예제 #1
0
    def setUpClass(cls):
        M = GameMaker()

        # Create a 'bedroom' room.
        R1 = M.new_room("bedroom")
        R2 = M.new_room("kitchen")
        M.set_player(R2)

        path = M.connect(R1.east, R2.west)
        path.door = M.new(type='d', name='wooden door')
        path.door.add_property("closed")

        carrot = M.new(type='f', name='carrot')
        lettuce = M.new(type='f', name='lettuce')
        R1.add(carrot)
        R1.add(lettuce)

        # Add a closed chest in R2.
        chest = M.new(type='c', name='chest')
        chest.add_property("open")
        R2.add(chest)

        # The goals
        commands = [
            "open wooden door", "go west", "take carrot", "go east",
            "drop carrot"
        ]
        cls.eventA = M.new_event_using_commands(commands)

        commands = [
            "open wooden door", "go west", "take lettuce", "go east",
            "insert lettuce into chest"
        ]
        cls.eventB = M.new_event_using_commands(commands)

        cls.losing_eventA = Event(conditions={M.new_fact("eaten", carrot)})
        cls.losing_eventB = Event(conditions={M.new_fact("eaten", lettuce)})

        cls.questA = Quest(win_events=[cls.eventA],
                           fail_events=[cls.losing_eventA])
        cls.questB = Quest(win_events=[cls.eventB],
                           fail_events=[cls.losing_eventB])
        cls.questC = Quest(win_events=[],
                           fail_events=[cls.losing_eventA, cls.losing_eventB])

        commands = ["open wooden door", "go west", "take carrot", "eat carrot"]
        cls.eating_carrot = M.new_event_using_commands(commands)
        commands = [
            "open wooden door", "go west", "take lettuce", "eat lettuce"
        ]
        cls.eating_lettuce = M.new_event_using_commands(commands)
        commands = [
            "open wooden door", "go west", "take lettuce", "go east",
            "insert lettuce into chest"
        ]

        M.quests = [cls.questA, cls.questB, cls.questC]
        cls.game = M.build()
예제 #2
0
def make_game() -> textworld.Game:
    maker = GameMaker(game_options)
    rng_grammar = rngs["grammar"]
    maker.grammar = textworld.generator.make_grammar(maker.options.grammar,
                                                     rng=rng_grammar)

    place_rooms(maker)

    if config.verbose:
        print()
        print("====== Placing furniture ======")

    place_furniture(maker)

    if config.verbose:
        print()
        print("====== Placing objects ======")

    placed_objects = place_objects(maker)

    if config.verbose:
        print()
        print("====== Shuffling objects ======")

    move_objects(maker, placed_objects)

    if config.verbose and config.distractors:
        print()
        print("====== Placing distractors ======")

    place_distractors(maker)

    set_container_properties(maker)
    limit_inventory_size(maker)
    maker.quests = generate_quests(maker, placed_objects)

    check_properties(maker)

    uuid = generate_uuid(maker)
    game = maker.build()

    set_metadata(maker, game, placed_objects)

    if config.verbose:
        print()
        print("====== Goal Locations ======")
        for obj, locations in game.metadata["goal_locations"].items():
            print(f'{obj} ->', ", ".join(locations))

    game_options.path = pjoin(config.output_dir, uuid)

    return textworld.generator.compile_game(game, game_options)
예제 #3
0
    def setUpClass(cls):
        M = GameMaker()

        room = M.new_room("room")
        M.set_player(room)

        carrot = M.new(type='f', name='carrot')
        lettuce = M.new(type='f', name='lettuce')
        room.add(carrot)
        room.add(lettuce)

        chest = M.new(type='c', name='chest')
        chest.add_property("open")
        room.add(chest)

        # The goals
        commands = ["take carrot", "insert carrot into chest"]
        cls.eventA = M.new_event_using_commands(commands)

        commands = ["take lettuce", "insert lettuce into chest", "close chest"]
        event = M.new_event_using_commands(commands)
        cls.eventB = Event(actions=event.actions,
                           conditions={
                               M.new_fact("in", lettuce, chest),
                               M.new_fact("closed", chest)
                           })

        cls.fail_eventA = Event(conditions={M.new_fact("eaten", carrot)})
        cls.fail_eventB = Event(conditions={M.new_fact("eaten", lettuce)})

        cls.quest = Quest(win_events=[cls.eventA, cls.eventB],
                          fail_events=[cls.fail_eventA, cls.fail_eventB])

        commands = ["take carrot", "eat carrot"]
        cls.eating_carrot = M.new_event_using_commands(commands)
        commands = ["take lettuce", "eat lettuce"]
        cls.eating_lettuce = M.new_event_using_commands(commands)
        commands = ["take lettuce", "insert lettuce into chest"]

        M.quests = [cls.quest]
        cls.game = M.build()
예제 #4
0
    def setUpClass(cls):
        M = GameMaker()

        # The goal
        commands = ["go east", "insert carrot into chest"]

        # Create a 'bedroom' room.
        R1 = M.new_room("bedroom")
        R2 = M.new_room("kitchen")
        M.set_player(R1)

        path = M.connect(R1.east, R2.west)
        path.door = M.new(type='d', name='wooden door')
        path.door.add_property("open")

        carrot = M.new(type='f', name='carrot')
        M.inventory.add(carrot)

        # Add a closed chest in R2.
        chest = M.new(type='c', name='chest')
        chest.add_property("open")
        R2.add(chest)

        cls.eventA = M.new_event_using_commands(commands)
        cls.eventB = Event(conditions={
            M.new_fact("at", carrot, R1),
            M.new_fact("closed", path.door)
        })
        cls.eventC = Event(conditions={M.new_fact("eaten", carrot)})
        cls.eventD = Event(conditions={
            M.new_fact("closed", chest),
            M.new_fact("closed", path.door)
        })
        cls.quest = Quest(win_events=[cls.eventA, cls.eventB],
                          fail_events=[cls.eventC, cls.eventD],
                          reward=2)

        M.quests = [cls.quest]
        cls.game = M.build()
        cls.inform7 = Inform7Game(cls.game)
예제 #5
0
def build_and_compile_super_hero_game():
    M = GameMaker()
    roomA = M.new_room("Room A")
    alley = M.new_room("Alley")
    bank1 = M.new_room("Bank1")
    bank2 = M.new_room("Bank2")
    bank3 = M.new_room("Bank3")
    corridor = M.connect(roomA.east, alley.west)
    corridor1 = M.connect(alley.east, bank1.west)
    corridor1 = M.connect(alley.north, bank2.south)
    corridor1 = M.connect(alley.south, bank3.north)
    M.set_player(roomA)
    
    roomA.infos.desc = "You are in a road. Some mobs are planning to rob a bank. You need to stop them. Go east to the alley. You can find a person in the alley who has information about the roberry. Collect information from him and prevent the roberry."
    alley.infos.desc = "This is an alley. There is a person beside the table. He knows about the bank roberry."
    bank2.infos.desc = "This is the north bank. Some robbers are going to rob the bank. You can call the police and try to capture them or convince them to surrender. Or you can also shoot them to stop the robbery."
    
    money = M.new(type="o", name = 'money') 
    money.infos.desc = "it is money"
    M.inventory.add(money) 
    person = M.new(type="pr", name = "informant")
    person.infos.desc = "This person knows about the bank roberry. Do a favor for him. He will help you."
    M.add_fact("not_asked", person)
    M.add_fact("not_given", person)
    alley.add(person)
    
    robber = M.new(type="rbr", name = "joker")
    bank2.add(robber)
    M.add_fact("not_stopped", robber)
    
    M.add_fact("not_conflict", robber)
    M.add_fact("not_allowed", robber)
    
    police = M.new(type="pl", name = "police")
    bank2.add(police)
    M.add_fact("not_called", police)
    
    
    # asking quest
    qst_event_asking = Event(conditions={M.new_fact("asked", person)})
    quest_asking = Quest(win_events=[qst_event_asking],
                      reward=2)
    # the wining quest
    qst_event_stopped_rob = Event(conditions={M.new_fact("asked", person),
                                             M.new_fact("stopped", robber)})
    win_quest = Quest(win_events=[qst_event_stopped_rob],
                      reward=2)

    # 1st failure condition
    failed_cmds1 = ["go east", "go south"]
    failed_event1 = M.new_event_using_commands(failed_cmds1)
    failed_quest_1 = Quest(win_events=[],
                           fail_events=[failed_event1])
    
    # 2nd failure condition
    failed_cmds2 = ["go east", "go east"]
    failed_event2 = M.new_event_using_commands(failed_cmds2)
    failed_quest_2 = Quest(win_events=[],
                           fail_events=[failed_event2])
    
