def completed(self): res = Oplist() # Find one charcoal and one ore amongst the children and delete them, and create one iron ingot. charcoals = self.usage.tool.find_in_contains(charcoal_filter) if len(charcoals): # We have charcoal, lets see if we also have something to smelt. We'll go through the map of ores to find a match. for key, value in ores.items(): inputs = self.usage.tool.find_in_contains(value) if len(inputs) > 0: res.append( Operation("delete", Entity(inputs[0].id), to=inputs[0])) res.append( Operation("delete", Entity(charcoals[0].id), to=charcoals[0])) new_entity = Entity(parent=key, loc=self.usage.tool.id) res.append( Operation("create", new_entity, to=self.usage.tool.id)) res.append( Operation( "imaginary", Entity( description="You successfully refine the ore." ), to=self.usage.actor.id, from_=self.usage.actor.id)) return res
def transact(self, me): employer = me.get_knowledge('employer', me) if employer: print('Already employed by ' + employer) return Operation( "talk", Entity(say="Sorry, I am currently working for someone else.")) who = me.map.get(self.who) if not who: print("Who am I talking to") return if self.payed < self.cost: return Operation( "talk", Entity(say=who.name + " you owe me " + str(self.cost - self.payed) + " coins.")) res = Oplist() me.add_knowledge('employer', me.entity.id, who.id) # FIXME add the new goal goal = Accompany(who.id) me.goals.insert(0, goal) res.append( Operation("talk", Entity(say="I will help you out until sundown today."))) self.irrelevant = 1 return res
def hit_operation(self, op): arg = op[0] if arg: hit_op = op.copy() res = Oplist() if hasattr(arg, 'damage'): # Apply any armor modifiers armor = self.get_prop_float("armor", 0) status_decrease = (arg.damage - armor) / 100.0 # Check if there's a modifier for the specific type of hit. if hasattr(arg, 'hit_type') and self.props["__modifier_hit_type_" + arg.hit_type]: status_decrease = status_decrease * self.props[ "__modifier_hit_type_" + arg.hit_type] print("Hit for {} damage".format(status_decrease)) status_decrease = max( 0.0, status_decrease) # Make sure it's not negative hit_op[0].damage = status_decrease if status_decrease > 0: res.append( Operation("set", Entity(self.id, {"status!subtract": status_decrease}), to=self.id)) return server.OPERATION_BLOCKED, res, Operation('sight', hit_op) return server.OPERATION_IGNORED
def harvest_operation(self, op): res = Oplist() if self.props.fruits and self.props.fruits > 0 and self.props.fruit_name: res.append( Operation("create", Entity(parent=self.props.fruit_name, loc=op.id), to=self)) res.append( Operation("set", Entity(self.id, {"fruits!subtract": 1}), to=self)) res.append( Operation( "imaginary", Entity(description="You harvest an {} from the {}.".format( self.props.fruit_name, self.type)), to=op.id, from_=op.id)) else: res.append( Operation( "imaginary", Entity( description="There aren't any {}s in this {}.".format( self.props.fruit_name, self.type)), to=op.id, from_=op.id)) return server.OPERATION_BLOCKED, res
def keep_it(self, me): result = Oplist() if (self.what in me.things) == 0: return thing_all = me.find_thing(self.what) to_loc = Location(me, Point3D(0, 0, 0)) for thing in thing_all: if thing.parent.id != me.entity.id: result.append(Operation("move", Entity(thing.id, location=to_loc))) return result
def harvest_operation(self, op): print('harvest') res = Oplist() if self.props.fruits and self.props.fruits > 0 and self.props.fruit_name: res.append(Operation("create", Entity(parent=self.props.fruit_name, loc=op.id), to=self)) res.append(Operation("set", Entity(self.id, fruits=self.props.fruits - 1), to=self)) res.append(Operation("imaginary", Entity(description="You harvest an acorn from the oak."), to=op.id, from_=op.id)) else: res.append(Operation("imaginary", Entity(description="There aren't any acorns in this oak."), to=op.id, from_=op.id)) return server.OPERATION_BLOCKED, res
def poison(instance): res = Oplist() direction = instance.get_arg("direction", 0) shoot_poison_in_direction(direction, instance, res) set_op = Operation("set", Entity(instance.tool.id, {"charges!subtract": 1}), to=instance.tool) res.append(set_op) return server.OPERATION_BLOCKED, res
def stop_usage(self, args): # Check that the usage still is valid (valid, _) = self.usage.is_valid() self.irrelevant() res = Oplist() if valid and self.fish_on_hook: worms = self.usage.actor.find_in_contains( entity_filter.Filter("entity instance_of types.annelid")) if len(worms): fish_type = self.fishes[randint(0, len(self.fishes) - 1)] res.append( Operation("create", Entity(parent=fish_type, loc=self.usage.actor.id, mind=None), to=self.usage.tool)) # Delete the worm res.append( Operation("delete", Entity(id=worms[0].id), to=worms[0].id)) res.append( Operation( "imaginary", Entity( description="You caught a {}.".format(fish_type)), to=self.usage.actor.id, from_=self.usage.actor.id)) return server.OPERATION_HANDLED, res
def completed(self): res = Oplist() if self.is_valid(): for input_def in self.temporaries["inputs"]: input_entities = self.usage.actor.find_in_contains( input_def["criteria"]) needed_amount = input_def["amount"] for entity in input_entities: entity_amount = entity.get_prop_int("amount", 1) amount_to_delete = min(needed_amount, entity_amount) res.append( Operation("delete", Entity(entity.id, amount=amount_to_delete), to=entity)) needed_amount = needed_amount - amount_to_delete if needed_amount <= 0: break for output_def in self.temporaries["outputs"]: res.append( Operation("create", output_def, to=self.usage.tool.id)) craft_name = self.usage.tool.get_prop_string("craft_name", "tool") res.append( Operation( "imaginary", Entity(description="You successfully create '{}'.".format( craft_name)), to=self.usage.actor.id, from_=self.usage.actor.id)) return res
