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<section class="tex2jax_ignore mathjax_ignore" id="crafting-system">
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<h1>Crafting system<a class="headerlink" href="#crafting-system" title="Link to this heading">¶</a></h1>
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<p>Contribution by Griatch 2020</p>
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<p>This implements a full crafting system. The principle is that of a ‘recipe’,
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where you combine items (tagged as ingredients) create something new. The recipe can also
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require certain (non-consumed) tools. An example would be to use the ‘bread recipe’ to
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combine ‘flour’, ‘water’ and ‘yeast’ with an ‘oven’ to bake a ‘loaf of bread’.</p>
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<p>The recipe process can be understood like this:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>ingredient(s) + tool(s) + recipe -> object(s)
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</pre></div>
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</div>
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<p>Here, ‘ingredients’ are consumed by the crafting process, whereas ‘tools’ are
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necessary for the process but will not be destroyed by it.</p>
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<p>The included <code class="docutils literal notranslate"><span class="pre">craft</span></code> command works like this:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>craft <recipe> [from <ingredient>,...] [using <tool>, ...]
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</pre></div>
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</div>
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<section id="examples">
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<h2>Examples<a class="headerlink" href="#examples" title="Link to this heading">¶</a></h2>
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<p>Using the <code class="docutils literal notranslate"><span class="pre">craft</span></code> command:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>craft toy car from plank, wooden wheels, nails using saw, hammer
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</pre></div>
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</div>
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<p>A recipe does not have to use tools or even multiple ingredients:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>snow + snowball_recipe -> snowball
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</pre></div>
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</div>
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<p>Conversely one could also imagine using tools without consumables, like</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>spell_book + wand + fireball_recipe -> fireball
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</pre></div>
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</div>
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<p>The system is generic enough to be used also for adventure-like puzzles (but
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one would need to change the command and determine the recipe on based on what
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is being combined instead):</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>stick + string + hook -> makeshift_fishing_rod
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makeshift_fishing_rod + storm_drain -> key
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</pre></div>
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</div>
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<p>See the <a class="reference internal" href="../api/evennia.contrib.game_systems.crafting.example_recipes.html#evennia-contrib-game-systems-crafting-example-recipes"><span class="std std-ref">sword example</span></a> for an example
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of how to design a recipe tree for crafting a sword from base elements.</p>
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</section>
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<section id="installation-and-usage">
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<h2>Installation and Usage<a class="headerlink" href="#installation-and-usage" title="Link to this heading">¶</a></h2>
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<p>Import the <code class="docutils literal notranslate"><span class="pre">CmdCraft</span></code> command from evennia/contrib/crafting/crafting.py and
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add it to your Character cmdset. Reload and the <code class="docutils literal notranslate"><span class="pre">craft</span></code> command will be
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available to you:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>craft <recipe> [from <ingredient>,...] [using <tool>, ...]
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</pre></div>
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</div>
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<p>In code, you can craft using the
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<code class="docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.crafting.craft</span></code> function:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">evennia.contrib.game_systems.crafting</span><span class="w"> </span><span class="kn">import</span> <span class="n">craft</span>
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<span class="n">result</span> <span class="o">=</span> <span class="n">craft</span><span class="p">(</span><span class="n">caller</span><span class="p">,</span> <span class="s2">"recipename"</span><span class="p">,</span> <span class="o">*</span><span class="n">inputs</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>Here, <code class="docutils literal notranslate"><span class="pre">caller</span></code> is the one doing the crafting and <code class="docutils literal notranslate"><span class="pre">*inputs</span></code> is any combination of
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consumables and/or tool Objects. The system will identify which is which by the
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<a class="reference internal" href="../Components/Tags.html"><span class="std std-doc">Tags</span></a> on them (see below) The <code class="docutils literal notranslate"><span class="pre">result</span></code> is always a list.</p>
