def quest_neutral(motivation: NT) -> List[List[BaseElement]]: # select an ally NPC with a certain motivation results = Motivation.select()\ .where(Motivation.action == motivation.value, Motivation.motive > 0.5)\ .order_by(Motivation.motive.desc()).limit(1) if results: motivated = results.get().npc else: # No motivated NPC found, create one place = Place.select().order_by(fn.Random()).get() clan = Clan.select().order_by(fn.Random()).get() motivated = NPC.create(place=place, clan=clan, name=NPCName.fetch_new()) Motivation.create(npc=motivated, action=motivation.value, motive=0.65) # steps: # give useful info to this NPC steps = [[motivated]] Message.instruction("NPC '%s' has '%s' motivation" % (motivated.name, motivation.name)) return steps
def serenity_1(motivated: NPC): """ Revenge, Justice :param motivated: :return: """ enemies = NPC.select().where(NPC.clan != motivated.clan).order_by( fn.Random()).limit(1) if enemies: target = enemies[0] else: place = Place.select().order_by(fn.Random()).limit(1) if place: place = place[0] else: Message.debug("No place found in the World!") place = helper.create_place() enemy_clan = Clan.select().where(Clan.id != motivated.clan).order_by( fn.Random()).limit(1).get() target = NPC.create(clan=enemy_clan, name=NPCName.fetch_new(), place=place) # steps # goto # damage steps = [[target.place, target], [target]] Message.instruction("%s: Get my revenge from '%s'" % (motivated, target)) return steps
def protection_1(motivated: NPC) -> list: """ Attack threatening entities :param motivated: :return: """ # find enemy of motivated, or create one results = NPC.select().where(NPC.clan != motivated.clan).order_by( fn.Random()).limit(1) if results: enemy = results.get() else: # No NPC left in the world except the motivated enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by( fn.Random()).get() enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(), clan=enemies_clan, name=NPCName.fetch_new()) player = Player.current() threat_report_intel = Intel.construct( other='arbitrary_threat_damage_report_' + str(randint(100, 999))) PlayerKnowledgeBook.create(player=player, intel=threat_report_intel) # steps: # goto enemies place # kill enemies # goto motivated place # T.report intel(?) to motivated steps = [[enemy.place, enemy], [enemy], [motivated.place, motivated], [threat_report_intel, motivated]] Message.instruction("%s: Relieve me of '%s' threats, then report it" % (motivated, enemy)) return steps
def conquest_1(motivated: NPC) -> list: """ Attack enemy :param motivated: :return: """ # find enemy of motivated, or create one results = NPC.select().where(NPC.clan != motivated.clan).order_by( fn.Random()).limit(1) if results: enemy = results.get() else: # No NPC left in the world except the motivated enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by( fn.Random()).get() enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(), clan=enemies_clan, name=NPCName.fetch_new()) # steps: # goto enemies place # damage enemies steps = [[enemy.place, enemy], [enemy]] Message.instruction("%s: Damage my enemy '%s' for me" % (motivated, enemy)) return steps
def reputation_2(motivated: NPC) -> list: """ Kill enemies of motivated :param motivated: given from higher level nodes :return: """ results = NPC.select().where(NPC.clan != motivated.clan).order_by( fn.Random()).limit(1) if results: enemy = results.get() else: # No NPC left in the world except the motivated enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by( fn.Random()).get() enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(), clan=enemies_clan, name=NPCName.fetch_new()) player = Player.current() killing_report_intel = Intel.construct(other='arbitrary_killing_report_' + str(randint(100, 999))) PlayerKnowledgeBook.create(player=player, intel=killing_report_intel) # steps: # goto enemies place # kill enemies # goto motivated place # T.report intel(?) to motivated steps = [[enemy.place, enemy], [enemy], [motivated.place, motivated], [killing_report_intel, motivated]] Message.instruction("%s: Kill my enemy '%s', and report it" % (motivated, enemy)) return steps
