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<h3><a href="../index.html">Table of Contents</a></h3>
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<li><a class="reference internal" href="#">Puzzles System</a><ul>
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<li><a class="reference internal" href="#installation">Installation</a></li>
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<li><a class="reference internal" href="#usage">Usage</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="puzzles-system">
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<h1>Puzzles System<a class="headerlink" href="#puzzles-system" title="Permalink to this headline">¶</a></h1>
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<p>Contribution by Henddher 2018</p>
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<p>Intended for adventure-game style combination puzzles, such as combining fruits
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and a blender to create a smoothie. Provides a typeclass and commands for objects
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that can be combined (i.e. used together). Unlike the <code class="docutils literal notranslate"><span class="pre">crafting</span></code> contrib, each
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puzzle is built from unique objects rather than using tags and a builder can create
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the puzzle entirely from in-game.</p>
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<p>A <code class="docutils literal notranslate"><span class="pre">Puzzle</span></code> is a recipe of what objects (aka parts) must be combined by a player so
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a new set of objects (aka results) are automatically created.</p>
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<section id="installation">
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<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline">¶</a></h2>
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<p>Add the <code class="docutils literal notranslate"><span class="pre">PuzzleSystemCmdSet</span></code> to all players (e.g. in their Character typeclass).</p>
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<p>Alternatively (for quick testing):</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>py self.cmdset.add('evennia.contrib.game_systems.puzzles.PuzzleSystemCmdSet')
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</pre></div>
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</div>
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</section>
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<section id="usage">
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<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
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<p>Consider this simple Puzzle:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>orange, mango, yogurt, blender = fruit smoothie
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</pre></div>
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</div>
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<p>As a Builder:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create/drop orange
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create/drop mango
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create/drop yogurt
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create/drop blender
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create/drop fruit smoothie
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puzzle smoothie, orange, mango, yogurt, blender = fruit smoothie
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...
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Puzzle smoothie(#1234) created successfuly.
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destroy/force orange, mango, yogurt, blender, fruit smoothie
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armpuzzle #1234
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Part orange is spawned at ...
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Part mango is spawned at ...
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....
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Puzzle smoothie(#1234) has been armed successfully
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</pre></div>
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</div>
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<p>As Player:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>use orange, mango, yogurt, blender
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...
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Genius, you blended all fruits to create a fruit smoothie!
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</pre></div>
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</div>
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</section>
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<section id="details">
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<h2>Details<a class="headerlink" href="#details" title="Permalink to this headline">¶</a></h2>
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<p>Puzzles are created from existing objects. The given
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objects are introspected to create prototypes for the
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puzzle parts and results. These prototypes become the
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puzzle recipe. (See PuzzleRecipe and <code class="docutils literal notranslate"><span class="pre">puzzle</span></code>
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command). Once the recipe is created, all parts and result
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can be disposed (i.e. destroyed).</p>
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<p>At a later time, a Builder or a Script can arm the puzzle
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and spawn all puzzle parts in their respective
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locations (See armpuzzle).</p>
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<p>A regular player can collect the puzzle parts and combine
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them (See use command). If player has specified
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all pieces, the puzzle is considered solved and all
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its puzzle parts are destroyed while the puzzle results
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are spawened on their corresponding location.</p>
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<hr class="docutils" />
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<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/game_systems/puzzles/README.md</span></code>. Changes to this
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file will be overwritten, so edit that file rather than this one.</small></p>
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</section>
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</section>
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