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<p>To use crafting you need recipes. Add a new variable to
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<code class="docutils literal notranslate"><span class="pre">mygame/server/conf/settings.py</span></code>:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>CRAFT_RECIPE_MODULES = ['world.recipes']
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</pre></div>
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</div>
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<p>All top-level classes in these modules (whose name does not start with <code class="docutils literal notranslate"><span class="pre">_</span></code>) will
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be parsed by Evennia as recipes to make available to the crafting system. Using
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the above example, create <code class="docutils literal notranslate"><span class="pre">mygame/world/recipes.py</span></code> and add your recipies in
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there:</p>
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<p>A quick example (read on for more details):</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
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<span class="kn">from</span><span class="w"> </span><span class="nn">evennia.contrib.game_systems.crafting</span><span class="w"> </span><span class="kn">import</span> <span class="n">CraftingRecipe</span><span class="p">,</span> <span class="n">CraftingValidationError</span>
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<span class="k">class</span><span class="w"> </span><span class="nc">RecipeBread</span><span class="p">(</span><span class="n">CraftingRecipe</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> Bread is good for making sandwitches!</span>
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<span class="sd"> """</span>
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<span class="n">name</span> <span class="o">=</span> <span class="s2">"bread"</span> <span class="c1"># used to identify this recipe in 'craft' command</span>
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<span class="n">tool_tags</span> <span class="o">=</span> <span class="p">[</span><span class="s2">"bowl"</span><span class="p">,</span> <span class="s2">"oven"</span><span class="p">]</span>
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<span class="n">consumable_tags</span> <span class="o">=</span> <span class="p">[</span><span class="s2">"flour"</span><span class="p">,</span> <span class="s2">"salt"</span><span class="p">,</span> <span class="s2">"yeast"</span><span class="p">,</span> <span class="s2">"water"</span><span class="p">]</span>
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<span class="n">output_prototypes</span> <span class="o">=</span> <span class="p">[</span>
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<span class="p">{</span><span class="s2">"key"</span><span class="p">:</span> <span class="s2">"Loaf of Bread"</span><span class="p">,</span>
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<span class="s2">"aliases"</span><span class="p">:</span> <span class="p">[</span><span class="s2">"bread"</span><span class="p">],</span>
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<span class="s2">"desc"</span><span class="p">:</span> <span class="s2">"A nice load of bread."</span><span class="p">,</span>
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<span class="s2">"typeclass"</span><span class="p">:</span> <span class="s2">"typeclasses.objects.Food"</span><span class="p">,</span> <span class="c1"># assuming this exists</span>
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<span class="s2">"tags"</span><span class="p">:</span> <span class="p">[(</span><span class="s2">"bread"</span><span class="p">,</span> <span class="s2">"crafting_material"</span><span class="p">)]</span> <span class="c1"># this makes it usable in other recipes ...</span>
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<span class="p">}</span>
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<span class="p">]</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">pre_craft</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
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<span class="c1"># validates inputs etc. Raise `CraftingValidationError` if fails</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">do_craft</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
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<span class="c1"># performs the craft - report errors directly to user and return None (if</span>
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<span class="c1"># failed) and the created object(s) if successful.</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">post_craft</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">result</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
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<span class="c1"># any post-crafting effects. Always called, even if do_craft failed (the</span>
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<span class="c1"># result would be None then)</span>
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</pre></div>
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</div>
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</section>
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<section id="adding-new-recipes">
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<h2>Adding new recipes<a class="headerlink" href="#adding-new-recipes" title="Link to this heading">¶</a></h2>
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<p>A <em>recipe</em> is a class inheriting from
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<code class="docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.crafting.CraftingRecipe</span></code>. This class implements the
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most common form of crafting - that using in-game objects. Each recipe is a
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separate class which gets initialized with the consumables/tools you provide.</p>
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<p>For the <code class="docutils literal notranslate"><span class="pre">craft</span></code> command to find your custom recipes, you need to tell Evennia