def comfort_2(motivated: NPC) -> list: """ Kill pests :param motivated: :return: """ # find enemy of motivated, or create one results = NPC.select().where(NPC.clan != motivated.clan).order_by( fn.Random()).limit(1) if results: enemy = results.get() else: # No NPC left in the world except the motivated enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by( fn.Random()).get() enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(), clan=enemies_clan, name=NPCName.fetch_new()) player = Player.current() damage_report_intel = Intel.construct( other='arbitrary_pest_damage_report_' + str(randint(100, 999))) PlayerKnowledgeBook.create(player=player, intel=damage_report_intel) # steps: # goto enemies place # kill enemies # goto motivated place # T.report intel(?) to motivated steps = [[enemy.place, enemy], [enemy], [motivated.place, motivated], [damage_report_intel, motivated]] Message.instruction("%s: Take care of that pest '%s' for me" % (motivated, enemy)) return steps
def conquest_2(motivated: NPC) -> list: """ Steal stuff :param motivated: :return: """ # find something an enemy to motivated has item = None enemy_ids = NPC.select(NPC.id).where(NPC.clan != motivated.clan) if enemy_ids: items = Item.select().where(Item.belongs_to.in_(enemy_ids)).order_by( fn.Random()).limit(1) if items: item = items[0] if not item: place = Place.select().order_by(fn.Random()).limit(1) if place: place = place[0] else: Message.debug("No place found in the World!") place = helper.create_place() enemy_clan = Clan.select().where(Clan.id != motivated.clan).order_by( fn.Random()).limit(1).get() target = NPC.create(clan=enemy_clan, name=NPCName.fetch_new(), place=place) item = Item.create(type=ItemTypes.singleton.name, generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], name='arbitrary_item_' + str(randint(100, 999)), belongs_to=target) # steps # goto # steal # goto # give steps = [[item.place_(), None, item], [item, item.belongs_to], [motivated.place, motivated], [item, motivated]] Message.instruction("%s: Steal item '%s' from '%s' for me" % (motivated, item, item.belongs_to)) return steps
def knowledge_1(NPC_target: NPC): """ Deliver item for study :param NPC_target: :return: """ player = Player.current() results = Item.select().where(Item.belongs_to != NPC_target, Item.belongs_to_player != player) if results: locations_scores = [player.distance(res.place_()) for res in results] results = sort_by_list(results, locations_scores) item = results[0] else: results = NPC.select().where(NPC.id != NPC_target) if results: locations_scores = [player.distance(res.place) for res in results] results = sort_by_list(results, locations_scores) new_item_holder = results[0] else: # No NPC left in the world except the target new_item_holder = NPC.create( place=Place.select().order_by(fn.Random()).get(), clan=Clan.select().order_by(fn.Random()).get(), name=NPCName.fetch_new()) item = Item.create(type=ItemTypes.unknown.name, generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], name='arbitrary_item_unknown_' + str(randint(100, 999)), place=None, belongs_to=new_item_holder) # steps: # get item # goto target place # give item to target steps = [[item], [NPC_target.place, NPC_target], [item, NPC_target]] Message.instruction("%s: Get item '%s' for me, I want to study it" % (NPC_target, item)) return steps
def learn_4(required_intel: Intel): # find an NPC who has the required intel in exchange, get the NPC's needed item to give if required_intel.npc_place: bad_needs = Need.select(Need.id).join(Item).where( (Need.npc == required_intel.npc_place) | (Item.belongs_to == required_intel.npc_place)) elif required_intel.item_place: bad_needs = Need.select( Need.id).where(Need.item == required_intel.item_place) else: bad_needs = [] # NPC who has the intel knowledgeable = NPC.select(NPC.id).join(NPCKnowledgeBook).where( NPC.id != required_intel.npc_place, NPCKnowledgeBook.intel == required_intel.id) exchange = None if knowledgeable.count(): needs = Need.select()\ .join(NPC)\ .where(NPC.id.in_(knowledgeable), Need.id.not_in(bad_needs), Need.item_id.is_null(False)) if needs: exchanges = Exchange.select().where( Exchange.need.in_(needs), Exchange.intel == required_intel.id).limit(1) if exchanges: exchange = exchanges[0] else: exchange = Exchange.create(need=needs[0], intel=required_intel) if not exchange: # no NPC has the intel or no need found accessible_items = Item.select().where( (Item.id != required_intel.item_place) & (Item.belongs_to_player.is_null()) & ((Item.belongs_to.is_null()) | Item.belongs_to != required_intel.npc_place)).order_by( fn.Random()).limit(1) if accessible_items: item = accessible_items[0] else: holder = NPC.select().where( NPC.id != required_intel.npc_place).order_by( fn.Random()).limit(1) if holder: holder = holder[0] else: holder = NPC.create( name=NPCName.fetch_new(), clan=Clan.select().order_by(fn.Random()).get(), place=Place.select().order_by(fn.Random()).get()) item = Item.create(name='arbitrary_item_' + str(randint(100, 999)), generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], belongs_to=holder, type=ItemTypes.unknown.name) if knowledgeable: informer = knowledgeable.order_by(fn.Random()).get() else: npc = NPC.select().where( NPC.id != required_intel.npc_place).order_by( fn.Random()).limit(1) if npc: informer = npc[0] else: informer = NPC.create( name=NPCName.fetch_new(), clan=Clan.select().order_by(fn.Random()).get(), place=Place.select().order_by(fn.Random()).get()) NPCKnowledgeBook.create(npc=informer, intel=required_intel) need = Need.create(npc=informer, item=item) exchange = Exchange.create(need=need, intel=required_intel) informer = exchange.need.npc item_to_get_for_exchange = exchange.need.item player = Player.current() player.next_location = informer.place player.save() intel = Intel.construct(item_place=item_to_get_for_exchange) PlayerKnowledgeBook.get_or_create(player=player, intel=intel) Message.achievement("Intel '%s' learned" % intel.detail()) # steps: # get # sub-quest # give # listen steps = [[item_to_get_for_exchange], [informer.place], [item_to_get_for_exchange, informer], [required_intel, informer]] Message.instruction( "Get '%s', perform a sub-quest, give the acquired item to '%s' in return get an intel on '%s'" % (item_to_get_for_exchange, informer, required_intel)) return steps
def learn_2(required_intel: Intel): """ Go someplace, perform subquest, get info from NPC. :param required_intel: :return: """ player = Player.current() # find NPC who has the intel, goto the NPC and listen to get the intel results = NPC.select()\ .join(NPCKnowledgeBook)\ .where(NPCKnowledgeBook.intel == required_intel, NPC.clan == player.clan) # sort by triangle distance locations_scores = [player.distance(row.place) for row in results] results = sort_by_list(results, locations_scores) if results: knowledgeable_npc = results[0] else: # NPC pool to add required intel to one of them results = NPC.select().where(NPC.clan == player.clan) if not results: # No NPC in clan found search among all NPCs Message.debug("No NPC in clan %s found, search among all NPCs" % NPC.clan) results = NPC.select().order_by(fn.Random()).get() if required_intel.npc_place: # exclude the same NPC looking for results = results.where(NPC.id != required_intel.npc_place) elif required_intel.item_place and required_intel.item_place.belongs_to: # exclude the owner of the item to ask where is the item! results = results.where( NPC.id != required_intel.item_place.belongs_to) if not results: # No NPC left in the world knowledgeable_npc = NPC.create( place=Place.select().order_by(fn.Random()).get(), clan=Clan.select().order_by(fn.Random()).get(), name=NPCName.fetch_new()) Message.debug( "No NPC left in the world, new one %s created for learn_2" % knowledgeable_npc) else: locations_scores = [player.distance(row.place) for row in results] results = sort_by_list(results, locations_scores) knowledgeable_npc = results[0] NPCKnowledgeBook.create(npc=knowledgeable_npc, intel=required_intel) player.next_location = knowledgeable_npc.place player.save() # steps: # do sub-quest # goto knowledgeable_npc place_location # listen knowledgeable_npc to get required_intel steps = [[], [knowledgeable_npc.place, knowledgeable_npc], [required_intel, knowledgeable_npc]] Message.instruction( "Do a sub-quest, goto '%s', listen intel '%s' from '%s'" % (knowledgeable_npc, required_intel, knowledgeable_npc)) return steps