def take_loot(item_to_take: Item, loot_npc: NPCDead = None): player = Player.current() # check if the item belongs to dead if not loot_npc: # NPC confirmed dead already, object among dead is given try: holder = item_to_take.belongs_to except: # holder not found = dead Message.debug("Item '%s' holder is dead") holder = None if holder: # holder is alive return take(item_to_take, item_holder=holder) # remove item from holder's belongings and add to player's item_to_take.belongs_to = None item_to_take.belongs_to_player = player item_to_take.save() # FavoursBook.construct(item_holder, -item_to_take.worth_(), player) Message.achievement("Item '%s' has taken by looting" % item_to_take) return True
def give(item: Item, receiver: NPC): # check if player has the item player = Player.current() if item.belongs_to_player != player: Message.error("You don't have the item (%s) to give" % item) return False # check if player is at receiver's location if player.place != receiver.place: Message.debug("Player is not at the receiver NPC (%s) location (%s)" % (receiver, receiver.place)) Message.error("You are not at the receiver's (%s) location" % receiver) return False # check if player know where the receiver is if not PlayerKnowledgeBook.get_or_none( player=player, intel=Intel.construct(npc_place=receiver)): Message.debug("Player does not know where the NPC (%s) is located" % receiver) Message.error("Player does not know where the NPC is located") return False item.belongs_to_player = None item.belongs_to = receiver item.save() # update favours book FavoursBook.construct(npc=receiver, owe_factor=item.worth_(), player=player) Message.achievement("Item '%s' has been given to the NPC '%s'" % (item, receiver)) return True
def gather(item_to_gather: Item): player = Player.current() # check if player is at item location if item_to_gather.place != player.place: Message.debug( "Player is not at the item '%s's location (%s) to gather it" % (item_to_gather, item_to_gather.place)) Message.error("You are not at the item '%s's location to gather it" % item_to_gather) return False # check if player know where the item is if not PlayerKnowledgeBook.get_or_none( player=player, intel=Intel.construct(item_place=item_to_gather)): Message.debug("Player does not know where the item (%s) is located" % item_to_gather) Message.error("Player does not know where the item is located") return False # update Player's belongings item_to_gather.belongs_to_player = player item_to_gather.save() Message.achievement("Item '%s' gathered" % item_to_gather) return True
def get_1(item_to_fetch: Item): # if not, add it to player's belongings item_to_fetch.belongs_to_player = Player.current() item_to_fetch.save() Message.event("Item '%s' acquired" % item_to_fetch) return []
def goto_1(destination: Place, npc: NPC = None, item: Item = None): """ You are already there. :return: """ player = Player.current() if npc or item: event_dest_str = str(npc if npc else item) + ' (' + str( destination) + ')' else: event_dest_str = str(destination) if npc: # move the npc npc.place = player.place npc.save() intel = Intel.construct(npc_place=npc) PlayerKnowledgeBook.get_or_create(player=player, intel=intel) Message.debug("NPC (%s) moved to the player location (%s)" % (npc, player.place)) Message.event("%s moved to your location" % npc) elif item: # move item or the holder if item.belongs_to: holder = item.belongs_to # type: NPC holder.place = player.place holder.save() intel = Intel.construct(npc_place=holder) PlayerKnowledgeBook.get_or_create(player=player, intel=intel) Message.debug( "Item (%s) holder (%s) moved to the player location (%s)" % (item, item.belongs_to, player.place)) Message.event("Item '%s's holder moved to your location" % item) elif item.belongs_to_player: Message.debug("Player already has the item %s" % item) Message.event("You already have the item '%s'" % item) else: item.place = player.place item.save() intel = Intel.construct(item_place=item) PlayerKnowledgeBook.get_or_create(player=player, intel=intel) Message.debug("Item (%s) moved to the player location (%s)" % (item, player.place)) Message.event("Item '%s' has been moved to your location" % item) else: # update player's location player.place = destination player.save() Message.debug("Player moved to %s location" % event_dest_str) Message.event("Player has been moved to %s location" % destination) return [[]]