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where they are. Add a new line to your <code class="docutils literal notranslate"><span class="pre">mygame/server/conf/settings.py</span></code> file,
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with a list to any new modules with recipe classes.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="n">CRAFT_RECIPE_MODULES</span> <span class="o">=</span> <span class="p">[</span><span class="s2">"world.myrecipes"</span><span class="p">]</span>
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</pre></div>
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</div>
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<p>(You need to reload after adding this). All global-level classes in these
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modules (whose names don’t start with underscore) are considered by the system
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as viable recipes.</p>
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<p>Here we assume you created <code class="docutils literal notranslate"><span class="pre">mygame/world/myrecipes.py</span></code> to match the above
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example setting:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/myrecipes.py</span>
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<span class="kn">from</span><span class="w"> </span><span class="nn">evennia.contrib.game_systems.crafting</span><span class="w"> </span><span class="kn">import</span> <span class="n">CraftingRecipe</span>
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<span class="k">class</span><span class="w"> </span><span class="nc">WoodenPuppetRecipe</span><span class="p">(</span><span class="n">CraftingRecipe</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""A puppet"""</span><span class="s2">"</span>
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<span class="n">name</span> <span class="o">=</span> <span class="s2">"wooden puppet"</span> <span class="c1"># name to refer to this recipe as</span>
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<span class="n">tool_tags</span> <span class="o">=</span> <span class="p">[</span><span class="s2">"knife"</span><span class="p">]</span>
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<span class="n">consumable_tags</span> <span class="o">=</span> <span class="p">[</span><span class="s2">"wood"</span><span class="p">]</span>
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<span class="n">output_prototypes</span> <span class="o">=</span> <span class="p">[</span>
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<span class="p">{</span><span class="s2">"key"</span><span class="p">:</span> <span class="s2">"A carved wooden doll"</span><span class="p">,</span>
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<span class="s2">"typeclass"</span><span class="p">:</span> <span class="s2">"typeclasses.objects.decorations.Toys"</span><span class="p">,</span>
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<span class="s2">"desc"</span><span class="p">:</span> <span class="s2">"A small carved doll"</span><span class="p">}</span>
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<span class="p">]</span>
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</pre></div>
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</div>
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<p>This specifies which tags to look for in the inputs. It defines a
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<a class="reference internal" href="../Components/Prototypes.html"><span class="std std-doc">Prototype</span></a> for the recipe to use to spawn the
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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
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list of <code class="docutils literal notranslate"><span class="pre">prototype_key</span></code>s to existing prototypes you have.</p>
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<p>After reloading the server, this recipe would now be available to use. To try it
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we should create materials and tools to insert into the recipe.</p>
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<p>The recipe analyzes inputs, looking for <a class="reference internal" href="../Components/Tags.html"><span class="std std-doc">Tags</span></a> with
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specific tag-categories. The tag-category used can be set per-recipe using the
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(<code class="docutils literal notranslate"><span class="pre">.consumable_tag_category</span></code> and <code class="docutils literal notranslate"><span class="pre">.tool_tag_category</span></code> respectively). The defaults
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are <code class="docutils literal notranslate"><span class="pre">crafting_material</span></code> and <code class="docutils literal notranslate"><span class="pre">crafting_tool</span></code>. For
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the puppet we need one object with the <code class="docutils literal notranslate"><span class="pre">wood</span></code> tag and another with the <code class="docutils literal notranslate"><span class="pre">knife</span></code>
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tag:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">evennia</span><span class="w"> </span><span class="kn">import</span> <span class="n">create_object</span>
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<span class="n">knife</span> <span class="o">=</span> <span class="n">create_object</span><span class="p">(</span><span class="n">key</span><span class="o">=</span><span class="s2">"Hobby knife"</span><span class="p">,</span> <span class="n">tags</span><span class="o">=</span><span class="p">[(</span><span class="s2">"knife"</span><span class="p">,</span> <span class="s2">"crafting_tool"</span><span class="p">)])</span>
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<span class="n">wood</span> <span class="o">=</span> <span class="n">create_object</span><span class="p">(</span><span class="n">key</span><span class="o">=</span><span class="s2">"Piece of wood"</span><span class="p">,</span> <span class="n">tags</span><span class="p">[(</span><span class="s2">"wood"</span><span class="p">,</span> <span class="s2">"crafting_material"</span><span class="p">)])</span>
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</pre></div>
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</div>
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<p>Note that the objects can have any name, all that matters is the
