Puzzles System - first cut:

PuzzlePartObject: typeclass for puzzle parts and results.
PuzzleRecipeObject: typeclass to store prototypes of parts and results.
PuzzleSystemCmdSet: commands to create, arm and resolve puzzles.
This commit is contained in:
Henddher Pedroza 2018-09-02 15:38:17 -05:00
parent a53957096f
commit d0e632bb49

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evennia/contrib/puzzles.py Normal file
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"""
Puzzles System - Provides a typeclass and commands for
objects that can be combined (i.e. 'use'd) to produce
new objects.
Evennia contribution - Henddher 2018
A Puzzle is a recipe of what objects (aka parts) must
be combined by a player so a new set of objects
(aka results) are automatically created.
Consider this simple Puzzle:
orange, mango, yogurt, blender = fruit smoothie
As a Builder:
@create/drop orange
@create/drop mango
@create/drop yogurt
@create/drop blender
@puzzle smoothie puzzle, orange, mango, yogurt, blender = fruit smoothie
...
Puzzle smoothie puzzle (#1234) created successfuly.
@destroy/force orange, mango, yogurt, blender
@armpuzzle #1234
Part orange is spawned at ...
Part mango is spawned at ...
....
Puzzle smoothie puzzle (#1234) has been armed successfully
As Player:
use orange, mango, yogurt, blender
...
Genius, you blended all fruits to create a yummy smoothie!
Details:
Puzzles are created from existing objects. The given
objects are introspected to create prototypes for the
puzzle parts. These prototypes become the puzzle recipe.
(See PuzzleRecipeObject and @puzzle command).
At a later time, a Builder or a Script can arm the puzzle
and spawn all puzzle parts (PuzzlePartObject) in their
respective locations (See @armpuzzle).
A regular player can collect the puzzle parts and combine
them (See use command). If player has specified
all pieces, the puzzle is considered solved and all
its puzzle parts are destroyed while the puzzle results
are spawened on their corresponding location.
Installation:
Add the PuzzleSystemCmdSet to all players.
Alternatively:
@py self.cmdset.add('evennia.contrib.puzzles.PuzzleSystemCmdSet')
"""
import itertools
from random import choice
from django.conf import settings
from evennia import create_object
from evennia import CmdSet
from evennia import DefaultObject
from evennia import DefaultCharacter
from evennia import DefaultRoom
from evennia.commands.default.muxcommand import MuxCommand
from evennia.utils.utils import inherits_from
from evennia.utils import search, utils, logger
from evennia.utils.spawner import spawn
# ----------- UTILITY FUNCTIONS ------------
def proto_def(obj, with_tags=True):
"""
Basic properties needed to spawn
and compare recipe with candidate part
"""
protodef = {
'key': obj.key,
'typeclass': 'evennia.contrib.puzzles.PuzzlePartObject', # FIXME: what if obj is another typeclass
'desc': obj.db.desc,
'location': obj.location,
# FIXME: Can tags be INVISIBLE? We don't want player to know an object belongs to a puzzle
'tags': [(_PUZZLES_TAG_MEMBER, _PUZZLES_TAG_CATEGORY)],
}
if not with_tags:
del(protodef['tags'])
return protodef
# ------------------------------------------
# Tag used by puzzles
_PUZZLES_TAG_CATEGORY = 'puzzles'
_PUZZLES_TAG_RECIPE = 'puzzle_recipe'
# puzzle part and puzzle result
_PUZZLES_TAG_MEMBER = 'puzzle_member'
class PuzzlePartObject(DefaultObject):
"""
Puzzle Part, typically used by @armpuzzle command
"""
def mark_as_puzzle_member(self, puzzle_name):
"""
Marks this object as a member of puzzle named
puzzle_name
"""
# FIXME: if multiple puzzles have the same
# puzzle_name, their ingredients may be
# combined but leave other parts orphan
# Similarly, if a puzzle_name were changed,
# its parts will become orphan
# Perhaps we should use #dbref but that will
# force specific parts to be combined
self.db.puzzle_name = puzzle_name
class PuzzleRecipeObject(DefaultObject):
"""
Definition of a Puzzle Recipe
"""
def save_recipe(self, puzzle_name, parts, results):
self.db.puzzle_name = puzzle_name
self.db.parts = tuple(parts)
self.db.results = tuple(results)
self.tags.add(_PUZZLES_TAG_RECIPE, category=_PUZZLES_TAG_CATEGORY)
class CmdCreatePuzzleRecipe(MuxCommand):
"""
Creates a puzzle recipe.
Each part and result must exist and be placed in their corresponding location.
All parts and results are left intact. Caller must explicitly
destroy them.