def get_2(item_to_fetch: Item): """ Steal it from somebody. :return: """ if not item_to_fetch.belongs_to: holder = NPC.select().get() item_to_fetch.belongs_to = holder item_to_fetch.save() # steps: # steal: steal item[1] from NPC[1] steps = [[item_to_fetch, item_to_fetch.belongs_to]] Message.instruction("Steal '%s' from '%s'" % (item_to_fetch, item_to_fetch.belongs_to)) return steps
def exchange(item_holder: NPC, item_to_give: Item, item_to_take: Item): player = Player.current() # check if player has the item_to_give and holder has the item_to_take if item_to_give.belongs_to_player != player: Message.debug("item_to_give: '%s', belongs_to_player: '%s'" % (item_to_give, item_to_give.belongs_to_player)) return False if item_to_take.belongs_to != item_holder: Message.debug( "item_to_take: '%s', belongs_to: '%s', item_holder: '%s'" % (item_to_take, item_to_give.belongs_to, item_holder)) return False # check if player is at item_holder's place_location if item_holder.place != player.place: Message.debug( "Player is not at the item_holder (%s) place_location (%s)" % (item_holder, item_holder.place)) Message.error("You are not at the item holder (%s) location" % item_holder) return False # check if player know where the receiver is if not PlayerKnowledgeBook.get_or_none( player=player, intel=Intel.construct(npc_place=item_holder)): Message.debug("Player does not know where the NPC (%s) is located" % item_holder) Message.error("Player does not know where the NPC is located") return False # update Player's belongings item_to_take.belongs_to = None item_to_take.belongs_to_player = player item_to_take.save() item_to_give.belongs_to_player = None item_to_give.belongs_to = item_holder item_to_give.save() npc_owing = item_to_give.worth_() - item_to_take.worth_() FavoursBook.construct(item_holder, npc_owing, player) Message.achievement("Item '%s' exchanged for '%s', with NPC '%s'" % (item_to_give, item_to_take, item_holder)) return True
def goto_2(destination: Place, npc: NPC = None, item: Item = None): """ Explore destination to find npc or item :return: """ # place_location[1] is destination # area around location[1] is given to player to explore and find location[1] player = Player.current() # ensure player doesn't already know where the NPC or item is if npc: intel = Intel.construct(npc_place=npc) if PlayerKnowledgeBook.get_or_none(player=player, intel=intel): # player knows where the NPC is, move the NPC then npc.place = Place.select().where(Place.id != destination).order_by( fn.Random()).get() npc.save() destination = npc.place Message.event( "You just missed '%s' he has moved to somewhere else" % npc) elif item: intel = Intel.construct(item_place=item) if PlayerKnowledgeBook.get_or_none(player=player, intel=intel): # player knows where the Item is, move the item or item's holder if item.belongs_to: holder = item.belongs_to holder.place = Place.select().where( Place.id != destination).order_by(fn.Random()).get() holder.save() destination = holder.place Message.event( "Item '%s's holder just has been moved to somewhere else" % item) else: item.place = Place.select().where( Place.id != destination).order_by(fn.Random()).get() item.save() destination = item.place Message.event( "Item '%s' just has been moved to somewhere else" % item) # steps: # T.explore steps = [[destination, npc, item]] Message.instruction("Explore around '%s'" % destination) return steps
def take(item_to_take: Item, item_holder: NPC = None): if item_holder is None: return take_loot(item_to_take) player = Player.current() # check if NPC has the item if item_to_take.belongs_to != item_holder: Message.debug( "NPC '%s' doesn't have the item '%s' to give. It belongs to '%s'" % (item_holder, item_to_take, item_to_take.belongs_to)) Message.error("NPC '%s' doesn't have the item '%s' to give" % (item_holder, item_to_take)) return False # check if player is at item_holder's place_location if item_holder.place != player.place: Message.debug( "Player is not at the item_holder (%s) place_location (%s)" % (item_holder, item_holder.place)) Message.error("You are not at the NPC '%s's location" % item_holder) return False # check if player know where the receiver is if not PlayerKnowledgeBook.get_or_none( player=player, intel=Intel.construct(npc_place=item_holder)): Message.debug("Player does not know where the NPC (%s) is located" % item_holder) Message.error("Player does not know where the NPC is located") return False # remove item from holder's belongings and add to player's item_to_take.belongs_to = None item_to_take.belongs_to_player = player item_to_take.save() FavoursBook.construct(item_holder, -item_to_take.worth_(), player) Message.achievement("Item '%s' taken" % item_to_take) return True