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tag/tag-category. This means if a “bayonet” also had the “knife” crafting tag,
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it could also be used to carve a puppet. This is also potentially interesting
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for use in puzzles and to allow users to experiment and find alternatives to
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know ingredients.</p>
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<p>By the way, there is also a simple shortcut for doing this:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">tools</span><span class="p">,</span> <span class="n">consumables</span> <span class="o">=</span> <span class="n">WoodenPuppetRecipe</span><span class="o">.</span><span class="n">seed</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>The <code class="docutils literal notranslate"><span class="pre">seed</span></code> class-method will create simple dummy objects that fulfills the
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recipe’s requirements. This is great for testing.</p>
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<p>Assuming these objects were put in our inventory, we could now craft using the
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in-game command:</p>
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<div class="highlight-bash notranslate"><div class="highlight"><pre><span></span>><span class="w"> </span>craft<span class="w"> </span>wooden<span class="w"> </span>puppet<span class="w"> </span>from<span class="w"> </span>wood<span class="w"> </span>using<span class="w"> </span>hobby<span class="w"> </span>knife
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</pre></div>
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</div>
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<p>In code we would do</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">evennia.contrib.game_systems.crafting</span><span class="w"> </span><span class="kn">import</span> <span class="n">craft</span>
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<span class="n">puppet</span> <span class="o">=</span> <span class="n">craft</span><span class="p">(</span><span class="n">crafter</span><span class="p">,</span> <span class="s2">"wooden puppet"</span><span class="p">,</span> <span class="n">knife</span><span class="p">,</span> <span class="n">wood</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>In the call to <code class="docutils literal notranslate"><span class="pre">craft</span></code>, the order of <code class="docutils literal notranslate"><span class="pre">knife</span></code> and <code class="docutils literal notranslate"><span class="pre">wood</span></code> doesn’t matter - the
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recipe will sort out which is which based on their tags.</p>
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</section>
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<section id="deeper-customization-of-recipes">
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<h2>Deeper customization of recipes<a class="headerlink" href="#deeper-customization-of-recipes" title="Link to this heading">¶</a></h2>
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<p>For customizing recipes further, it helps to understand how to use the
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recipe-class directly:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">class</span><span class="w"> </span><span class="nc">MyRecipe</span><span class="p">(</span><span class="n">CraftingRecipe</span><span class="p">):</span>
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<span class="c1"># ...</span>
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<span class="n">tools</span><span class="p">,</span> <span class="n">consumables</span> <span class="o">=</span> <span class="n">MyRecipe</span><span class="o">.</span><span class="n">seed</span><span class="p">()</span>
|
||
<span class="n">recipe</span> <span class="o">=</span> <span class="n">MyRecipe</span><span class="p">(</span><span class="n">crafter</span><span class="p">,</span> <span class="o">*</span><span class="p">(</span><span class="n">tools</span> <span class="o">+</span> <span class="n">consumables</span><span class="p">))</span>
|
||
<span class="n">result</span> <span class="o">=</span> <span class="n">recipe</span><span class="o">.</span><span class="n">craft</span><span class="p">()</span>
|
||
|
||
</pre></div>
|
||
</div>
|
||
<p>This is useful for testing and allows you to use the class directly without
|
||
adding it to a module in <code class="docutils literal notranslate"><span class="pre">settings.CRAFTING_RECIPE_MODULES</span></code>.</p>
|
||
<p>Even without modifying more than the class properties, there are a lot of
|
||
options to set on the <code class="docutils literal notranslate"><span class="pre">CraftingRecipe</span></code> class. Easiest is to refer to the
|
||
<a class="reference internal" href="../api/evennia.contrib.game_systems.crafting.crafting.html#evennia.contrib.game_systems.crafting.crafting.CraftingRecipe" title="evennia.contrib.game_systems.crafting.crafting.CraftingRecipe"><span class="xref myst py py-class">CraftingRecipe api
|
||
documentation</span></a>. For example,
|
||
you can customize the validation-error messages, decide if the ingredients have
|
||
to be exactly right, if a failure still consumes the ingredients or not, and
|
||
much more.</p>
|
||
<p>For even more control you can override hooks in your own class:</p>
|
||
<ul class="simple">
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">pre_craft</span></code> - this should handle input validation and store its data in <code class="docutils literal notranslate"><span class="pre">.validated_consumables</span></code> and
|
||
<code class="docutils literal notranslate"><span class="pre">validated_tools</span></code> respectively. On error, this reports the error to the crafter and raises the
|
||
<code class="docutils literal notranslate"><span class="pre">CraftingValidationError</span></code>.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">craft</span></code> - this will only be called if <code class="docutils literal notranslate"><span class="pre">pre_craft</span></code> finished without an exception. This should
|
||
return the result of the crafting, by spawnging the prototypes. Or the empty list if crafting
|
||
fails for some reason. This is the place to add skill-checks or random chance if you need it
|
||