Usage:
@puzzle name,<part1[,part2,...>] = <result1[,result2,...]>
"""
key = '@puzzle'
aliases = '@puzzlerecipe'
locks = 'cmd:perm(puzzle) or perm(Builder)'
help_category = 'Puzzles'
def func(self):
caller = self.caller
if len(self.lhslist) < 2 \
or not self.rhs:
string = "Usage: @puzzle name,<part1[,...]> = <result1[,...]>"
caller.msg(string)
return
puzzle_name = self.lhslist[0]
def is_valid_obj_location(obj):
valid = True
# Valid locations are: room, ...
# TODO: other valid locations must be added here
# Certain locations can be handled accordingly: e.g,
# a part is located in a character's inventory,
# perhaps will translate into the player character
# having the part in his/her inventory while being
# located in the same room where the builder was
# located.
# Parts and results may have different valid locations
# TODO: handle contents of a given part
if not inherits_from(obj.location, settings.BASE_ROOM_TYPECLASS):
caller.msg('Invalid location for %s' % (obj.key))
valid = False
return valid
def is_valid_part_location(part):
return is_valid_obj_location(part)
def is_valid_result_location(part):
return is_valid_obj_location(part)
parts = []
for objname in self.lhslist[1:]:
obj = caller.search(objname)
if not obj:
return
if not is_valid_part_location(obj):
return
parts.append(obj)
results = []
for objname in self.rhslist:
obj = caller.search(objname)
if not obj:
return
if not is_valid_result_location(obj):
return
results.append(obj)
for part in parts:
caller.msg('Part %s(%s)' % (part.name, part.dbref))
for result in results:
caller.msg('Result %s(%s)' % (result.name, result.dbref))
proto_parts = [proto_def(obj) for obj in parts]
proto_results = [proto_def(obj) for obj in results]
puzzle = create_object(PuzzleRecipeObject, key=puzzle_name)
puzzle.save_recipe(puzzle_name, proto_parts, proto_results)
caller.msg(
"Puzzle |y'%s' |w%s(%s)|n has been created |gsuccessfully|n."
% (puzzle.db.puzzle_name, puzzle.name, puzzle.dbref))
caller.msg(
'You may now dispose all parts and results. '
'Typically, results and parts are useless afterwards.\n'
'You are now able to arm this puzzle using Builder command:\n'
' @armpuzzle <puzzle #dbref>\n\n'
'Or programmatically.\n'
)
# FIXME: puzzle recipe object exists but it has no location
# should we create a PuzzleLibrary where all puzzles are
# kept and cannot be reached by players?
class CmdArmPuzzle(MuxCommand):
"""
Arms a puzzle by spawning all its parts
"""
key = '@armpuzzle'
# FIXME: permissions for scripts?
locks = 'cmd:perm(armpuzzle) or perm(Builder)'
help_category = 'Puzzles'
def func(self):
caller = self.caller
if self.args is None or not utils.dbref(self.args):
caller.msg("A puzzle recipe's #dbref must be specified")
return
puzzle = caller.search(self.args, global_search=True)
if not puzzle or not inherits_from(puzzle, PuzzleRecipeObject):
return
caller.msg(
"Puzzle Recipe %s(%s) '%s' found.\nSpawning %d parts ..." % (
puzzle.name, puzzle.dbref, puzzle.db.puzzle_name, len(puzzle.db.parts)))
for proto_part in puzzle.db.parts:
# caller.msg('Protopart %r %r' % (proto_part, type(proto_part)))
part = spawn(proto_part)[0]
caller.msg("Part %s(%s) spawned and placed at %s(%s)" % (part.name, part.dbref, part.location, part.location.dbref))
part.mark_as_puzzle_member(puzzle.db.puzzle_name)
caller.msg("Puzzle armed |gsuccessfully|n.")
class CmdUsePuzzleParts(MuxCommand):
"""
Searches for all puzzles whose parts
match the given set of objects. If
there are matching puzzles, the result
objects are spawned in their corresponding
location if all parts have been passed in.
Usage:
use <part1[,part2,...>]
"""
# TODO: consider allowing builder to provide
# messages and "hooks" that can be displayed
# and/or fired whenever the resolver of the puzzle
# enters the location where a result was spawned
key = 'use'
aliases = 'combine'
locks = 'cmd:pperm(use) or pperm(Player)'
help_category = 'Puzzles'
def func(self):
caller = self.caller
if not self.lhs:
caller.msg('Use what?')