def get_3(item_to_fetch: Item): """ Go someplace and pick something up that’s lying around there :param item_to_fetch: :return: """ if item_to_fetch.place: dest = item_to_fetch.place elif item_to_fetch.belongs_to: # someone took it and put it in a specific place, put it where the NPC is Message.event( "Someone has stolen the item '%s' and put it somewhere else" % item_to_fetch) dest = item_to_fetch.belongs_to.place item_to_fetch.belongs_to = None item_to_fetch.place = dest item_to_fetch.save() else: # player already has the item or no one has it, put it in a random place Message.event( "Someone has stolen the item '%s' and has put it in a random place" % item_to_fetch) dest = Place.select().order_by(fn.Random()).get() item_to_fetch.place = dest item_to_fetch.save() player = Player.current() player.next_location = dest player.save() intel = Intel.construct(item_place=item_to_fetch) PlayerKnowledgeBook.get_or_create(player=player, intel=intel) Message.achievement("Intel '%s' learned" % intel.detail()) # steps: # goto # gather steps = [[dest, None, item_to_fetch], [item_to_fetch]] Message.instruction("Gather '%s' from '%s'" % (item_to_fetch, dest)) return steps
def read(intel: Intel, readable: Item): # check if the readable has the intel if not ReadableKnowledgeBook.get_or_none( ReadableKnowledgeBook.intel == intel, ReadableKnowledgeBook.readable == readable): Message.debug( "Readable '%s' does not contain the intel '%s', ReadableKnowledgeBook not found" % (readable, intel)) Message.error( "Readable '%s' does not contain the intel player looking for" % readable) return False player = Player.current() # check if player owns the readable if readable.belongs_to_player != player: Message.debug("Player doesn't have the readable '%s'" % readable) if readable.place_() == player.place: readable.belongs_to = None readable.belongs_to_player = player readable.save() Message.debug( "Player didn't own the readable (%s) but at its place so he take it" % readable) else: Message.debug( "Player neither own the readable (%s), nor at the item's place_location (%s)" % (readable, readable.place_())) Message.error( "You neither own the readable (%s), nor are at the item's location" % readable) return False # update Player's intel NarrativeHelper.add_intel(intel) Message.achievement("By reading '%s', intel '%s' has been learned" % (readable, intel.detail())) return True
def get_4(item_to_fetch: Item): """ an NPC have the item, but you need to give the NPC something in an exchange :param item_to_fetch: :return: """ player = Player.current() # find an NPC who has the needed item, and has it in exchange list exchanges = Exchange.select().join(Item) if item_to_fetch.is_singleton(): exchanges = exchanges.where(Exchange.item == item_to_fetch) else: exchanges = exchanges.where( Exchange.item.generic == item_to_fetch.generic) if exchanges: locations_scores = [ player.distance(exc.need.npc.place) for exc in exchanges ] exchanges = sort_by_list(exchanges, locations_scores) exchange = exchanges[0] item_to_give = exchange.need.item item_holder = exchange.need.npc else: # no one wants to offer the "item_to_fetch" in exchange for something else # you can even trade with your enemies so alliance doesn't really matters here # first try find someone who needs this item Message.debug( "No one wants to offer the '%s' in exchange for something else" % item_to_fetch) needs = Need.select().where(Need.item == item_to_fetch).group_by( Need.npc) if needs.count(): need = needs.order_by(fn.Random()).get() item_holder = need.npc Message.debug( "NPC '%s' needs something, ideal to create an exchange motive with the item '%s' for him" % (item_holder, item_to_fetch)) else: # no one need anything create a need for coin for an NPC results = NPC.select() locations_scores = [player.distance(npc.place) for npc in results] results = sort_by_list(results, locations_scores) item_holder = results[0] Message.debug( "No one need anything create a need for 'coin' for a close-by NPC '%s'" % item_holder) need = Need.create( npc=item_holder, item=Item.get(generic=GenericItem.get(name='coin'))) Exchange.create(need=need, item=item_to_fetch) if item_to_fetch.belongs_to != item_holder: # ensure NPC has the item item_to_fetch.belongs_to = item_holder item_to_fetch.save() item_to_give = need.item