22 @@ result = craft(caller, "recipename", *inputs)
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```
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Here, `caller` is the one doing the crafting and `*inputs` is any combination of consumables and/or tool
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Objects. The system will identify which is which by the [Tags](../Components/Tags) on them (see below)
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The `result` is always a list.
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The `result` is always a list.
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## Adding new recipes
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A *recipe* is a class inheriting from `evennia.contrib.crafting.crafting.CraftingRecipe`. This class
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implements the most common form of crafting - that using in-game objects. Each recipe is a separate class
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which gets initialized with the consumables/tools you provide.
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which gets initialized with the consumables/tools you provide.
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For the `craft` command to find your custom recipes, you need to tell Evennia where they are. Add a new
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For the `craft` command to find your custom recipes, you need to tell Evennia where they are. Add a new
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line to your `mygame/server/conf/settings.py` file, with a list to any new modules with recipe classes.
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```python
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CRAFT_RECIPE_MODULES = ["world.myrecipes"]
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```
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(You need to reload after adding this). All global-level classes in these modules (whose names don't start
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(You need to reload after adding this). All global-level classes in these modules (whose names don't start
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with underscore) are considered by the system as viable recipes.
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Here we assume you created `mygame/world/myrecipes.py` to match the above example setting:
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@ -80,23 +80,23 @@ class WoodenPuppetRecipe(CraftingRecipe):
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{"key": "A carved wooden doll",
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"typeclass": "typeclasses.objects.decorations.Toys",
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"desc": "A small carved doll"}
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]
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]
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```
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This specifies which tags to look for in the inputs. It defines a [Prototype](../Components/Prototypes)
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for the recipe to use to spawn the result on the fly (a recipe could spawn more than one result if needed).
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Instead of specifying the full prototype-dict, you could also just provide a list of `prototype_key`s to
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This specifies which tags to look for in the inputs. It defines a [Prototype](../Components/Prototypes)
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for the recipe to use to spawn the result on the fly (a recipe could spawn more than one result if needed).
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Instead of specifying the full prototype-dict, you could also just provide a list of `prototype_key`s to
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existing prototypes you have.
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After reloading the server, this recipe would now be available to use. To try it we should
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create materials and tools to insert into the recipe.
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After reloading the server, this recipe would now be available to use. To try it we should
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create materials and tools to insert into the recipe.
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The recipe analyzes inputs, looking for [Tags](../Components/Tags) with specific tag-categories.
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The tag-category used can be set per-recipe using the (`.consumable_tag_category` and
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`.tool_tag_category` respectively). The defaults are `crafting_material` and `crafting_tool`. For
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the puppet we need one object with the `wood` tag and another with the `knife` tag:
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The recipe analyzes inputs, looking for [Tags](../Components/Tags) with specific tag-categories.
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The tag-category used can be set per-recipe using the (`.consumable_tag_category` and
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`.tool_tag_category` respectively). The defaults are `crafting_material` and `crafting_tool`. For
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the puppet we need one object with the `wood` tag and another with the `knife` tag:
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```python
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from evennia import create_object
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@ -105,9 +105,9 @@ knife = create_object(key="Hobby knife", tags=[("knife", "crafting_tool")])
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wood = create_object(key="Piece of wood", tags[("wood", "crafting_material")])
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```
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Note that the objects can have any name, all that matters is the tag/tag-category. This means if a
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"bayonet" also had the "knife" crafting tag, it could also be used to carve a puppet. This is also
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potentially interesting for use in puzzles and to allow users to experiment and find alternatives to
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Note that the objects can have any name, all that matters is the tag/tag-category. This means if a
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"bayonet" also had the "knife" crafting tag, it could also be used to carve a puppet. This is also
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potentially interesting for use in puzzles and to allow users to experiment and find alternatives to
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know ingredients.
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By the way, there is also a simple shortcut for doing this:
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@ -116,15 +116,15 @@ By the way, there is also a simple shortcut for doing this:
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tools, consumables = WoodenPuppetRecipe.seed()
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```
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The `seed` class-method will create simple dummy objects that fulfills the recipe's requirements. This
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The `seed` class-method will create simple dummy objects that fulfills the recipe's requirements. This
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is great for testing.
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Assuming these objects were put in our inventory, we could now craft using the in-game command:
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Assuming these objects were put in our inventory, we could now craft using the in-game command:
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```bash
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> craft wooden puppet from wood using hobby knife
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```
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In code we would do
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In code we would do
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```python
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from evennia.contrub.crafting.crafting import craft
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@ -132,7 +132,7 @@ puppet = craft(crafter, "wooden puppet", knife, wood)
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```
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In the call to `craft`, the order of `knife` and `wood` doesn't matter - the recipe will sort out which
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is which based on their tags.
