コード例 #1
0
def quest_neutral(motivation: NT) -> List[List[BaseElement]]:
    # select an ally NPC with a certain motivation

    results = Motivation.select()\
        .where(Motivation.action == motivation.value,
               Motivation.motive > 0.5)\
        .order_by(Motivation.motive.desc()).limit(1)

    if results:
        motivated = results.get().npc
    else:
        # No motivated NPC found, create one
        place = Place.select().order_by(fn.Random()).get()
        clan = Clan.select().order_by(fn.Random()).get()
        motivated = NPC.create(place=place,
                               clan=clan,
                               name=NPCName.fetch_new())
        Motivation.create(npc=motivated, action=motivation.value, motive=0.65)

    # steps:
    #   give useful info to this NPC
    steps = [[motivated]]
    Message.instruction("NPC '%s' has '%s' motivation" %
                        (motivated.name, motivation.name))
    return steps
コード例 #2
0
def serenity_1(motivated: NPC):
    """
    Revenge, Justice
    :param motivated:
    :return:
    """
    enemies = NPC.select().where(NPC.clan != motivated.clan).order_by(
        fn.Random()).limit(1)
    if enemies:
        target = enemies[0]
    else:
        place = Place.select().order_by(fn.Random()).limit(1)
        if place:
            place = place[0]
        else:
            Message.debug("No place found in the World!")
            place = helper.create_place()
        enemy_clan = Clan.select().where(Clan.id != motivated.clan).order_by(
            fn.Random()).limit(1).get()
        target = NPC.create(clan=enemy_clan,
                            name=NPCName.fetch_new(),
                            place=place)

    # steps
    #   goto
    #   damage
    steps = [[target.place, target], [target]]
    Message.instruction("%s: Get my revenge from '%s'" % (motivated, target))
    return steps
コード例 #3
0
def protection_1(motivated: NPC) -> list:
    """
    Attack threatening entities
    :param motivated:
    :return:
    """
    # find enemy of motivated, or create one
    results = NPC.select().where(NPC.clan != motivated.clan).order_by(
        fn.Random()).limit(1)
    if results:
        enemy = results.get()
    else:
        # No NPC left in the world except the motivated
        enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by(
            fn.Random()).get()
        enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(),
                           clan=enemies_clan,
                           name=NPCName.fetch_new())

    player = Player.current()
    threat_report_intel = Intel.construct(
        other='arbitrary_threat_damage_report_' + str(randint(100, 999)))
    PlayerKnowledgeBook.create(player=player, intel=threat_report_intel)

    # steps:
    #   goto enemies place
    #   kill enemies
    #   goto motivated place
    #   T.report intel(?) to motivated
    steps = [[enemy.place, enemy], [enemy], [motivated.place, motivated],
             [threat_report_intel, motivated]]

    Message.instruction("%s: Relieve me of '%s' threats, then report it" %
                        (motivated, enemy))
    return steps
コード例 #4
0
def conquest_1(motivated: NPC) -> list:
    """
    Attack enemy
    :param motivated:
    :return:
    """
    # find enemy of motivated, or create one
    results = NPC.select().where(NPC.clan != motivated.clan).order_by(
        fn.Random()).limit(1)
    if results:
        enemy = results.get()
    else:
        # No NPC left in the world except the motivated
        enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by(
            fn.Random()).get()
        enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(),
                           clan=enemies_clan,
                           name=NPCName.fetch_new())

    # steps:
    #   goto enemies place
    #   damage enemies
    steps = [[enemy.place, enemy], [enemy]]

    Message.instruction("%s: Damage my enemy '%s' for me" % (motivated, enemy))
    return steps
コード例 #5
0
def reputation_2(motivated: NPC) -> list:
    """
    Kill enemies of motivated
    :param motivated: given from higher level nodes
    :return:
    """
    results = NPC.select().where(NPC.clan != motivated.clan).order_by(
        fn.Random()).limit(1)
    if results:
        enemy = results.get()
    else:
        # No NPC left in the world except the motivated
        enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by(
            fn.Random()).get()
        enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(),
                           clan=enemies_clan,
                           name=NPCName.fetch_new())

    player = Player.current()
    killing_report_intel = Intel.construct(other='arbitrary_killing_report_' +
                                           str(randint(100, 999)))
    PlayerKnowledgeBook.create(player=player, intel=killing_report_intel)

    # steps:
    #   goto enemies place
    #   kill enemies
    #   goto motivated place
    #   T.report intel(?) to motivated
    steps = [[enemy.place, enemy], [enemy], [motivated.place, motivated],
             [killing_report_intel, motivated]]
    Message.instruction("%s: Kill my enemy '%s', and report it" %
                        (motivated, enemy))
    return steps
コード例 #6
0
def comfort_2(motivated: NPC) -> list:
    """
    Kill pests
    :param motivated:
    :return:
    """
    # find enemy of motivated, or create one
    results = NPC.select().where(NPC.clan != motivated.clan).order_by(
        fn.Random()).limit(1)
    if results:
        enemy = results.get()
    else:
        # No NPC left in the world except the motivated
        enemies_clan = Clan.select().where(Clan.id != motivated.clan).order_by(
            fn.Random()).get()
        enemy = NPC.create(place=Place.select().order_by(fn.Random()).get(),
                           clan=enemies_clan,
                           name=NPCName.fetch_new())

    player = Player.current()
    damage_report_intel = Intel.construct(
        other='arbitrary_pest_damage_report_' + str(randint(100, 999)))
    PlayerKnowledgeBook.create(player=player, intel=damage_report_intel)

    # steps:
    #   goto enemies place
    #   kill enemies
    #   goto motivated place
    #   T.report intel(?) to motivated
    steps = [[enemy.place, enemy], [enemy], [motivated.place, motivated],
             [damage_report_intel, motivated]]

    Message.instruction("%s: Take care of that pest '%s' for me" %
                        (motivated, enemy))
    return steps
コード例 #7
0
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
コード例 #8
0
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
コード例 #9
0
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
コード例 #10
0
def learn_2(required_intel: Intel):
    """
    Go someplace, perform subquest, get info from NPC.
    :param required_intel:
    :return:
    """
    player = Player.current()

    # find NPC who has the intel, goto the NPC and listen to get the intel
    results = NPC.select()\
        .join(NPCKnowledgeBook)\
        .where(NPCKnowledgeBook.intel == required_intel, NPC.clan == player.clan)

    # sort by triangle distance
    locations_scores = [player.distance(row.place) for row in results]
    results = sort_by_list(results, locations_scores)

    if results:
        knowledgeable_npc = results[0]
    else:
        # NPC pool to add required intel to one of them
        results = NPC.select().where(NPC.clan == player.clan)
        if not results:
            # No NPC in clan found search among all NPCs
            Message.debug("No NPC in clan %s found, search among all NPCs" %
                          NPC.clan)
            results = NPC.select().order_by(fn.Random()).get()
            if required_intel.npc_place:
                # exclude the same NPC looking for
                results = results.where(NPC.id != required_intel.npc_place)
        elif required_intel.item_place and required_intel.item_place.belongs_to:
            # exclude the owner of the item to ask where is the item!
            results = results.where(
                NPC.id != required_intel.item_place.belongs_to)

        if not results:
            # No NPC left in the world
            knowledgeable_npc = NPC.create(
                place=Place.select().order_by(fn.Random()).get(),
                clan=Clan.select().order_by(fn.Random()).get(),
                name=NPCName.fetch_new())
            Message.debug(
                "No NPC left in the world, new one %s created for learn_2" %
                knowledgeable_npc)
        else:
            locations_scores = [player.distance(row.place) for row in results]
            results = sort_by_list(results, locations_scores)
            knowledgeable_npc = results[0]

        NPCKnowledgeBook.create(npc=knowledgeable_npc, intel=required_intel)

    player.next_location = knowledgeable_npc.place
    player.save()

    # steps:
    # do sub-quest
    # goto knowledgeable_npc place_location
    # listen knowledgeable_npc to get required_intel
    steps = [[], [knowledgeable_npc.place, knowledgeable_npc],
             [required_intel, knowledgeable_npc]]
    Message.instruction(
        "Do a sub-quest, goto '%s', listen intel '%s' from '%s'" %
        (knowledgeable_npc, required_intel, knowledgeable_npc))
    return steps