mod_a = {"Method" : {"name" : SocialNode.move_player_to_node, "self" : {"ref" : "Player"}, "args" : [{"ref" : "Recipient"}]}}
Move_2 = [mod_a]

# Kill Victim
mod_1 = {"Method" : {"name" : SocialNode.murder, "self" : {"ref" : "Recipient"}, "args" : [{"ref" : "Player"}]}}
mod_2 = {"Attribute" : {"name" : {"ref" : "Recipient"}, "key" : "alive", "value" : False}}
mod_3 = {"Method" : {"name" : SocialNode.set_other_nodes_relations, "self" : {"ref" : "Recipient"}, "args" : [["Friends", "Loves"], "Hates", {"ref" : "Invoker"}, "MurderBlackmailer_of_"]}}
mod_4 = {"Method" : {"name" : SocialNode.set_other_nodes_relations, "self" : {"ref" : "Recipient"}, "args" : [["Hates", "Enemies"], "Friends", {"ref" : "Invoker"}, "MurderBlackmailer_of_"]}}

Kill_Modification = [mod_1, mod_2, mod_3, mod_4]

#----------------------------------
# Story Results
#----------------------------------
One = StoryNode("MurderBlackmailer_Request_from_Invoker", {"Node_Type" : "Info"}, A)
One.set_modification(Move_1)
Two = StoryNode("Go_To_Victim", {"Node_Type" : "Go_To"}, B)
Two.set_modification(Move_2)
Three = StoryNode("Kill_Victim", {"Node_Type" : "MurderBlackmailer"}, B)
Three.set_modification(Kill_Modification)
Four = StoryNode("Return_to_Invoker", {"Node_Type" : "Return"}, A)
Four.set_modification(Move_1)

MurderBlackmailer_Story = StoryGraph("MurderBlackmailer_Story", [One, Two, Three, Four])
MurderBlackmailer_Story.connect(One, {}, Two)
MurderBlackmailer_Story.connect(Two, {}, Three)
MurderBlackmailer_Story.connect(Three, {}, Four)

MurderBlackmailer_Rule = RewriteRule(None, MurderBlackmailer, MurderBlackmailer_Story, None, "Murder_Blackmailer")
Esempio n. 2
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    def readGraph(self):

        tree = ET.parse(self._filename)
        root = tree.getroot()

        #Get our graph name
        graph_name = root.attrib.get('name')

        #Process the nodes
        node_list = []
        for node in root.iter('node'):

            story_node_name = node.attrib['name']
            node_attributes = {}

            #Get the target
            node_target = node.find('target').text

            #Get the node type
            node_attributes['Node_Type'] = node.find('nodetype').text

            #Get the attributes
            for attribute in node.findall('attr'):
                attribute_type = attribute.attrib.get('type')
                attribute_name = attribute.attrib.get('name')
                attribute_value = attribute.find('value').text
                if attribute_type == 'bool':
                    node_attributes[attribute_name] = (
                        attribute_value == "True")
                elif attribute_type == 'int':
                    node_attributes[attribute_name] = int(attribute_value)
                elif attribute_type == 'float':
                    node_attributes[attribute_name] = float(attribute_value)
                else:
                    node_attributes[attribute_name] = attribute_value

            new_node = StoryNode(story_node_name, node_attributes,
                                 self._graph.get_node_from_name(node_target))

            if not node.attrib['modification'] == 'None':
                modification_filename = self._path + "Modifications/" + node.attrib[
                    'modification']
                modification_reader = XMLModificationReader(
                    modification_filename)
                modification = modification_reader.readModification()
                new_node.set_modification(modification)

            node_list.append(new_node)

        #Create the Return Graph
        returnGraph = StoryGraph(graph_name, node_list)

        #Begin Making the connections
        for connection in root.iter('connection'):
            connect_from = connection.attrib.get('from')
            from_node = returnGraph.get_node_from_name(connect_from)

            connect_to = connection.attrib.get('to')
            to_node = returnGraph.get_node_from_name(connect_to)

            relation = connection.find('relation').attrib

            if relation.keys()[0] == "none":
                relation = {}

            returnGraph.connect(from_node, relation, to_node)

        return returnGraph
Esempio n. 3
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    def readGraph(self):
        
        tree = ET.parse(self._filename)
        root = tree.getroot()
        
        #Get our graph name
        graph_name = root.attrib.get('name')
        
        #Process the nodes
        node_list = []
        for node in root.iter('node'):
            
            story_node_name = node.attrib['name']
            node_attributes = {}
            
            #Get the target
            node_target = node.find('target').text

            #Get the node type
            node_attributes['Node_Type'] = node.find('nodetype').text
              
            #Get the attributes
            for attribute in node.findall('attr'):
                attribute_type = attribute.attrib.get('type')
                attribute_name = attribute.attrib.get('name')
                attribute_value = attribute.find('value').text
                if attribute_type == 'bool':
                    node_attributes[attribute_name] = (attribute_value == "True")
                elif attribute_type == 'int':
                    node_attributes[attribute_name] = int(attribute_value)
                elif attribute_type == 'float':
                    node_attributes[attribute_name] = float(attribute_value)
                else:
                    node_attributes[attribute_name] = attribute_value
                    
            new_node = StoryNode(story_node_name, node_attributes, self._graph.get_node_from_name(node_target))
           
            if not node.attrib['modification'] == 'None':
                modification_filename = self._path + "Modifications/" + node.attrib['modification']
                modification_reader = XMLModificationReader(modification_filename)
                modification = modification_reader.readModification()        
                new_node.set_modification(modification)

            node_list.append(new_node)
            
