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267 lines
8.5 KiB
Python
267 lines
8.5 KiB
Python
"""
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Settings and actions for the dummyrunner
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This module defines dummyrunner settings and sets up
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the actions available to dummy players.
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The settings are global variables:
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TIMESTEP - time in seconds between each 'tick'
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CHANCE_OF_ACTION - chance 0-1 of action happening
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CHANCE_OF_LOGIN - chance 0-1 of login happening
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TELNET_PORT - port to use, defaults to settings.TELNET_PORT
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ACTIONS - see below
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ACTIONS is a tuple
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(login_func, logout_func, (0.3, func1), (0.1, func2) ... )
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where the first entry is the function to call on first connect, with a
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chance of occurring given by CHANCE_OF_LOGIN. This function is usually
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responsible for logging in the player. The second entry is always
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called when the dummyrunner disconnects from the server and should
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thus issue a logout command. The other entries are tuples (chance,
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func). They are picked randomly, their commonality based on the
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cumulative chance given (the chance is normalized between all options
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so if will still work also if the given chances don't add up to 1).
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Since each function can return a list of game-command strings, each
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function may result in multiple operations.
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An action-function is called with a "client" argument which is a
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reference to the dummy client currently performing the action. It
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returns a string or a list of command strings to execute. Use the
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client object for optionally saving data between actions.
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The client object has the following relevant properties and methods:
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key - an optional client key. This is only used for dummyrunner output.
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Default is "Dummy-<cid>"
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cid - client id
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gid - globally unique id, hashed with time stamp
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istep - the current step
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exits - an empty list. Can be used to store exit names
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objs - an empty list. Can be used to store object names
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counter() - returns a unique increasing id, hashed with time stamp
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to make it unique also between dummyrunner instances.
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The return should either be a single command string or a tuple of
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command strings. This list of commands will always be executed every
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TIMESTEP with a chance given by CHANCE_OF_ACTION by in the order given
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(no randomness) and allows for setting up a more complex chain of
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commands (such as creating an account and logging in).
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"""
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# Dummy runner settings
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# Time between each dummyrunner "tick", in seconds. Each dummy
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# will be called with this frequency.
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TIMESTEP = 2
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# Chance of a dummy actually performing an action on a given tick.
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# This spreads out usage randomly, like it would be in reality.
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CHANCE_OF_ACTION = 1.0#0.05
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# Chance of a currently unlogged-in dummy performing its login
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# action every tick. This emulates not all players logging in
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# at exactly the same time.
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CHANCE_OF_LOGIN = 0.33
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# Which telnet port to connect to. If set to None, uses the first
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# default telnet port of the running server.
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TELNET_PORT = None
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# Setup actions tuple
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# some convenient templates
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DUMMY_NAME = "Dummy-%s"
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DUMMY_PWD = "password-%s"
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START_ROOM = "testing_room_start_%s"
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ROOM_TEMPLATE = "testing_room_%s"
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EXIT_TEMPLATE = "exit_%s"
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OBJ_TEMPLATE = "testing_obj_%s"
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TOBJ_TEMPLATE = "testing_button_%s"
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TOBJ_TYPECLASS = "contrib.tutorial_examples.red_button.RedButton"
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# action function definitions (pick and choose from
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# these to build a client "usage profile"
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# login/logout
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def c_login(client):
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"logins to the game"
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# we always use a new client name
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cname = DUMMY_NAME % client.gid
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cpwd = DUMMY_PWD % client.gid
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# set up for digging a first room (to move to and keep the
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# login room clean)
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roomname = ROOM_TEMPLATE % client.counter()
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exitname1 = EXIT_TEMPLATE % client.counter()
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exitname2 = EXIT_TEMPLATE % client.counter()
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client.exits.extend([exitname1, exitname2])
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cmds = ('create %s %s' % (cname, cpwd),
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'connect %s %s' % (cname, cpwd),
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'@dig %s' % START_ROOM % client.gid,
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'@teleport %s' % START_ROOM % client.gid,
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'@dig %s = %s, %s' % (roomname, exitname1, exitname2)
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)
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return cmds
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def c_login_nodig(client):
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"logins, don't dig its own room"
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cname = DUMMY_NAME % client.gid
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cpwd = DUMMY_PWD % client.gid
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cmds = ('create %s %s' % (cname, cpwd),
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'connect %s %s' % (cname, cpwd))
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return cmds
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def c_logout(client):
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"logouts of the game"
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return "@quit"
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# random commands
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def c_looks(client):
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"looks at various objects"
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cmds = ["look %s" % obj for obj in client.objs]
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if not cmds:
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cmds = ["look %s" % exi for exi in client.exits]
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if not cmds:
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cmds = "look"