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is which based on their tags.
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## Deeper customization of recipes
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@ -147,36 +147,36 @@ recipe = MyRecipe(crafter, *(tools + consumables))
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result = recipe.craft()
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```
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This is useful for testing and allows you to use the class directly without adding it to a module
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in `settings.CRAFTING_RECIPE_MODULES`.
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This is useful for testing and allows you to use the class directly without adding it to a module
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in `settings.CRAFTING_RECIPE_MODULES`.
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Even without modifying more than the class properties, there are a lot of options to set on
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the `CraftingRecipe` class. Easiest is to refer to the
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Even without modifying more than the class properties, there are a lot of options to set on
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the `CraftingRecipe` class. Easiest is to refer to the
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[CraftingRecipe api documentation](evennia.contrib.crafting.crafting.html#evennia.contrib.crafting.crafting.CraftingRecipe).
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For example, you can customize the validation-error messages, decide if the ingredients have
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For example, you can customize the validation-error messages, decide if the ingredients have
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to be exactly right, if a failure still consumes the ingredients or not, and much more.
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For even more control you can override hooks in your own class:
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- `pre_craft` - this should handle input validation and store its data in `.validated_consumables` and
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- `pre_craft` - this should handle input validation and store its data in `.validated_consumables` and
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`validated_tools` respectively. On error, this reports the error to the crafter and raises the
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`CraftingValidationError`.
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- `do_craft` - this will only be called if `pre_craft` finished without an exception. This should
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return the result of the crafting, by spawnging the prototypes. Or the empty list if crafting
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fails for some reason. This is the place to add skill-checks or random chance if you need it
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for your game.
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- `post_craft` - this receives the result from `do_craft` and handles error messages and also deletes
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- `craft` - this will only be called if `pre_craft` finished without an exception. This should
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return the result of the crafting, by spawnging the prototypes. Or the empty list if crafting
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fails for some reason. This is the place to add skill-checks or random chance if you need it
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for your game.
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- `post_craft` - this receives the result from `craft` and handles error messages and also deletes
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any consumables as needed. It may also modify the result before returning it.
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- `msg` - this is a wrapper for `self.crafter.msg` and should be used to send messages to the
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- `msg` - this is a wrapper for `self.crafter.msg` and should be used to send messages to the
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crafter. Centralizing this means you can also easily modify the sending style in one place later.
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The class constructor (and the `craft` access function) takes optional `**kwargs`. These are passed
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The class constructor (and the `craft` access function) takes optional `**kwargs`. These are passed
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into each crafting hook. These are unused by default but could be used to customize things per-call.
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### Skilled crafters
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What the crafting system does not have out of the box is a 'skill' system - the notion of being able
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to fail the craft if you are not skilled enough. Just how skills work is game-dependent, so to add
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What the crafting system does not have out of the box is a 'skill' system - the notion of being able
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to fail the craft if you are not skilled enough. Just how skills work is game-dependent, so to add
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this you need to make your own recipe parent class and have your recipes inherit from this.
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@ -189,7 +189,7 @@ class SkillRecipe(CraftingRecipe):
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difficulty = 20
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def do_craft(self, **kwargs):
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def craft(self, **kwargs):
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"""The input is ok. Determine if crafting succeeds"""
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# this is set at initialization
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@ -201,15 +201,15 @@ class SkillRecipe(CraftingRecipe):
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# roll for success:
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if randint(1, 100) <= (crafting_skill - self.difficulty):
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# all is good, craft away
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return super().do_craft()
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return super().craft()
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else:
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self.msg("You are not good enough to craft this. Better luck next time!")
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return []
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```
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In this example we introduce a `.difficulty` for the recipe and makes a 'dice roll' to see
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if we succed. We would of course make this a lot more immersive and detailed in a full game. In
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principle you could customize each recipe just the way you want it, but you could also inherit from
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a central parent like this to cut down on work.
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In this example we introduce a `.difficulty` for the recipe and makes a 'dice roll' to see
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if we succed. We would of course make this a lot more immersive and detailed in a full game. In
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principle you could customize each recipe just the way you want it, but you could also inherit from
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a central parent like this to cut down on work.
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The [sword recipe example module](api:evennia.contrib.crafting.example_recipes) also shows an example
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of a random skill-check being implemented in a parent and then inherited for multiple use.
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@ -218,5 +218,5 @@ of a random skill-check being implemented in a parent and then inherited for mul
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If you want to build something even more custom (maybe using different input types of validation logic)
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you could also look at the `CraftingRecipe` parent class `CraftingRecipeBase`.
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It implements just the minimum needed to be a recipe and for big changes you may be better off starting
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It implements just the minimum needed to be a recipe and for big changes you may be better off starting
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from this rather than the more opinionated `CraftingRecipe`.