return
many = 'these' if len(self.lhslist) > 1 else 'this'
# either all are parts, or abort finding matching puzzles
parts = []
partnames = self.lhslist[:]
for partname in partnames:
part = caller.search(
partname,
multimatch_string='Which %s. There are many.\n' % (partname),
nofound_string='There is no %s around.' % (partname)
)
if not part:
return
if not part.tags.get(_PUZZLES_TAG_MEMBER, category=_PUZZLES_TAG_CATEGORY) \
or not inherits_from(part, PuzzlePartObject):
# not a puzzle part ... abort
caller.msg('You have no idea how %s can be used' % (many))
return
# a valid part
parts.append(part)
# Create lookup dict
parts_dict = dict((part.dbref, part) for part in parts)
# Group parts by their puzzle name
puzzle_ingredients = dict()
for part in parts:
puzzle_name = part.db.puzzle_name
if puzzle_name not in puzzle_ingredients:
puzzle_ingredients[puzzle_name] = []
puzzle_ingredients[puzzle_name].append(
(part.dbref, proto_def(part, with_tags=False))
)
# Find all puzzles by puzzle name
# FIXME: we rely on obj.db.puzzle_name which is visible and may be cnaged afterwards. Can we lock it and hide it?
puzzles = []
for puzzle_name, parts in puzzle_ingredients.items():
_puzzles = caller.search(
puzzle_name,
typeclass=[PuzzleRecipeObject],
attribute_name='puzzle_name',
quiet=True,
exact=True,
global_search=True)
if not _puzzles:
continue
else:
puzzles.extend(_puzzles)
# Create lookup dict
puzzles_dict = dict((puzzle.dbref, puzzle) for puzzle in puzzles)
# Check if parts can be combined to solve a puzzle
matched_puzzles = dict()
for puzzle in puzzles:
puzzleparts = puzzle.db.parts[:]
parts = puzzle_ingredients[puzzle.db.puzzle_name][:]
pz = 0
p = 0
matched_dbrefparts = set()
while pz < len(puzzleparts) and p < len(parts):
puzzlepart = puzzleparts[pz]
if 'tags' in puzzlepart:
# remove 'tags' as they will prevent equality
del(puzzlepart['tags'])
dbref, part = parts[p]
if part == puzzlepart:
pz += 1
matched_dbrefparts.add(dbref)
else:
pass
p += 1
else:
if len(puzzleparts) == len(matched_dbrefparts):
matched_puzzles[puzzle.dbref] = matched_dbrefparts
if len(matched_puzzles) == 0:
# FIXME: Add more random messages
# random part falls and lands on your feet
# random part hits you square on the face
caller.msg("As you try to utilize %s, nothing happens." % (many))
return
puzzletuples = sorted(matched_puzzles.items(), key=lambda t: len(t[1]), reverse=True)
# sort all matched puzzles and pick largest one(s)
puzzledbref, matched_dbrefparts = puzzletuples[0]
nparts = len(matched_dbrefparts)
largest_puzzles = list(itertools.takewhile(lambda t: len(t[1]) == nparts, puzzletuples))
# if there are more than one, let user pick
if len(largest_puzzles) > 1:
# FIXME: pick a random one or let user choose?
caller.msg(
'Your gears start turning and a bunch of ideas come to your mind ...\n%s' % (
' ...\n'.join([lp.db.puzzle_name for lp in largest_puzzles]))
)
puzzle = choice(largest_puzzles)
caller.msg("You try %s ..." % (puzzle.db.puzzle_name))
# got one, spawn its results
puzzle = puzzles_dict[puzzledbref]
# FIXME: DRY with parts
for proto_result in puzzle.db.results:
result = spawn(proto_result)[0]
result.mark_as_puzzle_member(puzzle.db.puzzle_name)
# FIXME: add 'ramdon' messages:
# Hmmm ... did I search result.location?
# What was that? ... I heard something in result.location?
# Eureka! you built a result
# Destroy all parts used
for dbref in matched_dbrefparts:
parts_dict[dbref].delete()
# FIXME: Add random messages
# You are a genius ... no matter what your 2nd grade teacher told you
# You hear thunders and a cloud of dust raises leaving
caller.msg("Puzzle solved |gsuccessfully|n.")
class CmdListPuzzleRecipes(MuxCommand):
"""
Searches for all puzzle recipes
Usage:
@lspuzzlerecipes
"""
key = '@lspuzzlerecipes'
locks = 'cmd:perm(lspuzzlerecipes) or perm(Builder)'
help_category = 'Puzzles'
def func(self):
caller = self.caller
# TODO: use @tags/search puzzle_recipe : puzzles
class CmdListArmedPuzzles(MuxCommand):
"""
Searches for all armed puzzles
Usage:
@lsarmedpuzzles
"""
key = '@lsarmedpuzzles'
locks = 'cmd:perm(lsarmedpuzzles) or perm(Builder)'
help_category = 'Puzzles'
def func(self):
caller = self.caller
# TODO: use @tags/search puzzle_member : puzzles
class PuzzleSystemCmdSet(CmdSet):
"""
CmdSet to create, arm and resolve Puzzles
Add with @py self.cmdset.add("evennia.contrib.puzzles.PuzzlesCmdSet")
"""
def at_cmdset_creation(self):
super(PuzzleSystemCmdSetCmdSet, self).at_cmdset_creation()
self.add(CmdCreatePuzzleRecipe())
self.add(CmdArmPuzzle())
self.add(CmdUsePuzzleParts())