        #Create the Return Graph
        returnGraph = StoryGraph(graph_name, node_list)
        
        #Begin Making the connections
        for connection in root.iter('connection'):
            connect_from = connection.attrib.get('from')
            from_node = returnGraph.get_node_from_name(connect_from)
            
            connect_to = connection.attrib.get('to')
            to_node= returnGraph.get_node_from_name(connect_to)
            
            relation = connection.find('relation').attrib
            
            if relation.keys()[0] == "none":
                relation = {}
                
            returnGraph.connect(from_node, relation, to_node)
        
        return returnGraph
Esempio n. 4
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#----------------------------------
# Social Condition
#----------------------------------
Monster = SocialNode("Monster", {"alive": True})
Recipient = SocialNode("Recipient", {"alive" : True})

Ambush_Social_Condition = Graph("Stolen_Gift_Social_Condition", [Monster, Recipient])
Ambush_Social_Condition.connect(Monster, {"Hates" : "N/A"}, Recipient)
#----------------------------------
# Social Modification
#----------------------------------
#----------------------------------
# Story Condition
#----------------------------------
Murder = StoryNode("Give_Gift", {"Node_Type" : "Give_Item"}, Recipient)
Ambush_Story_Condition = StoryGraph("Stolen_Gift_Condition", [Murder])

#----------------------------------
# Story Outcome
#----------------------------------
Spare = StoryNode("Stolen_Gift", {"Node_Type" : "Robbery", "Additional" : "Branched_Node"}, Monster)
Foigh = StoryNode("Fight_For_Gift", {"Node_Type" : "Fight", "Additional" : "Branched_Node"}, Monster)
Ambush_Story_Outcome = StoryGraph("Stolen_Gift_Story_Outcome", [Murder, Foigh, Spare])
Ambush_Story_Outcome.connect(Spare, {}, Foigh)
Ambush_Rule = RewriteRule(Ambush_Story_Condition, Ambush_Social_Condition, Ambush_Story_Outcome, None, "Stolen_Gift", True)
##----------------------------------------------------
## Ambush Skeleton
##----------------------------------------------------
#
##----------------------------------
Esempio n. 5
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    def initialize_narrative(self):

        #-----------------------------------
        # Create the Beginning Narrative Format
        #-----------------------------------

        #Create the starting node and ending node
        start_node = StoryNode("Start_Quest", {"Node_Type": "Start"}, "N/A")
        end_node = StoryNode("End_Quest", {"Node_Type": "End"}, "N/A")

        #Initialize our narrative
        self._narrative = StoryGraph("New_Quest", [start_node, end_node])
        self._narrative.initialize()

        print "Creating Initial Narrative"
        #-----------------------------------
        #We will go throughout all our rules and find matching results
        #-----------------------------------
        print "Searching for Possible Narrative Rules..."
        matching_rules = self.get_possible_rules(self._story_init_rules,
                                                 self._social_graph)

        print "Found " + str(len(matching_rules)) + " possible rules"
        if len(matching_rules) <= 0:
            print "ERROR - No Matching Rules found, No more stories may be created"
            return False

        #Rules for picking the matching narrative
        #At the moment it is a random choice

        if self._verbose:
            print "Found the Following Matching Initialization Rules: "
            for rule in matching_rules:
                print "\t" + rule[1].get_name()

        resultant = choice(matching_rules)
        resulting_rule = resultant[1]

        #Rules for picking the matching group
        #At the moment it is a random choice
        resulting_group = choice(resultant[0])
        #-----------------------------------
        #Now we set the cast for our narrative
        #-----------------------------------
        cast = {}

        #The cast is stored as a dictionary where the name in the condition narrative
        #is the key for the node it relates to
        for i in range(len(resulting_group)):
            cast[resulting_rule.get_social_condition().get_nodes()
                 [i].get_name()] = resulting_group[i]

        #The player always participates in the narrative by default
        cast["Player"] = self._social_graph.get_player()

        self._narrative.set_cast(cast)

        #-----------------------------------
        #Now we set the preconditions for our narrative
        #-----------------------------------

        #We will convert the original social condition into a set of preconditions
        for i in range(len(resulting_group)):
            cur_node = resulting_rule.get_social_condition().get_nodes()[i]
            cur_attr = cur_node.get_attributes()

            #First we will create all of the attribute preconditions
            for key in cur_attr.keys():
                condition = Condition(True)

                condition.set_first_object(resulting_group[i])
                condition.set_key(key)
                condition.set_value(cur_attr[key])

                self._narrative.add_precondition(condition)

            #Following this, we will create all of the edge preconditions
            for edge in cur_node.get_outgoing_edges():

                condition = Condition(False)

                condition.set_first_object(resulting_group[i])
                condition.set_second_object(
                    cast[edge.get_to_node().get_name()])
                condition.set_key(edge.get_name().keys()[0])
                condition.set_value(edge.get_name()[edge.get_name().keys()[0]])

                self._narrative.add_precondition(condition)

        #-----------------------------------
        #Now we construct our narrative skeleton using this modification
        #-----------------------------------
        story_modification = resulting_rule.get_story_modification()

        #Set up our nodes
        for node in story_modification.get_nodes():

            #Get the index of the story node
            index = resulting_rule.get_social_condition().get_nodes().index(
                node.get_target())

            #We can then pick the actual target from our group
            target = resulting_group[index]

            #Also, add the target as an attribute
            node.add_attribute("Target", target.get_name())

            #And link the story node to this target
            node.set_linked_to_node(target)

            #Finally, add the node to the story
            self._narrative.add_node(node)

        #Edges are currently empty for narratives
        for edge in story_modification.get_edges():
            self._narrative.add_edge(edge)

        return True