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@ -1,20 +1,102 @@
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# Crafting system
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# Crafting system
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Contrib - Griatch 2020
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This implements a full crafting system. The principle is that of a 'recipe':
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object1 + object2 + ... -> craft_recipe -> objectA, objectB, ...
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ingredient1 + ingredient2 + ... + tool1 + tool2 + ... + craft_recipe -> objectA, objectB, ...
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The recipe is a class that specifies input and output hooks. By default the
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input is a list of object-tags (using the "crafting_material" tag-category)
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and objects passing this check must be passed into the recipe.
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Here, 'ingredients' are consumed by the crafting process, whereas 'tools' are
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necessary for the process by will not be destroyed by it.
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The output is given by a set of prototypes. If the input is correct and other
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checks are passed (such as crafting skill, for example), these prototypes will
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be used to generate the new objects being 'crafted'.
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An example would be to use the tools 'bowl' and 'oven' to use the ingredients
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'flour', 'salt', 'yeast' and 'water' to create 'bread' using the 'bread recipe'.
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Each recipe is a stand-alone entity which allows for very advanced customization
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for every recipe - for example one could have a recipe where the input ingredients
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are not destroyed in the process, or which require other properties of the input
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(such as a 'quality').
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A recipe does not have to use tools, like 'snow' + 'snowball-recipe' becomes
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'snowball'. Conversely one could also imagine using tools without consumables,
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like using 'spell book' and 'wand' to produce 'fireball' by having the recipe
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check some magic skill on the character.
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The system is generic enough to be used also for adventure-like puzzles, like
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combining 'stick', 'string' and 'hook' to get a 'makeshift fishing rod' that
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you can use with 'storm drain' (treated as a tool) to get 'key' ...
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## Intallation and Usage
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Import the `CmdCraft` command from evennia/contrib/crafting/crafting.py and
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add it to your Character cmdset. Reload and the `craft` command will be
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available to you:
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craft <recipe> [from <ingredient>,...] [using <tool>, ...]
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For example
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craft toy car from plank, wooden wheels, nails using saw, hammer
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To use crafting you need recipes. Add a new variable to `mygame/server/conf/settings.py`:
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CRAFT_RECIPE_MODULES = ['world.recipes']
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All top-level classes in these modules (whose name does not start with `_`)
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will be parsed by Evennia as recipes to make available to the crafting system.
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Using the above example, create `mygame/world/recipes.py` and add your recipies
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in there:
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```python
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from evennia.contrib.crafting.crafting import CraftingRecipe, CraftingValidationError
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class RecipeBread(CraftingRecipe):
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"""
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Bread is good for making sandwitches!
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"""
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name = "bread" # used to identify this recipe in 'craft' command
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tool_tags = ["bowl", "oven"]
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consumable_tags = ["flour", "salt", "yeast", "water"]
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output_prototypes = [
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{"key": "Loaf of Bread",
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"aliases": ["bread"],
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"desc": "A nice load of bread.",
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"typeclass": "typeclasses.objects.Food", # assuming this exists
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"tags": [("bread", "crafting_material")] # this makes it usable in other recipes ...
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}
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]
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def pre_craft(self, **kwargs):
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# validates inputs etc. Raise `CraftingValidationError` if fails
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def craft(self, **kwargs):
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# performs the craft - but it can still fail (check skills etc here)
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def craft(self, result, **kwargs):
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# any post-crafting effects. Always called, even if crafting failed (be
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# result would be None then)
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```
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## Technical
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The Recipe is a class that specifies the consumables, tools and output along
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with various methods (that you can override) to do the the validation of inputs
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and perform the crafting itself.
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By default the input is a list of object-tags (using the "crafting_material"
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and "crafting_tool" tag-categories respectively). Providing a set of objects
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matching these tags are required for the crafting to be done. The use of tags
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means that multiple different objects could all work for the same recipe, as
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long as they have the right tag. This can be very useful for allowing players
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to experiment and explore alternative ways to create things!
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The output is given by a set of prototype-dicts. If the input is correct and
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other checks are passed (such as crafting skill, for example), these prototypes
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will be used to generate the new object(s) being crafted.
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Each recipe is a stand-alone entity which allows for very advanced
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customization for every recipe - for example one could have a recipe that
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checks other properties of the inputs (like quality, color etc) and have that
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affect the result. Your recipes could also (and likely would) tie into your
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game's skill system to determine the success or outcome of the crafting.
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|
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@ -186,7 +186,7 @@ class CraftingRecipeBase:
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are optional but will be passed into all of the following hooks.
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2. `.pre_craft(**kwargs)` - this normally validates inputs and stores them in
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`.validated_inputs.`. Raises `CraftingValidationError` otherwise.