player.next_location = item_holder.place player.save() intel = Intel.construct(item_place=item_to_fetch) PlayerKnowledgeBook.get_or_create(player=player, intel=intel) Message.achievement("Intel '%s' learned" % intel.detail()) # check for player belonging for the exchange item if item_to_give.is_singleton(): player_owns = (item_to_give.belongs_to_player == player) else: player_owns = Item.select().where(Item.generic == item_to_give.generic, Item.belongs_to_player == player) is True if player_owns: # player has the item # goto # exchange steps = [[], [], [], [item_holder.place, item_holder], [item_holder, item_to_give, item_to_fetch]] Message.instruction( "Do a sub-quest, meet '%s' and exchange '%s' with '%s'" % (item_holder, item_to_give, item_to_fetch)) return steps # steps: # goto # get # sub-quest # goto # exchange steps = [[item_to_give.place_(), None, item_to_give], [item_to_give], [], [item_holder.place, item_holder], [item_holder, item_to_give, item_to_fetch]] Message.instruction( "Get '%s', do a sub-quest, meet '%s' and exchange '%s' with '%s'" % (item_to_give, item_holder, item_to_give, item_to_fetch)) return steps
def goto_3(destination: Place, npc: NPC = None, item: Item = None): """ Find out where to go and go there. :return: """ # place_location[1] is destination # location[1] is place_location[1] exact location player = Player.current() # find correct type of Intel from npc_place, item_place and place_location if npc: intel = Intel.get_or_none(type=IntelTypes.npc_place.name, npc_place=npc) if PlayerKnowledgeBook.get_or_none(player=player, intel=intel): # player already knows, move the npc destination = Place.select().where(Place.id != npc.place).order_by( fn.Random()) if destination: destination = destination.get() else: destination = narrative_helper.create_place() npc.place = destination npc.save() # by moving NPC place, npc_place intel removes from player knowledge book automatically Message.event("NPC %s has moved to somewhere else" % npc) elif item: if item.belongs_to: intel = Intel.get_or_none(type=IntelTypes.npc_place.name, npc_place=item.belongs_to) if PlayerKnowledgeBook.get_or_none(player=player, intel=intel): # player already knows where the item holder is, move the npc holder = item.belongs_to destination = Place.select().where( Place.id != holder.place).order_by(fn.Random()) if destination: destination = destination.get() else: destination = narrative_helper.create_place() holder.place = destination holder.save() Message.debug( "Item holder (%s) is moved somewhere else (item: %s)" % (item.belongs_to, item)) Message.event( "Item '%s's holder has been just moved to somewhere else" % item) else: intel = Intel.get_or_none(type=IntelTypes.item_place.name, item_place=item) if PlayerKnowledgeBook.get_or_none(player=player, intel=intel): # player already knows where the item is located at, move the item destination = Place.select().where( Place.id != item.place).order_by(fn.Random()) if destination: destination = destination.get() else: destination = narrative_helper.create_place() item.place = destination item.save() Message.event("Item '%s' has been misplaced" % item) else: intel = Intel.get_or_none(type=IntelTypes.location.name, place_location=destination) if PlayerKnowledgeBook.get_or_none(player=player, intel=intel): # player already knows where the place is exactly, # so create a new place at the same location with a different name, now player doesn't know! destination = Place.create(name=PlaceName.fetch_new(), x=destination.x, y=destination.y) intel = Intel.construct(place_location=destination) Message.event("Change of plans, destination is now '%s'" % destination) if not intel: # create the correct type of intel based on what is being asked if npc: intel = Intel.construct(npc_place=npc) elif item and item.belongs_to: intel = Intel.construct(npc_place=item.belongs_to) elif item: intel = Intel.construct(item_place=item) else: intel = Intel.construct(place_location=destination) # update player's next location player.next_location = destination player.save() # steps: # learn: location[1] # T.goto: location[1] steps = [[intel], [destination]] if PlayParams.debug_mode and (npc or item): destination_str = str(npc if npc else item) + ' (' + str( destination) + ')' else: if npc: destination_str = npc elif item: destination_str = item else: destination_str = destination Message.instruction("Find out how to get to '%s' location, then go to it" % destination_str) return steps