    # 3rd failure condition
    failed_event3 = Event(conditions={
        M.new_fact("not_asked", person),
        M.new_fact("at", M._entities['P'], bank2)})
    
    failed_quest_3 = Quest(win_events=[],
                           fail_events=[failed_event3])
    
    
    failed_event4 = Event(conditions={
        M.new_fact("allowed", robber)})
    
    failed_quest_4 = Quest(win_events=[],
                   fail_events=[failed_event4])
    
    
    M.quests = [win_quest, quest_asking, failed_quest_1, failed_quest_2, failed_quest_3, failed_quest_4]
    game = M.build()

    game.main_quest = win_quest
    game_file = _compile_test_game(game)
    return game, game_file
예제 #6
0
    def test_game_with_multiple_quests(self):
        M = GameMaker()

        # The subgoals (needs to be executed in order).
        commands = [
            [
                "open wooden door", "go west", "take carrot", "go east",
                "drop carrot"
            ],
            # Now, the player is back in the kitchen and the wooden door is open.
            ["go west", "take lettuce", "go east", "drop lettuce"],
            # Now, the player is back in the kitchen, there are a carrot and a lettuce on the floor.
            [
                "take lettuce", "take carrot", "insert carrot into chest",
                "insert lettuce into chest", "close chest"
            ]
        ]

        # Create a 'bedroom' room.
        R1 = M.new_room("bedroom")
        R2 = M.new_room("kitchen")
        M.set_player(R2)

        path = M.connect(R1.east, R2.west)
        path.door = M.new(type='d', name='wooden door')
        path.door.add_property("closed")

        carrot = M.new(type='f', name='carrot')
        lettuce = M.new(type='f', name='lettuce')
        R1.add(carrot, lettuce)

        # Add a closed chest in R2.
        chest = M.new(type='c', name='chest')
        chest.add_property("open")
        R2.add(chest)

        quest1 = M.new_quest_using_commands(commands[0])
        quest1.desc = "Fetch the carrot and drop it on the kitchen's ground."
        quest2 = M.new_quest_using_commands(commands[0] + commands[1])
        quest2.desc = "Fetch the lettuce and drop it on the kitchen's ground."
        quest3 = M.new_quest_using_commands(commands[0] + commands[1] +
                                            commands[2])
        winning_facts = [
            M.new_fact("in", lettuce, chest),
            M.new_fact("in", carrot, chest),
            M.new_fact("closed", chest)
        ]
        quest3.win_events[0].set_conditions(winning_facts)
        quest3.desc = "Put the lettuce and the carrot into the chest before closing it."

        M.quests = [quest1, quest2, quest3]
        assert len(M.quests) == len(commands)
        game = M.build()

        inform7 = Inform7Game(game)
        game_progress = GameProgression(game)
        assert len(game_progress.quest_progressions) == len(game.quests)

        # Following the actions associated to the last quest actually corresponds
        # to solving the whole game.
        for action in game_progress.winning_policy:
            assert not game_progress.done
            game_progress.update(action)

        assert game_progress.done
        assert all(quest_progression.done
                   for quest_progression in game_progress.quest_progressions)

        # Try solving the game by greedily taking the first action from the current winning policy.
        game_progress = GameProgression(game)
        while not game_progress.done:
            action = game_progress.winning_policy[0]
            game_progress.update(action)
            # print(action.name, [c.name for c in game_progress.winning_policy])

        # Try solving the second quest (i.e. bringing back the lettuce) first.
        game_progress = GameProgression(game)
        for command in [
                "open wooden door", "go west", "take lettuce", "go east",
                "drop lettuce"
        ]:
            _apply_command(command, game_progress, inform7)

        assert not game_progress.quest_progressions[0].done
        assert game_progress.quest_progressions[1].done

        for command in ["go west", "take carrot", "go east", "drop carrot"]:
            _apply_command(command, game_progress, inform7)

        assert game_progress.quest_progressions[0].done
        assert game_progress.quest_progressions[1].done

        for command in [
                "take lettuce", "take carrot", "insert carrot into chest",
                "insert lettuce into chest", "close chest"
        ]:
            _apply_command(command, game_progress, inform7)

        assert game_progress.done

        # Game is done whenever a quest has failed or is unfinishable.
        game_progress = GameProgression(game)

        for command in [
                "open wooden door", "go west", "take carrot", "eat carrot"
        ]:
            assert not game_progress.done
            _apply_command(command, game_progress, inform7)

        assert game_progress.done