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4. `.do_craft(**kwargs)` - should return the crafted item(s) or the empty list. Any
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4. `.craft(**kwargs)` - should return the crafted item(s) or the empty list. Any
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crafting errors should be immediately reported to user.
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5. `.post_craft(crafted_result, **kwargs)`- always called, even if `pre_craft`
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raised a `CraftingError` or `CraftingValidationError`.
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@ -252,7 +252,7 @@ class CraftingRecipeBase:
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else:
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raise CraftingValidationError
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def do_craft(self, **kwargs):
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def craft(self, **kwargs):
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"""
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Hook to override.
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@ -277,7 +277,7 @@ class CraftingRecipeBase:
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method is to delete the inputs.
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Args:
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crafting_result (any): The outcome of crafting, as returned by `do_craft`.
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crafting_result (any): The outcome of crafting, as returned by `craft()`.
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**kwargs: Any extra flags passed at initialization.
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Returns:
|
||||
|
|
@ -324,7 +324,7 @@ class CraftingRecipeBase:
|
|||
if raise_exception:
|
||||
raise
|
||||
else:
|
||||
craft_result = self.do_craft(**craft_kwargs)
|
||||
craft_result = self.craft(**craft_kwargs)
|
||||
finally:
|
||||
craft_result = self.post_craft(craft_result, **craft_kwargs)
|
||||
except (CraftingError, CraftingValidationError):
|
||||
|
|
@ -455,7 +455,7 @@ class CraftingRecipe(CraftingRecipeBase):
|
|||
3. `.pre_craft(**kwargs)` should handle validation of inputs. Results should
|
||||
be stored in `validated_consumables/tools` respectively. Raises `CraftingValidationError`
|
||||
otherwise.
|
||||
4. `.do_craft(**kwargs)` will not be called if validation failed. Should return
|
||||
4. `.craft(**kwargs)` will not be called if validation failed. Should return
|
||||
a list of the things crafted.
|
||||
5. `.post_craft(crafting_result, **kwargs)` is always called, also if validation
|
||||
failed (`crafting_result` will then be falsy). It does any cleanup. By default
|
||||
|
|
@ -819,7 +819,7 @@ class CraftingRecipe(CraftingRecipeBase):
|
|||
self.validated_tools = tools
|
||||
self.validated_consumables = consumables
|
||||
|
||||
def do_craft(self, **kwargs):
|
||||
def craft(self, **kwargs):
|
||||
"""
|
||||
Hook to override. This will not be called if validation in `pre_craft`
|
||||
fails.
|
||||
|
|
@ -847,7 +847,7 @@ class CraftingRecipe(CraftingRecipeBase):
|
|||
this method is to delete the inputs.
|
||||
|
||||
Args:
|
||||
craft_result (list): The crafted result, provided by `self.do_craft`.
|
||||
craft_result (list): The crafted result, provided by `self.craft()`.
|
||||
**kwargs (any): Passed from `self.craft`.
|
||||
|
||||
Returns:
|
||||
|
|
@ -958,7 +958,6 @@ class CmdCraft(Command):
|
|||
things in the current location, like a furnace, windmill or anvil.
|
||||
|
||||
"""
|
||||
|
||||
key = "craft"
|
||||
locks = "cmd:all()"
|
||||
help_category = "General"
|
||||
|
|
|
|||
|
|
@ -91,7 +91,7 @@ class TestCraftingRecipeBase(TestCase):
|
|||
"""Test craft hook, the main access method."""
|
||||
|
||||
expected_result = _TestMaterial("test_result")
|
||||
self.recipe.do_craft = mock.MagicMock(return_value=expected_result)
|
||||
self.recipe.craft = mock.MagicMock(return_value=expected_result)
|
||||
|
||||
self.assertTrue(self.recipe.allow_craft)
|
||||
|
||||
|
|
@ -99,7 +99,7 @@ class TestCraftingRecipeBase(TestCase):
|
|||
|
||||
# check result
|
||||
self.assertEqual(result, expected_result)
|
||||
self.recipe.do_craft.assert_called_with(kw1=1, kw2=2)
|
||||
self.recipe.craft.assert_called_with(kw1=1, kw2=2)
|
||||
|
||||
# since allow_reuse is False, this usage should now be turned off
|
||||
self.assertFalse(self.recipe.allow_craft)
|
||||
|
|
@ -110,7 +110,7 @@ class TestCraftingRecipeBase(TestCase):
|
|||
def test_craft_hook__fail(self):
|
||||
"""Test failing the call"""
|
||||
|
||||
self.recipe.do_craft = mock.MagicMock(return_value=None)
|
||||
self.recipe.craft = mock.MagicMock(return_value=None)
|
||||
|
||||
# trigger exception
|
||||
with self.assertRaises(crafting.CraftingError):
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue