def capture_1(target: NPC): """ Get something, go someplace and use it to capture somebody :param target: :return: """ item_to_fetch = Item.get_or_none(type=ItemTypes.tool.name, usage=T.capture.value) if not item_to_fetch: # No item usable for capture, left in the world item_to_fetch = Item.create( name='arbitrary_capture_tool_' + str(randint(100, 999)), type=ItemTypes.tool.name, usage=T.capture.value, generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], place=Place.select().order_by(fn.Random()).get(), impact_factor=1.0, worth=0.75) Message.debug( "No item usable for 'capture' left in the world, create a new one '%s'" % item_to_fetch) # steps: # get # goto # T.capture steps = [[item_to_fetch], [target.place, target], [target]] Message.instruction("Get '%s', then goto '%s' and capture '%s'" % (item_to_fetch, target, target)) return steps
def comfort_1(motivated: NPC) -> list: """ Obtain luxuries for the motivated NPC :param motivated: :return: """ # get item useful for motivated needed_item = Item.select().join(Need).where(Need.npc == motivated, Item.belongs_to_player.is_null())\ .order_by(fn.Random()).limit(1) if needed_item: # motivated NPC need some items item = needed_item[0] else: # motivated NPC doesn't have any needs items_in_world = Item.select().where( Item.belongs_to_player.is_null()).order_by( Item.worth.desc()).limit(1) if items_in_world: item = items_in_world[0] else: # item not found in the world 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() item = Item.create(type=ItemTypes.unknown.name, generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], name='arbitrary_item_' + str(randint(100, 999)), place=place, worth=1) Message.debug("No Item found in the world, item created: %s" % item) # steps: # get # goto # give steps = [[item], [motivated.place, motivated], [item, motivated]] Message.instruction("%s: Get luxury item '%s' for me" % (motivated, item)) 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 serenity_5(motivated: NPC) -> list: """ Check on NPC(2) :param motivated: :return: """ # find ally NPC to motivated get an item from he/she allies = NPC.select().where(NPC.clan == motivated.clan, NPC.id != motivated).order_by( fn.Random()).limit(1) if allies: target = allies[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() target = NPC.create(clan=motivated.clan, name=NPCName.fetch_new(), place=place) belongings = Item.select().where(Item.belongs_to == target.id).order_by( fn.Random()).limit(1) if belongings: item = belongings[0] else: 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 # take # goto # give steps = [[target.place, target], [item, target], [motivated.place, motivated], [item, motivated]] Message.instruction("%s: Get item '%s' from my friend, '%s' for me" % (motivated, item, target)) 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 reputation_1(motivated: NPC) -> list: """ Obtain rare items :param motivated: :return: """ # find high worth item worthy_item = Item.select().where( Item.belongs_to_player.is_null()).order_by(Item.worth.desc()).limit(1) if worthy_item: # item found for NPC item = worthy_item[0] else: # item not found in the world 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() item = Item.create(type=ItemTypes.unknown.name, generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], name='arbitrary_item_' + str(randint(100, 999)), place=place, worth=1) Message.debug("No Item found in the world, item created: %s" % item) # steps: # get # goto # give steps = [[item], [motivated.place, motivated], [item, motivated]] Message.instruction("%s: Get the rare item '%s' for me" % (motivated, item)) return steps
def protection_2(NPC_protection_motivated: NPC) -> list: # find an NPC, who is ally to motivated_NPC and needs something, as well as an NPC who has that thing # and that need is not part of an exchange results = NPC.select(NPC, Need.item_id.alias('needed_item_id'))\ .join(Need) \ .join(Exchange, JOIN.LEFT_OUTER)\ .where( NPC.clan == NPC_protection_motivated.clan, Need.item.is_null(False), )\ .group_by(Need)\ .having(fn.COUNT(Exchange.id) == 0)\ .objects() if not results: # select any kind of need including an exchange need results = NPC.select(NPC, Need.item_id.alias('needed_item_id'))\ .join(Need) \ .where( NPC.clan == NPC_protection_motivated.clan, Need.item.is_null(False), )\ .objects() player = Player.current() if results: # sort by distance locations_scores = [player.distance(res.place) for res in results] results = sort_by_list(results, locations_scores) npc_in_need = results[0] needed_item = Item.get_by_id(npc_in_need.needed_item_id) del npc_in_need.needed_item_id else: # no need found, have to create one # just select an ally, create a need for him results = NPC.select().where(NPC.clan == NPC_protection_motivated.clan) if not results: # just select an NPC, including enemies results = NPC.select() # sort by distance locations_scores = [player.distance(res.place) for res in results] results = sort_by_list(results, locations_scores) npc_in_need = results[0] # select an NPC to hold the item, enemies preferred holders = NPC.select().where(NPC.id != npc_in_need, NPC.clan != player.clan) if not holders: holders = NPC.select().where(NPC.id != npc_in_need) # sort by distance locations_scores = [player.distance(res.place) for res in holders] holders = sort_by_list(holders, locations_scores) holder = holders[0] needed_item = Item.create(type=ItemTypes.tool.name, generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], name='arbitrary_item_potion_' + str(randint(100, 999)), place=None, belongs_to=holder, usage=T.treat.value, impact_factor=0.5) Need.create(npc=npc_in_need, item=needed_item) # get # goto NPC in need # use steps = [[needed_item], [npc_in_need.place, npc_in_need], [needed_item, npc_in_need]] Message.instruction("%s: Treat my friend '%s' using '%s'" % (NPC_protection_motivated, npc_in_need, needed_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_3(required_intel: Intel): """ Go someplace, get something, and read what is written on it. :param required_intel: :return: """ player = Player.current() # intel[1] is to be learned # find a book[1] (readable, it could be a sign) that has intel[1] on it results = ReadableKnowledgeBook.select()\ .join(Item, on=(ReadableKnowledgeBook.readable == Item.id))\ .where(ReadableKnowledgeBook.intel == required_intel, Item.belongs_to_player != player) # sort by readable place_ triangle locations_scores = [ player.distance(knowledge_book.readable.place_()) for knowledge_book in results ] results = sort_by_list(results, locations_scores) if results: book_containing_intel = results[0].readable # type: Item else: # create an address book containing the intel player is looking for known_places = Place.select()\ .join(Intel, on=(Intel.place_location == Place.id))\ .join(PlayerKnowledgeBook, on=(PlayerKnowledgeBook.intel == Intel.id))\ .where(PlayerKnowledgeBook.player == player) if known_places: known_place = known_places.order_by(fn.Random()).get() else: known_place = narrative_helper.create_place() book_containing_intel = Item.create( type=ItemTypes.readable.name, generic=GenericItem.get_or_create( name=ItemTypes.singleton.name)[0], name=ItemName.fetch_new(), place=known_place) ReadableKnowledgeBook.create(readable=book_containing_intel, intel=required_intel) PlayerKnowledgeBook.create( player=player, intel=Intel.construct(item_place=book_containing_intel)) player.next_location = book_containing_intel.place_() player.save() intel = Intel.construct(item_place=book_containing_intel) PlayerKnowledgeBook.get_or_create(player=player, intel=intel) Message.achievement("Intel '%s' learned" % intel.detail()) # steps: # goto: place_location[1] # get: book[1] # T.read: intel[1] from book[1] steps = [[book_containing_intel.place_(), None, book_containing_intel], [book_containing_intel], [required_intel, book_containing_intel]] Message.instruction("Get '%s', and read the intel '%s' from it" % (book_containing_intel, required_intel)) return steps
def create(): alliance = Clan.create(name='alliance') horde = Clan.create(name='horde') beach = Place.create(name='beach', x=10, y=80) azshara = Place.create(name='azshara', x=50, y=50) cataclysm = Place.create(name='cataclysm', x=70, y=90) crystalsong = Place.create(name='crystalsong', x=10, y=60) forest = Place.create(name='forest', x=60, y=20) dalaran = Place.create(name='dalaran', x=80, y=85) feralas = Place.create(name='feralas', x=10, y=10) harbor = Place.create(name='harbor', x=80, y=10) shrine = Place.create(name='shrine', x=30, y=80) nagrand = Place.create(name='nagrand', x=70, y=40) acherus = Place.create(name='acherus', x=10, y=40) alcaz = Place.create(name='alcaz', x=90, y=60) PlaceName.create(name='hamilton') PlaceName.create(name='denver') PlaceName.create(name='munich') PlaceName.create(name='quebec') player = Player.create(name='player_1', place=beach, clan=alliance) qeynos = NPC.create(name='qeynos', place=azshara, clan=alliance) npc_2 = NPC.create(name='npc2', place=beach, clan=alliance) # = adon steve = NPC.create(name='steve', place=forest, clan=alliance) tomas = NPC.create(name='tomas', place=feralas, clan=alliance) lempeck = NPC.create(name='lempeck', place=harbor, clan=alliance, health_meter=0.7) # = Denros bixies = NPC.create(name='bixies', place=cataclysm, clan=horde) goblin = NPC.create(name='goblin', place=dalaran, clan=horde) NPCName.create(name='gabriel') NPCName.create(name='mariah') NPCName.create(name='sia') NPCName.create(name='silva') NPCName.create(name='berg') NPCName.create(name='jessie') NPCName.create(name='lizzy') NPCName.create(name='amanda') NPCName.create(name='bernard') NPCName.create(name='monica') NPCName.create(name='catrina') NPCName.create(name='leo') NPCName.create(name='richard') NPCName.create(name='naomi') NPCName.create(name='aaron') Motivation.create(npc=steve, action=NT.knowledge.value, motive=0.6) Motivation.create(npc=lempeck, action=NT.comfort.value, motive=0.9) Motivation.create(npc=npc_2, action=NT.reputation.value, motive=0.7) Motivation.create(npc=goblin, action=NT.serenity.value, motive=0.7) Motivation.create(npc=tomas, action=NT.protection.value, motive=0.7) Motivation.create(npc=qeynos, action=NT.conquest.value, motive=0.7) potion = Item.create( type=ItemTypes.tool.name, generic=GenericItem.get_or_create(name=ItemTypes.singleton.name)[0], name='potion', place=None, belongs_to=qeynos, usage=T.treat.value, impact_factor=0.5) jum = Item.create(type=ItemTypes.unknown.name, generic=GenericItem.get_or_create(name='jum')[0], name='jum', place=None, belongs_to=npc_2) comb = Item.create(type=ItemTypes.unknown.name, generic=GenericItem.get_or_create(name='comb')[0], name='comb', place=None, belongs_to=bixies) bandage = Item.create(type=ItemTypes.tool.name, generic=GenericItem.get_or_create(name='bandage')[0], name='bandage', place=crystalsong, belongs_to=None, usage=T.treat.value) address_book = Item.create( type=ItemTypes.readable.name, generic=GenericItem.get_or_create(name=ItemTypes.singleton.name)[0], name='address_book', belongs_to=tomas) # address-book (goblin loc) coin = Item.create(type=ItemTypes.unknown.name, generic=GenericItem.get_or_create(name='coin')[0], name='coin', belongs_to_player=player) Need.create(npc=lempeck, item=potion) spell = Intel.construct(spell=Spell.create( name="needs_path", text="'Earth, grass, trees and seeds reveal the path to suit my needs'" )) spell_2 = Intel.construct( spell=Spell.create(name="flat_earth", text="Earth is flat! LoL")) spell_3 = Intel.construct( spell=Spell.create(name="gravity", text="Gravity is a myth")) # SpellName.create() NPCKnowledgeBook.create(npc=goblin, intel=spell) NPCKnowledgeBook.create(npc=bixies, intel=spell_2) NPCKnowledgeBook.create(npc=steve, intel=spell_2) intel_bandage_loc = Intel.construct(item_place=bandage) intel_npc2_loc = Intel.construct(npc_place=npc_2, worth=0.6) intel_goblin_loc = Intel.construct(npc_place=goblin, worth=0.8) ReadableKnowledgeBook.create(readable=address_book, intel=intel_goblin_loc) intel_tomas_loc = Intel.construct(npc_place=tomas) NPCKnowledgeBook.create(npc=bixies, intel=intel_tomas_loc) NPCKnowledgeBook.create(npc=lempeck, intel=intel_tomas_loc) intel_lempeck_loc = Intel.construct(npc_place=lempeck) NPCKnowledgeBook.create(npc=qeynos, intel=intel_lempeck_loc) intel_qeynos_loc = Intel.construct(npc_place=qeynos) NPCKnowledgeBook.create(npc=npc_2, intel=intel_qeynos_loc) intel_comb_place = Intel.construct(item_place=comb) NPCKnowledgeBook.create(npc=npc_2, intel=intel_comb_place) intel_cataclysm = Intel.construct(npc_place=bixies) NPCKnowledgeBook.create(npc=npc_2, intel=intel_cataclysm) Exchange.create(npc=qeynos, item=potion, need=Need.get_or_create(npc=qeynos, item=jum)[0]) Exchange.create(npc=npc_2, intel=intel_comb_place, need=Need.get_or_create(npc=npc_2, item=bandage)[0]) Exchange.create(npc=npc_2, intel=intel_cataclysm, need=Need.get_or_create(npc=npc_2, item=bandage)[0]) Exchange.create(npc=npc_2, item=jum, need=Need.get_or_create(npc=npc_2, item=comb)[0]) Exchange.create(npc=tomas, item=address_book, need=Need.get_or_create(npc=tomas, item=coin)[0]) for place in Place.select(): intel = Intel.construct(place_location=place) PlayerKnowledgeBook.create(player=player, intel=intel)