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return cmds
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def c_examines(client):
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"examines various objects"
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cmds = ["examine %s" % obj for obj in client.objs]
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if not cmds:
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cmds = ["examine %s" % exi for exi in client.exits]
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if not cmds:
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cmds = "examine me"
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return cmds
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def c_help(client):
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"reads help files"
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cmds = ('help',
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'help @teleport',
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'help look',
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'help @tunnel',
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'help @dig')
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return cmds
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def c_digs(client):
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"digs a new room, storing exit names on client"
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roomname = ROOM_TEMPLATE % client.counter()
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exitname1 = EXIT_TEMPLATE % client.counter()
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exitname2 = EXIT_TEMPLATE % client.counter()
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client.exits.extend([exitname1, exitname2])
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return '@dig/tel %s = %s, %s' % (roomname, exitname1, exitname2)
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def c_creates_obj(client):
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"creates normal objects, storing their name on client"
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objname = OBJ_TEMPLATE % client.counter()
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client.objs.append(objname)
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cmds = ('@create %s' % objname,
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'@desc %s = "this is a test object' % objname,
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'@set %s/testattr = this is a test attribute value.' % objname,
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'@set %s/testattr2 = this is a second test attribute.' % objname)
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return cmds
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def c_creates_button(client):
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"creates example button, storing name on client"
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objname = TOBJ_TEMPLATE % client.counter()
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client.objs.append(objname)
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cmds = ('@create %s:%s' % (objname, TOBJ_TYPECLASS),
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'@desc %s = test red button!' % objname)
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return cmds
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def c_socialize(client):
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"socializechats on channel"
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cmds = ('ooc Hello!',
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'ooc Testing ...',
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'ooc Testing ... times 2',
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'say Yo!',
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'emote stands looking around.')
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return cmds
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def c_moves(client):
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"moves to a previously created room, using the stored exits"
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cmds = client.exits # try all exits - finally one will work
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return "look" if not cmds else cmds
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def c_moves_n(client):
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"move through north exit if available"
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return "north"
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def c_moves_s(client):
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"move through south exit if available"
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return "south"
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# Action tuple (required)
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#
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# This is a tuple of client action functions. The first element is the
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# function the client should use to log into the game and move to
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# STARTROOM . The second element is the logout command, for cleanly
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# exiting the mud. The following elements are 2-tuples of (probability,
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# action_function). The probablities should normally sum up to 1,
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# otherwise the system will normalize them.
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#
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## "normal builder" definitionj
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#ACTIONS = ( c_login,
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# c_logout,
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# (0.5, c_looks),
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# (0.08, c_examines),
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# (0.1, c_help),
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# (0.01, c_digs),
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# (0.01, c_creates_obj),
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# (0.3, c_moves))
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## "heavy" builder definition
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#ACTIONS = ( c_login,
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# c_logout,
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# (0.2, c_looks),
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# (0.1, c_examines),
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# (0.2, c_help),
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# (0.1, c_digs),
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# (0.1, c_creates_obj),
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# #(0.01, c_creates_button),
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# (0.2, c_moves))
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## "passive player" definition
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#ACTIONS = ( c_login,
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# c_logout,
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# (0.7, c_looks),
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# #(0.1, c_examines),
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# (0.3, c_help))
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# #(0.1, c_digs),
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# #(0.1, c_creates_obj),
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# #(0.1, c_creates_button),
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# #(0.4, c_moves))
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## "normal player" definition
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ACTIONS = ( c_login,
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c_logout,
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(0.01, c_digs),
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(0.39, c_looks),
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(0.2, c_help),
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(0.4, c_moves))
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# walking tester. This requires a pre-made
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# "loop" of multiple rooms that ties back
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# to limbo (using @tunnel and @open)
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#ACTIONS = (c_login_nodig,
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# c_logout,
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# (1.0, c_moves_n))
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## "socializing heavy builder" definition
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#ACTIONS = (c_login,
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# c_logout,
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# (0.1, c_socialize),
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# (0.1, c_looks),
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# (0.2, c_help),
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# (0.1, c_creates_obj),
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# (0.2, c_digs),
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# (0.3, c_moves))
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## "heavy digger memory tester" definition
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#ACTIONS = (c_login,
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# c_logout,
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# (1.0, c_digs))
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