def keep_it(self, me): result = Oplist() if (self.where in me.things) == 0: return if (self.what in me.things) == 0: return thing_all = me.find_thing(self.what) where = me.find_thing(self.where)[0] to_location = Location(where, Point3D(0, 0, 0)) minx = where.location.bbox.low_corner.x minz = where.location.bbox.low_corner.z maxx = where.location.bbox.high_corner.x maxz = where.location.bbox.high_corner.z for thing in thing_all: if thing.parent.id != where.id and thing.parent.id != me.entity.id: thingloc = Location(where, Point3D(uniform(minx, maxx), 0, uniform(minz, maxz))) result.append(Operation("move", Entity(thing.id, location=thingloc))) return result
def consume(instance): """ When drinking the potion the __effects should be applied to the drinker, and the potion destroyed """ op_list = Oplist() op_list += Operation("delete", Entity(instance.tool.id), to=instance.tool) effects_prop = instance.tool.props["__effects"] if effects_prop is not None: for prop_name, effect in effects_prop.items(): actual_value = effect effect_prop = instance.actor.props[prop_name] if effect_prop is not None: actual_value = effect_prop + effect ent = Entity(instance.actor.id) ent[str(prop_name)] = actual_value op_list += Operation("set", ent, to=instance.actor.id) msg_prop = instance.tool.props["__message"] if msg_prop is not None: op_list += Operation("imaginary", Entity(description=str(msg_prop)), to=instance.actor.id, from_=instance.actor.id) return server.OPERATION_BLOCKED, op_list
def move_it_to_loc(self, me): if self.wait > 0: self.wait = self.wait - 1 return if type(self.location) == str: self.location = me.get_knowledge("location", self.location) elif not isLocation(self.location): self.location = Location(self.location, Point3D(0.0, 0.0, 0.0)) if type(self.what) == str: if (self.what in me.things) == 0: return what = me.things[self.what][0] if self.speed == 0 or what.location.parent.id != self.location.parent.id: return Operation("move", Entity(what.id, location=self.location)) iloc = what.location.copy() vel = what.location.pos.unit_vector_to(self.location.pos) iloc.velocity = vel * self.speed self.location.velocity = Vector3D(0.0, 0.0, 0.0) m_op1 = Operation("move", Entity(what.id, location=iloc)) m_op2 = Operation("move", Entity(what.id, location=self.location)) time = ((self.location.pos - what.location.pos).mag() / self.speed) self.wait = (time / const.basic_tick) + 1 m_op2.set_future_seconds(time) return Oplist(m_op1, m_op2)
def delete_operation(self, op): res = Oplist() # Restore status if it's zero. if self.has_prop_float("status"): res += Operation("set", Entity(self.id, status=1.0), to=self.id) # Respawn in a spawn area respawn_alias = self.get_prop_string("_respawning") if respawn_alias: respawn_entity = server.get_alias_entity(respawn_alias) if respawn_entity: pos = Spawner.get_spawn_pos(respawn_entity) if pos: location = Location() location.pos = pos # Randomize orientation rotation = random.random() * math.pi * 2 location.orientation = physics.Quaternion(physics.Vector3D(0, 1, 0), rotation) location.parent = respawn_entity.location.parent # Emit a sight of this entity being defeated res += Operation("sight", Operation("defeated", Entity(self.id))) res += Operation("move", Entity(self.id, location=location), to=self.id) res += Operation("imaginary", Entity(description="You were killed and will be respawned."), to=self.id, from_=self.id) return server.OPERATION_BLOCKED, res
def tick_operation(self, op): if len(op) > 0: arg = op[0] if arg.name == self.__class__.__name__: res = Oplist() # Handle the world being recreated by checking for 0 if op.refno == self.tick_refno or self.tick_refno == 0: minds_prop = self.get_prop_list("_minds") if hasattr(arg, "type") and arg.type == "remove": # Check that the entity hasn't gotten a new mind in the meantime if minds_prop is None or len(minds_prop) == 0: # Move entity to limbo limbo_entity = server.get_alias_entity("limbo") if limbo_entity and self.location.parent != limbo_entity: # Store the current position in "__respawn" so we can spawn back there. res += Operation( "set", Entity(self.id, __respawn={ "loc": self.location.parent.id, "pos": self.location.pos }), to=self.id) res += Operation("move", Entity(self.id, loc=limbo_entity.id), to=self.id) else: # Only respawn if there's a mind if minds_prop is not None and len(minds_prop) > 0: res += self.respawn() return server.OPERATION_BLOCKED, res
def shoot(instance): res = Oplist() direction = instance.get_arg("direction", 0) shoot_in_direction(direction, instance, res) return server.OPERATION_BLOCKED, res
def tick_operation(self, op): res = Oplist() if verify_tick(self, op, res, self.tick_interval): # Default to 1.0 for max scale, unless something is set. max_scale = 1.0 if self.props.maxscale: max_scale = self.props.maxscale if self.props.mass and self.props.density and self.props.bbox and self.props._nutrients and self.props._nutrients > 0: # Use half of the nutrients to grow new_mass = self.props.mass + (self.props._nutrients * 0.5) bbox_unscaled = self.props.bbox volume_vector = bbox_unscaled.high_corner - bbox_unscaled.low_corner volume_unscaled = volume_vector.x * volume_vector.y * volume_vector.z volume_new = new_mass / self.props.density new_scale = min(pow(volume_new / volume_unscaled, 0.33333), max_scale) if not self.props.scale or new_scale != self.props.scale: set_ent = Entity(scale=[new_scale]) # check how much nutrient really was used final_new_mass = new_scale * volume_new * self.props.density set_ent._nutrients = self.props._nutrients - ( final_new_mass - self.props.mass) res += Operation("set", set_ent, to=self) return server.OPERATION_BLOCKED, res return server.OPERATION_IGNORED
def think_look_operation(self, op): """Sends back information about goals. This is mainly to be used for debugging minds. If no arguments are specified all goals will be reported, else a match will be done using 'index'. The information will be sent back as a Think operation wrapping an Info operation. This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name. """ think_op = Operation("think") goal_info_op = Operation("info") goal_infos = [] if not op.get_args(): # get all goals for (index, goal) in enumerate(self.goals): goal_infos.append(Entity(index=index, report=goal.report())) else: for arg in op.get_args(): goal = self.goals[arg.index] if goal and goal is not None: goal_infos.append( Entity(index=arg.index, report=goal.report())) goal_info_op.set_args(goal_infos) think_op.set_refno(op.get_serialno()) think_op.set_args([goal_info_op]) res = Oplist() res = res + think_op return res
def release_usage(self, args): res = Oplist() self.irrelevant() if self.is_ready: direction = args["direction"][0] if direction is not None: shoot_in_direction(direction, self.usage, res) return server.OPERATION_BLOCKED, res
def tick_operation(self, op): interval = self.get_prop_int("__spawner_interval", self.tick_interval) res = Oplist() if verify_tick(self, op, res, interval): # Check if the spawner is currently disabled through the optional "__spawner_disabled" property if self.get_prop_int("__spawner_disabled", 0) == 0: self.check_spawning(res) return res
def interlinguish_desire_verb3_operation(self, op, say): """Handle a sentence of the form 'I would like to ...'""" word_object = say[2:] word_verb = interlinguish.get_verb(word_object) operation_method = self.find_op_method(word_verb, "interlinguish_desire_verb3_", self.interlinguish_undefined_operation) res = Oplist() res = res + self.call_interlinguish_triggers(word_verb, "interlinguish_desire_verb3_", op, word_object) res = res + operation_method(op, word_object) return res
def tick_operation(self, op): res = Oplist() if verify_tick(self, op, res, self.tick_interval, self.jitter): # Check if we should drop any fruit self.handle_drop_fruit(res) # And then check if we should create any new fruits self.handle_fruiting(res) return server.OPERATION_BLOCKED, res return server.OPERATION_IGNORED
def commune_all_thoughts(self, op, name): """Sends back information on all thoughts. This includes knowledge and goals, as well as known things. The thoughts will be sent back as a "think" operation, wrapping a Set operation, in a manner such that if the same think operation is sent back to the mind all thoughts will be restored. In this way the mind can support server side persistence of its thoughts. A name can optionally be supplied, which will be set on the Set operation. """ think_op = Operation("think") set_op = Operation("set") thoughts = [] for what in sorted(self.knowledge.knowings.keys()): d = self.knowledge.knowings[what] for key in sorted(d): if what != "goal": object_val = d[key] if isinstance(object_val, Location): # Serialize Location as tuple, with parent if available if object_val.parent is None: location = object_val.position else: location = ("$eid:" + object_val.parent.id, object_val.pos) goal_object = str(location) else: goal_object = str(d[key]) thoughts.append( Entity(predicate=what, subject=str(key), object=goal_object)) if len(self.things) > 0: things = {} for (id, thinglist) in sorted(self.things.items()): idlist = [] for thing in thinglist: idlist.append(thing.id) things[id] = idlist thoughts.append(Entity(things=things)) if len(self.pending_things) > 0: thoughts.append(Entity(pending_things=self.pending_things)) set_op.set_args(thoughts) think_op.set_args([set_op]) if not op.is_default_serialno(): think_op.set_refno(op.get_serialno()) if name: set_op.set_name(name) res = Oplist() res = res + think_op return res
def build(self, me): retops = Oplist() for item in self.fromwhat: if (item in me.things) == 0: return for item in self.fromwhat: cmpnt = me.find_thing(item)[0] retops = retops + Operation("set", Entity(cmpnt.id, status=-1)) retops = retops + Operation("create", Entity(name=self.what, parent=self.what, location=me.entity.location.copy())) retops = retops + Operation("imaginary", Entity("conjure")) return retops
def delete_operation(self, op): decays_prop = self.props["__decays"] if not decays_prop: print("DecaysInto placed on entity without '__decays' prop") return server.OPERATION_IGNORED op_list = Oplist() # Only spawn if there's a parent if self.parent: for decay in decays_prop: op_list += Operation("create", extract_location(self, Entity(parent=decay)), to=self.parent) return server.OPERATION_IGNORED, op_list
def tick_operation(self, op): res = Oplist() interval = self.get_prop_int("__replenish_interval", self.tick_interval) if verify_tick(self, op, res, interval, interval * 0.2): property_name = self.get_prop_string("__replenish_property") if property_name: max_amount = self.get_prop_int("__replenish_max", 0) current_amount = self.get_prop_int(property_name, 0) if current_amount < max_amount: res += Operation("set", Entity(self.id, {property_name + "!append": 1}), to=self) return server.OPERATION_BLOCKED, res return server.OPERATION_IGNORED
def teach_children(self, child): res = Oplist() locations = self.knowledge.get('location') for k in list(locations.keys()): es = Entity(verb='know', subject=k, object=locations[k]) res.append(Operation('say', es, to=child)) places = self.knowledge.get('place') for k in list(places.keys()): es = Entity(verb='know', subject=k, object=places[k]) res.append(Operation('say', es, to=child)) for g in self.goals: es = Entity(verb='learn', subject=g.key, object=g.str) res.append(Operation('say', es, to=child)) importances = self.knowledge.get('importance') for im in list(importances.keys()): cmp = importances[im] if cmp == '>': s, i = interlinguish.importance(im[0], cmp, im[1]) es = Entity(say=s, interlinguish=i) res.append(Operation('say', es, to=child)) return res
def announce_trade(self, me): self.ticks = self.ticks + 1 ret = Oplist() if self.ticks == 5: self.ticks = 0 es = Entity(say="Get your " + self.what + " here!") ret = ret + Operation("talk", es) ret = ret + Operation("imaginary", Entity("shout")) else: if randint(0, 4) == 1: ret = ret + Operation("imaginary", Entity("wave")) return ret
def tick_operation(self, op): res = Oplist() if Ticks.verify_tick(self, op, res, self.tick_interval): # Make ourselves go away after ten ticks by decreasing our status. res.append( Operation("set", Entity(self.id, {"status!subtract": 0.1}), to=self.id)) damage_prop = self.props.damage if self.parent and damage_prop is not None: # If there's an "entity_ref" prop it's the reference to the actor which caused the poisoning. actor_id = self.id entity_ref_prop = self.props.entity_ref if entity_ref_prop is not None: actor_id = entity_ref_prop["$eid"] res.append( Operation('hit', Entity(hit_type="poison", id=actor_id, damage=damage_prop), to=self.parent.id)) return server.OPERATION_HANDLED, res return server.OPERATION_IGNORED
def hit_operation(self, op): res = Oplist() arg = op[0] if arg: # Place the explosion at the point of collision. new_location = rules.Location(self.location.parent, arg.pos) entity = Entity(parent="explosion", location=new_location, mode="fixed") mode_data = self.props.mode_data actor_id = self.id # Check if there's an entity ref contained in the mode_data prop, # and if so attach that to the "entity_ref" prop of the explosion. # This way the explosion can properly attribute any Hit op it sends to the actor which fired the item. if mode_data: entity_ref = mode_data['$eid'] if entity_ref is not None: actor_id = entity_ref entity["entity_ref"] = {"$eid": actor_id} damage_explosion = self.props.damage_explosion if damage_explosion is not None: entity["damage"] = damage_explosion res.append(Operation("create", entity, to=self.id)) res.append(Operation("delete", Entity(self.id), to=self.id)) return server.OPERATION_HANDLED, res
def consume(instance): """ When drinking the potion the __effects should be applied to the drinker, and the potion destroyed. In addition, if a script handler is registered in the __handler property it will be called as well. """ op_list = Oplist() op_list += Operation("delete", Entity(instance.tool.id), to=instance.tool) handler_props = instance.tool.props["__handler"] if handler_props is not None: mod_name, func_name = handler_props["name"].rsplit('.', 1) mod = importlib.import_module(mod_name) func = getattr(mod, func_name) result = func(instance) if result: op_list.append(result) effects_prop = instance.tool.props["__effects"] if effects_prop is not None: # Copy over all props in "__effects" to a "set" op. for prop_name, effect in effects_prop.items(): ent = Entity(instance.actor.id) ent[str(prop_name)] = effect op_list += Operation("set", ent, to=instance.actor.id) msg_prop = instance.tool.props["__message"] if msg_prop is not None: op_list += Operation("imaginary", Entity(description=str(msg_prop)), to=instance.actor.id, from_=instance.actor.id) op_list.append(instance.actor.start_action("drinking", 1)) return server.OPERATION_BLOCKED, op_list
class NPCMind(ai.Mind): """Mind class for most mobile entities in the game. An NPCMind object is associated with all NPC and similar entities on a game server. It handles perception data from the world, tracks what the NPC knows about, and handles its goals. The data is organized into three key data structures: self.map is handled by the underlying C++ code, and contains a copy of all the entities in the world that this NPC is currently able to perceive. self.knowledge contains data triples which define relations between entities. self.goals and self.trigger_goals contain trees of goals which represent current and potential activities that NPC might engage in. self.goals are goals which are checked each tick, self.trigger_goals are goals which are activated by an event.""" ########## Initialization def __init__(self, cppthing): # FIXME: this shouldn't be needed self.mind = cppthing print('init') self.knowledge = Knowledge() self.mem = Memory(map=self.map) self.things = {} self.pending_things = [] self._reverse_knowledge() self.goals = [] self.money_transfers = [] self.transfers = [] self.trigger_goals = {} self.jitter = random.uniform(-0.1, 0.1) self.message_queue = None self.goal_id_counter = 0 self.relation_rules = [] self.entities = {} # Fill up any existing entities existing_entities = self.map.get_all() for entity in existing_entities: self.entities[entity.id] = entity self.map.add_hook_set("add_map") self.map.update_hook_set("update_map") self.map.delete_hook_set("delete_map") self.add_property_callback('_goals', 'goals_updated') self.add_property_callback('_knowledge', 'knowledge_updated') self.add_property_callback('_relations', 'relations_updated') # Check if there's an "origin" location, if not add one. if not self.get_knowledge("location", "origin"): # TODO: store in server print('Adding origin location.') self.add_knowledge("location", "origin", self.entity.location.copy()) def goals_updated(self, entity): print('Goals updated.') # For now just clear and recreate all goals when _goals changes. We would probably rather only recreate those that have changed though. goals = entity.props._goals # First clear all goals while len(self.goals): self.remove_goal(self.goals[0]) if goals: for goal_element in goals: goal = goal_create(goal_element) self.insert_goal(goal) def knowledge_updated(self, entity): print('Knowledge updated.') if entity.has_prop_map('_knowledge'): knowledge = entity.get_prop_map('_knowledge') for key, knowledge_element in knowledge.items(): (predicate, subject) = key.split(':') object = knowledge_element if predicate == 'location': # If it's just a string it's a reference to an entity id (with zero position). if isinstance(object, str): entity_id_string = object # A prefix of "$eid:" denotes an entity id; it should be stripped first. if entity_id_string.startswith("$eid:"): entity_id_string = entity_id_string[5:] where = self.map.get_add(entity_id_string) object = Location(where) else: if len(object) == 3: loc = self.entity.location.copy() loc.pos = Vector3D(object) object = loc elif len(object) == 4: entity_id_string = object[0] # A prefix of "$eid:" denotes an entity id; it should be stripped first. if entity_id_string.startswith("$eid:"): entity_id_string = entity_id_string[5:] where = self.map.get_add(entity_id_string) object = Location(where, Vector3D(object[:3])) self.add_knowledge(predicate, subject, object) def relations_updated(self, entity): print('Relations updated.') self.relation_rules.clear() if entity.has_prop_list('_relations'): relations = entity.get_prop_list('_relations') for relation_element in relations: if "filter" in relation_element: rule = {"filter": entity_filter.Filter(relation_element.filter)} if "disposition" in relation_element: rule["disposition"] = relation_element.disposition else: rule["disposition"] = 0 if "threat" in relation_element: rule["threat"] = relation_element.threat else: rule["threat"] = 0 self.relation_rules.append(rule) # update relations for existing entities for (_, entity) in self.entities.items(): self.update_relation_for_entity(entity) def find_op_method(self, op_id, prefix="", undefined_op_method=None): """find right operation to invoke""" if not undefined_op_method: undefined_op_method = self.undefined_op_method return get_dict_func(self, prefix + op_id + "_operation", undefined_op_method) def undefined_op_method(self, op): """this operation is used when no other matching operation is found""" pass def get_op_name_and_sub(self, op): event_name = op.id sub_op = op # I am not quite sure why this is while, as it's only over true # for one iteration. while len(sub_op) and sub_op[0].get_name() == "op": sub_op = sub_op[0] event_name = event_name + "_" + sub_op.id return event_name, sub_op def is_talk_op_addressed_to_me_or_none(self, op): """Checks whether a Talk op is addressed either to none or to me. This is useful is we want to avoid replying to queries addressed to other entities.""" talk_entity = op[0] if hasattr(talk_entity, "address"): addressElement = talk_entity.address if len(addressElement) == 0: return True return self.entity.id in addressElement return True def update_relation_for_entity(self, entity): disposition = 0 threat = 0 for rule in self.relation_rules: if self.match_entity(rule["filter"], entity): if "disposition" in rule: disposition += rule["disposition"] if "threat" in rule: threat += rule["threat"] # print("Disposition %s, threat %s for entity %s" % (disposition, threat, entity.describe_entity())) self.map.add_entity_memory(entity.id, "disposition", disposition) self.map.add_entity_memory(entity.id, "threat", threat) ########## Map updates def add_map(self, obj): """Hook called by underlying map code when an entity is added.""" # print "Map add",obj print('See entity ' + str(obj)) self.entities[obj.id] = obj self.update_relation_for_entity(obj) def update_map(self, obj): """Hook called by underlying map code when an entity is updated. Fix ownership category for objects owned temporary under 'Foo' type.""" # print "Map update",obj foo_lst = self.things.get('Foo', []) for foo in foo_lst[:]: # use copy in loop, because it might get modified if foo.id == obj.id: self.remove_thing(foo) self.add_thing(obj) def delete_map(self, obj): """Hook called by underlying map code when an entity is deleted.""" # print "Map delete",obj print("Removing entity %s" % obj.id) self.entities.pop(obj.id) self.remove_thing(obj) ########## Operations def setup_operation(self, op): """called once by world after object has been made send first tick operation to object This method is automatically invoked by the C++ BaseMind code, due to its *_operation name.""" # CHEAT!: add memory, etc... initialization (or some of it to __init__) # Setup a tick operation for thinking think_tick_op = Operation("tick") think_tick_op.set_to(self.id) think_tick_op.set_args([Entity(name="think")]) # Setup a tick operation for moving move_tick_op = Operation("tick") think_tick_op.set_to(self.id) move_tick_op.set_args([Entity(name="move")]) move_tick_op.set_future_seconds(0.2) return Operation("look") + think_tick_op + move_tick_op def tick_operation(self, op): """periodically reassess situation This method is automatically invoked by the C++ BaseMind code, due to its *_operation name. """ args = op.get_args() if len(args) != 0: if args[0].name == "think": # It's a "thinking" op, which is the base of the AI behaviour. # At regular intervals the AI needs to assess its goals; this is done through "thinking" ops. op_tick = Operation("tick") # just copy the args from the previous tick op_tick.set_args(args) op_tick.set_future_seconds(const.basic_tick + self.jitter) op_tick.set_to(self.id) for t in self.pending_things: thing = self.map.get(t) if thing and thing.type[0]: self.add_thing(thing) self.pending_things = [] result = self.think() if self.message_queue: result = self.message_queue + result self.message_queue = None return op_tick + result ########## Sight operations def sight_create_operation(self, op): """Note our ownership of entities we created. This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name.""" # BaseMind version overridden! obj = self.map.add(op[0], op.get_seconds()) if op.to == self.id: self.add_thing(obj) def sight_move_operation(self, op): """change position in our local map This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name.""" obj = self.map.update(op[0], op.get_seconds()) if obj.location.parent and obj.location.parent.id == self.entity.id: self.add_thing(obj) if op.to != self.id: self.transfers.append((op.from_, obj.id)) # TODO: remove this, we should do bartering in a different way if obj.type[0] == "coin" and op.from_ != self.id: self.money_transfers.append([op.from_, 1]) return Operation("imaginary", Entity(description="accepts")) def think_get_operation(self, op): """A Think op wrapping a Get op is used to inquire about the status of a mind. It's often sent from authoring clients, as well as the server itself when it wants to persist the thoughts of a mind. A Get op without any args means that the mind should dump all its thoughts. If there are args however, the meaning of what's to return differs depending on the args. * If "goal" is specified, a "think" operation only pertaining to goals is returned. The "goal" arg should be a map, where the keys and values are used to specify exactly what goals to return. An empty map returns all goals. This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name.""" args = op.get_args() # If there are no args we should send all of our thoughts if len(args) == 0: return self.commune_all_thoughts(op, None) else: arg_entity = args[0] if hasattr(arg_entity, "goal"): goal_entity = arg_entity.goal return self.commune_goals(op, goal_entity) if hasattr(arg_entity, "path"): return self.commune_path(op) # TODO: allow for finer grained query of specific thoughts def commune_path(self, op): """Sends back information about the path.""" think_op = Operation("think") path = [] my_path = self.path # print("path size: " + str(len(my_path))) for point in my_path: path.append([point.x, point.y, point.z]) think_op.set_args([Entity(path=path, current_path_index=self.current_path_index)]) res = Oplist() res = res + think_op return res def commune_goals(self, op, goal_entity): """Sends back information about goals only.""" think_op = Operation("think") set_op = Operation("set") thoughts = [] # It's important that the order of the goals is retained for goal in self.goals: if hasattr(goal, "str"): goal_string = goal.str else: goal_string = goal.__class__.__name__ thoughts.append(Entity(goal=goal_string, id=goal_string)) set_op.set_args(thoughts) think_op.set_args([set_op]) think_op.set_refno(op.get_serialno()) res = Oplist() res = res + think_op return res def think_look_operation(self, op): """Sends back information about goals. This is mainly to be used for debugging minds. If no arguments are specified all goals will be reported, else a match will be done using 'index'. The information will be sent back as a Think operation wrapping an Info operation. This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name. """ think_op = Operation("think") goal_info_op = Operation("info") goal_infos = [] if not op.get_args(): # get all goals for (index, goal) in enumerate(self.goals): goal_infos.append(Entity(index=index, report=goal.report())) else: for arg in op.get_args(): goal = self.goals[arg.index] if goal and goal is not None: goal_infos.append(Entity(index=arg.index, report=goal.report())) goal_info_op.set_args(goal_infos) think_op.set_refno(op.get_serialno()) think_op.set_args([goal_info_op]) res = Oplist() res = res + think_op return res def commune_all_thoughts(self, op, name): """Sends back information on all thoughts. This includes knowledge and goals, as well as known things. The thoughts will be sent back as a "think" operation, wrapping a Set operation, in a manner such that if the same think operation is sent back to the mind all thoughts will be restored. In this way the mind can support server side persistence of its thoughts. A name can optionally be supplied, which will be set on the Set operation. """ think_op = Operation("think") set_op = Operation("set") thoughts = [] for what in sorted(self.knowledge.knowings.keys()): d = self.knowledge.knowings[what] for key in sorted(d): if what != "goal": object_val = d[key] if type(object_val) is Location: # Serialize Location as tuple, with parent if available if object_val.parent is None: location = object_val.position else: location = ("$eid:" + object_val.parent.id, object_val.pos) goal_object = str(location) else: goal_object = str(d[key]) thoughts.append(Entity(predicate=what, subject=str(key), object=goal_object)) if len(self.things) > 0: things = {} for (id, thinglist) in sorted(self.things.items()): idlist = [] for thing in thinglist: idlist.append(thing.id) things[id] = idlist thoughts.append(Entity(things=things)) if len(self.pending_things) > 0: thoughts.append(Entity(pending_things=self.pending_things)) set_op.set_args(thoughts) think_op.set_args([set_op]) if not op.is_default_serialno(): think_op.set_refno(op.get_serialno()) if name: set_op.set_name(name) res = Oplist() res = res + think_op return res ########## Talk operations def admin_sound(self, op): assert (op.from_ == op.to) return op.from_ == self.entity.id def interlinguish_warning(self, op, say, msg): log.debug(1, str(self.entity.id) + " interlinguish_warning: " + str(msg) + \ ": " + str(say[0].lexlink.id[1:]), op) def interlinguish_desire_verb3_buy_verb1_operation(self, op, say): """Handle a sentence of the form 'I would like to buy a ....' Check if we have any of the type of thing the other character is interested in, and whether we know what price to sell at. If so set up the transaction goal, which offers to sell it.""" object = say[1].word thing = self.things.get(object) if thing: price = self.get_knowledge("price", object) if not price: return goal = mind.goals.common.misc_goal.transaction(object, op.to, price) who = self.map.get(op.to) self.goals.insert(0, goal) return Operation("talk", Entity( say=self.thing_name(who) + " one " + object + " will be " + str(price) + " coins")) + self.face(who) def interlinguish_desire_verb3_operation(self, op, say): """Handle a sentence of the form 'I would like to ...'""" object = say[2:] verb = interlinguish.get_verb(object) operation_method = self.find_op_method(verb, "interlinguish_desire_verb3_", self.interlinguish_undefined_operation) res = Oplist() res = res + self.call_interlinguish_triggers(verb, "interlinguish_desire_verb3_", op, object) res = res + operation_method(op, object) return res def interlinguish_be_verb1_operation(self, op, say): """Handle sentences of the form '... is more important that ...' Accept instructions about the priority of goals relative to each based on key verbs associated with those goals.""" if not self.admin_sound(op): return self.interlinguish_warning(op, say, "You are not admin") res = interlinguish.match_importance(say) if res: return self.add_importance(res['sub'].id, '>', res['obj'].id) else: return self.interlinguish_warning(op, say, "Unknown assertion") def interlinguish_know_verb1_operation(self, op, say): """Handle a sentence of the form 'know subject predicate object' Accept admin instruction about knowledge, and store the triple in our knowledge base.""" if not self.admin_sound(op): return self.interlinguish_warning(op, say, "You are not admin") subject = say[1].word predicate = say[2].word object = say[3].word ## print "know:",subject,predicate,object if object[0] == '(': # CHEAT!: remove eval