for your game.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">post_craft</span></code> - this receives the result from <code class="docutils literal notranslate"><span class="pre">craft</span></code> and handles error messages and also deletes
|
||
any consumables as needed. It may also modify the result before returning it.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">msg</span></code> - this is a wrapper for <code class="docutils literal notranslate"><span class="pre">self.crafter.msg</span></code> and should be used to send messages to the
|
||
crafter. Centralizing this means you can also easily modify the sending style in one place later.</p></li>
|
||
</ul>
|
||
<p>The class constructor (and the <code class="docutils literal notranslate"><span class="pre">craft</span></code> access function) takes optional <code class="docutils literal notranslate"><span class="pre">**kwargs</span></code>. These are passed
|
||
into each crafting hook. These are unused by default but could be used to customize things per-call.</p>
|
||
<section id="skilled-crafters">
|
||
<h3>Skilled crafters<a class="headerlink" href="#skilled-crafters" title="Link to this heading">¶</a></h3>
|
||
<p>What the crafting system does not have out of the box is a ‘skill’ system - the
|
||
notion of being able to fail the craft if you are not skilled enough. Just how
|
||
skills work is game-dependent, so to add this you need to make your own recipe
|
||
parent class and have your recipes inherit from this.</p>
|
||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">random</span><span class="w"> </span><span class="kn">import</span> <span class="n">randint</span>
|
||
<span class="kn">from</span><span class="w"> </span><span class="nn">evennia.contrib.game_systems.crafting</span><span class="w"> </span><span class="kn">import</span> <span class="n">CraftingRecipe</span>
|
||
|
||
<span class="k">class</span><span class="w"> </span><span class="nc">SkillRecipe</span><span class="p">(</span><span class="n">CraftingRecipe</span><span class="p">):</span>
|
||
<span class="w"> </span><span class="sd">"""A recipe that considers skill"""</span>
|
||
|
||
<span class="n">difficulty</span> <span class="o">=</span> <span class="mi">20</span>
|
||
|
||
<span class="k">def</span><span class="w"> </span><span class="nf">craft</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
|
||
<span class="w"> </span><span class="sd">"""The input is ok. Determine if crafting succeeds"""</span>
|
||
|
||
<span class="c1"># this is set at initialization</span>
|
||
<span class="n">crafter</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">crafte</span>
|
||
|
||
<span class="c1"># let's assume the skill is stored directly on the crafter</span>
|
||
<span class="c1"># - the skill is 0..100.</span>
|
||
<span class="n">crafting_skill</span> <span class="o">=</span> <span class="n">crafter</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">skill_crafting</span>
|
||
<span class="c1"># roll for success:</span>
|
||
<span class="k">if</span> <span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">100</span><span class="p">)</span> <span class="o"><=</span> <span class="p">(</span><span class="n">crafting_skill</span> <span class="o">-</span> <span class="bp">self</span><span class="o">.</span><span class="n">difficulty</span><span class="p">):</span>
|
||
<span class="c1"># all is good, craft away</span>
|
||
<span class="k">return</span> <span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">craft</span><span class="p">()</span>
|
||
<span class="k">else</span><span class="p">:</span>
|
||
<span class="bp">self</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"You are not good enough to craft this. Better luck next time!"</span><span class="p">)</span>
|
||
<span class="k">return</span> <span class="p">[]</span>
|
||
</pre></div>
|
||
</div>
|
||
<p>In this example we introduce a <code class="docutils literal notranslate"><span class="pre">.difficulty</span></code> for the recipe and makes a ‘dice roll’ to see
|
||
if we succed. We would of course make this a lot more immersive and detailed in a full game. In
|
||
principle you could customize each recipe just the way you want it, but you could also inherit from
|
||
a central parent like this to cut down on work.</p>
|
||
<p>The <a class="reference internal" href="../api/evennia.contrib.game_systems.crafting.example_recipes.html#evennia-contrib-game-systems-crafting-example-recipes"><span class="std std-ref">sword recipe example module</span></a> also shows an example
|
||
of a random skill-check being implemented in a parent and then inherited for multiple use.</p>
|
||
</section>
|
||
</section>
|
||
<section id="even-more-customization">
|
||
<h2>Even more customization<a class="headerlink" href="#even-more-customization" title="Link to this heading">¶</a></h2>
|
||
<p>If you want to build something even more custom (maybe using different input types of validation logic)
|
||
you could also look at the <code class="docutils literal notranslate"><span class="pre">CraftingRecipe</span></code> parent class <code class="docutils literal notranslate"><span class="pre">CraftingRecipeBase</span></code>.
|
||
It implements just the minimum needed to be a recipe and for big changes you may be better off starting
|
||
from this rather than the more opinionated <code class="docutils literal notranslate"><span class="pre">CraftingRecipe</span></code>.</p>
|
||
<hr class="docutils" />
|
||
<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/game_systems/crafting/README.md</span></code>. Changes to this
|
||
file will be overwritten, so edit that file rather than this one.</small></p>
|
||
</section>
|
||
</section>
|
||
|
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<h3><a href="../index.html">Table of Contents</a></h3>
|
||
<ul>
|
||
<li><a class="reference internal" href="#">Crafting system</a><ul>
|
||
<li><a class="reference internal" href="#examples">Examples</a></li>
|
||
<li><a class="reference internal" href="#installation-and-usage">Installation and Usage</a></li>
|
||
<li><a class="reference internal" href="#adding-new-recipes">Adding new recipes</a></li>
|
||
<li><a class="reference internal" href="#deeper-customization-of-recipes">Deeper customization of recipes</a><ul>
|
||
<li><a class="reference internal" href="#skilled-crafters">Skilled crafters</a></li>
|
||
</ul>
|
||
</li>
|
||
<li><a class="reference internal" href="#even-more-customization">Even more customization</a></li>
|
||
</ul>
|
||
</li>
|
||
</ul>
|
||
|
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|
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<h4>Previous topic</h4>
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