xyz = list(eval(object)) loc = self.entity.location.copy() loc.pos = Vector3D(xyz) self.add_knowledge(predicate, subject, loc) else: self.add_knowledge(predicate, subject, object) def interlinguish_tell_verb1_operation(self, op, say): """Handle a sentence of the form 'Tell (me) ....' Accept queries about what we know. Mostly this is for debugging and for the time being it is useful to answer these queries no matter who hasks.""" # Ignore messages addressed to others if not self.is_talk_op_addressed_to_me_or_none(op): return None # Currently no checking for trus here. # We are being liberal with interpretation of "subject" and "object" subject = say[1].word predicate = say[2].word object = say[3].word k = self.get_knowledge(predicate, object) if k == None: pass # return Operation('talk',Entity(say="I know nothing about the "+predicate+" of "+object)) else: k_type = type(k) if k_type == type(Location()): dist = distance_to(self.entity.location, k) dist.y = 0 distmag = dist.mag() if distmag < 8: k = 'right here' else: # Currently this assumes dist is relative to TLVE k = '%f metres %s' % (distmag, vector_to_compass(dist)) elif k_type != str: k = 'difficult to explain' elif predicate == 'about': return self.face_and_address(op.to, k) return self.face_and_address(op.to, "The " + predicate + " of " + object + " is " + k) def interlinguish_list_verb1_operation(self, op, say): """Handle a sentence of the form 'List (me) ....' Accept queries about what we know. Mostly this is for debugging and for the time being it is useful to answer these queries no matter who asks. Querying for "all knowledge" will list all knowledge. """ # Ignore messages addressed to others if not self.is_talk_op_addressed_to_me_or_none(op): return None # Currently no checking for trus here. # We are being liberal with interpretation of "subject" and "object" subject = say[1].word predicate = say[2].word if predicate == 'all knowledge': res = Oplist() res = res + self.face(self.map.get(op.to)) for attr in dir(self.knowledge.knowings): d = self.knowledge.knowings[attr] for key in d: # print attr + " of "+key+": " +str(d[key]) res = res + self.address(op.to, "The " + attr + " of " + key + " is " + str(d[key])) return res else: d = self.knowledge.get(predicate) if len(d) == 0: return None res = Oplist() res = res + self.face(self.map.get(op.to)) for key in d: res = res + self.address(op.to, "The " + predicate + " of " + key + " is " + str(d[key])) return res def interlinguish_own_verb1_operation(self, op, say): """Handle a sentence of the form ' own ...' Sentences of this form from the admin inform us that we own an entity. This is essential when an entity needs to be used as a tool, or raw material.""" if not self.admin_sound(op): return self.interlinguish_warning(op, say, "You are not admin") ## print self,"own:",say[1].word,say[2].word subject = self.map.get_add(say[1].word) ## print "subject found:",subject object = self.map.get_add(say[2].word) ## print "object found:",object ## if subject.id==self.entity.id: ## foo if subject.id == self.entity.id: self.add_thing(object) def interlinguish_undefined_operation(self, op, say): # CHEAT!: any way to handle these? log.debug(2, str(self.entity.id) + " interlinguish_undefined_operation:", op) log.debug(2, str(say)) ########## Sound operations def sound_talk_operation(self, op): """Handle the sound of a talk operation from another character. The spoken sentence comes in as a sentence string, which is converted into a structure representation by the interlinguish code. Embedded in the structure is the interlinguish string which is then used to call methods and activate triggers, such as dynamic goals.""" talk_entity = op[0] say = interlinguish.convert_english_to_interlinguish(self, talk_entity) if say: verb = interlinguish.get_verb(say) operation_method = self.find_op_method(verb, "interlinguish_", self.interlinguish_undefined_operation) res = self.call_interlinguish_triggers(verb, "interlinguish_", op, say) res2 = operation_method(op, say) if res: res += res2 else: res = res2 return res ########## Other operations def call_interlinguish_triggers(self, verb, prefix, op, say): """Call trigger goals that have registered a trigger string that matches the current interlinguish string. Given an interlinguish verb string, and a prefix, find any trigger goals that should be activated by the combined trigger string, and activate them.""" # FIXME Don't need this call to get_op_name_and_sub, as we don't use # the result. null_name, sub_op = self.get_op_name_and_sub(op) event_name = prefix + verb reply = Oplist() for goal in self.trigger_goals.get(event_name, []): reply += goal.event(self, op, say) return reply def call_triggers_operation(self, op): event_name, sub_op = self.get_op_name_and_sub(op) reply = Oplist() for goal in self.trigger_goals.get(event_name, []): reply += goal.event(self, op, sub_op) return reply ########## Generic knowledge def _reverse_knowledge(self): """normally location: tell where items reside reverse location tells what resides in this spot""" self.reverse_knowledge = Knowledge() if "location" in self.knowledge.knowings: for (k, v) in list(self.knowledge.knowings['location'].items()): self.reverse_knowledge.add("location", v, k) def get_reverse_knowledge(self, what, key): """get certain reverse knowledge value what: what kind of knowledge (location only so far)""" return self.reverse_knowledge.get(what, key) def get_knowledge(self, what, key): """get certain knowledge value what: what kind of knowledge (see Knowledge.py for list)""" return self.knowledge.get(what, key) def add_knowledge(self, what, key, value): """add certain type of knowledge""" self.knowledge.add(what, key, value) # forward thought if type(value) == object: if what == "goal": thought_value = value.info() else: thought_value = repr(value) else: thought_value = value #desc = "%s knowledge about %s is %s" % (what, key, thought_value) # ent = Entity(description=desc, what=what, key=key, value=thought_value) # self.send(Operation("thought",ent)) if what == "location": # and reverse too self.reverse_knowledge.add("location", value, key) def remove_knowledge(self, what, key): """remove certain type of knowledge""" self.knowledge.remove(what, key) ########## Importance: Knowledge about how things compare in urgency, etc.. def add_importance(self, sub, cmp, obj): """add importance: both a>b and b<a""" self.add_knowledge('importance', (sub, obj), cmp) self.add_knowledge('importance', (obj, sub), reverse_cmp[cmp]) def cmp_goal_importance(self, g1, g2): """which of goals is more important? also handle more generic ones: for example if you are comparing breakfast to sleeping it will note that having breakfast is a (isa) type of eating""" try: id1 = g1.key[1] id2 = g2.key[1] except AttributeError: return 1 l1 = ontology.get_isa(id1) l2 = ontology.get_isa(id2) for s1 in l1: for s2 in l2: cmp = self.knowledge.get('importance', (s1.id, s2.id)) if cmp: return cmp == '>' return 1 def thing_name(self, thing): """Things we own""" if hasattr(thing, 'name'): return thing.name return thing.type[0] ########## things we own def get_attached_entity(self, attachment_name): attachment_value = self.entity.get_prop_map("attached_" + attachment_name) if attachment_value: entity_id = attachment_value["$eid"] if entity_id: return self.entity.get_child(entity_id) def add_thing(self, thing): """I own this thing""" # CHEAT!: this feature not yet supported ## if not thing.location: ## thing.location=self.get_knowledge("location",thing.place) log.debug(3, str(self) + " " + str(thing) + " before add_thing: " + str(self.things)) # thought about owing thing name = self.thing_name(thing) if not name: self.pending_things.append(thing.id) return # desc="I own %s." % name # what=thing.as_entity() # ent = Entity(description=desc, what=what) # self.send(Operation("thought",ent)) dictlist.add_value(self.things, name, thing) log.debug(3, "\tafter: " + str(self.things)) def find_thing(self, thing): if str == type(thing): # return found list or empty list return self.things.get(thing, []) found = [] for t in self.things.get(self.thing_name(thing), []): if t == thing: found.append(t) return found def remove_thing(self, thing): """I don't own this anymore (it may not exist)""" dictlist.remove_value(self.things, thing) ########## goals def insert_goal(self, goal): # If it's a dynamic goal we need to add it to the trigger_goals if hasattr(goal, "trigger"): dictlist.add_value(self.trigger_goals, goal.trigger(), goal) self.goals.append(goal) def remove_goal(self, goal): """Removes a goal.""" print('Removing goal') if hasattr(goal, "trigger"): dictlist.remove_value(self.trigger_goals, goal) self.goals.remove(goal) def fulfill_goals(self, time): "see if all goals are fulfilled: if not try to fulfill them" for g in self.goals[:]: if g is None: continue if g.irrelevant: # Irrelevant goals should be kept, to match what's in _goals. continue # Don't process goals which have had three errors in them. # The idea is to allow for some leeway in goal processing, but to punish repeat offenders. if g.errors > 3: continue try: res = g.check_goal(self, time) if res: if isinstance(res, Operation) or isinstance(res, Oplist): return res return except: stacktrace = traceback.format_exc() g.errors += 1 g.lastError = stacktrace # If there's an error, print to the log, mark the goal, and continue with the next goal # Some goals have a "str" attribute which represents the constructor; if so use that if hasattr(g, "str"): goalstring = g.str else: goalstring = g.__class__.__name__ if hasattr(self, "name"): print("Error in NPC with id " + self.entity.id + " of type " + str( self.entity.type) + " and name '" + self.name + "' when checking goal " + goalstring + "\n" + stacktrace) else: print("Error in NPC with id " + self.entity.id + " of type " + str( self.entity.type) + " when checking goal " + goalstring + "\n" + stacktrace) continue # if res!=None: return res def teach_children(self, child): res = Oplist() locations = self.knowledge.get('location') for k in list(locations.keys()): es = Entity(verb='know', subject=k, object=locations[k]) res.append(Operation('say', es, to=child)) places = self.knowledge.get('place') for k in list(places.keys()): es = Entity(verb='know', subject=k, object=places[k]) res.append(Operation('say', es, to=child)) for g in self.goals: es = Entity(verb='learn', subject=g.key, object=g.str) res.append(Operation('say', es, to=child)) importances = self.knowledge.get('importance') for im in list(importances.keys()): cmp = importances[im] if cmp == '>': s, i = interlinguish.importance(im[0], cmp, im[1]) es = Entity(say=s, interlinguish=i) res.append(Operation('say', es, to=child)) return res ########## thinking (needs rewrite) def think(self): output = self.fulfill_goals(self.time) # if output and const.debug_thinking: # log.thinking(str(self)+" result at "+str(self.time)+": "+output[-1][0].description) return output ########## communication: here send it locally def send(self, op): if not self.message_queue: self.message_queue = Oplist(op) else: self.message_queue.append(op) ########## turn to face other entity def face(self, other): vector = distance_to(self.entity.location, other.location) vector.y = 0 if vector.sqr_mag() < 0.1: return vector = vector.unit_vector() newloc = Location(self.entity.location.parent) newloc.orientation = Quaternion(Vector3D(0, 0, 1), vector, Vector3D(0, 1, 0)) return Operation("move", Entity(self.entity.id, location=newloc)) def address(self, entity_id, message): """Creates a new Talk op which is addressed to an entity""" return Operation('talk', Entity(say=message, address=[entity_id])) def face_and_address(self, entity_id, message): """Utility method for generating ops for both letting the NPC face as well as address another entity. In most cases this is what you want to do when conversing.""" return self.address(entity_id, message) + \ self.face(self.map.get(entity_id))
def send(self, op): if not self.message_queue: self.message_queue = Oplist(op) else: self.message_queue.append(op)