Exemplo n.º 1
0
    def do_exchange(self, args):
        """Exchange an Item with another with an NPC. EXCHANGE goblin potion bandage
        <means give potion to goblin and take bandage from him>"""
        args = parse(args)
        if not self.check_length(args, 3):
            return

        item_holder = NPC.get_or_none(NPC.name == args[0])
        item_to_give = Item.get_or_none(Item.name == args[1])
        item_to_take = Item.get_or_none(Item.name == args[2])

        if not self.set_inputs(action=T.exchange,
                               args=[item_holder, item_to_give, item_to_take]):
            return

        found = terminals.exchange(item_holder=item_holder,
                                   item_to_give=item_to_give,
                                   item_to_take=item_to_take)
        if not found:
            print("failed!")
            return
        print("player's belongings updated.")
        print_player_belongings()
        print("NPC belongings updated.")
        print_npc_belongings(item_holder)
        self.last_action_doable = True
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
Exemplo n.º 3
0
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
Exemplo n.º 4
0
def use(item_to_use: Item, target: NPC):

    player = Player.current()
    # check if player has the item
    if item_to_use.belongs_to_player != player:
        Message.error("You don't have the item (%s)" % item_to_use)
        return False

    # check if player at target's place_location
    if target.place != player.place:
        Message.debug("Player is not at the target '%s's location (%s)" %
                      (target, target.place))
        Message.error("You are not at the target '%s's location" % target)
        return False

    # check if player know where the receiver is
    if not PlayerKnowledgeBook.get_or_none(
            player=player, intel=Intel.construct(npc_place=target)):
        Message.debug("Player does not know where the NPC (%s) is located" %
                      target)
        Message.error("Player does not know where the NPC is located")
        return False

    item_to_use.use(npc=target)

    # depending on positive or negative impact_factor of the item usage, target record in player's favour gets updated
    FavoursBook.construct(target, float(item_to_use.impact_factor or 0.0))

    Message.achievement("Item '%s' used on the '%s'" % (item_to_use, target))
    return True
Exemplo n.º 5
0
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
Exemplo n.º 6
0
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 [[]]
Exemplo n.º 9
0
    def do_take(self, args):
        """Take something from an NPC. TAKE bandage Goblin"""
        args = parse(args)
        if not self.check_length(args, 2):
            return

        item = Item.get_or_none(Item.name == args[0])
        npc = NPC.get_or_none(NPC.name == args[1])
        dead = NPCDead.get_or_none(NPCDead.name == args[1])

        if not npc and dead:
            # npc is dead, loot him
            if not self.set_inputs(action=T.take, args=[item]):
                return
            found = terminals.take_loot(item_to_take=item, loot_npc=dead)
        else:
            # npc is alive, or not found among dead, can't loot
            if not self.set_inputs(action=T.take, args=[item, npc]):
                return
            found = terminals.take(item_to_take=item, item_holder=npc)

        if not found:
            print("failed!")
            return

        print("player's belongings updated.")
        print_player_belongings()
        print("NPC belongings updated.")
        print_npc_belongings(npc)
        self.last_action_doable = True
Exemplo n.º 10
0
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
Exemplo n.º 11
0
def print_player_belongings(player: Player = None):
    if not player:
        player = Player.current()

    results = Item.select().where(Item.belongs_to_player == player)
    print("items:")
    print_indented(results)
Exemplo n.º 12
0
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
Exemplo n.º 13
0
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
Exemplo n.º 14
0
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
Exemplo n.º 15
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
Exemplo n.º 16
0
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
Exemplo n.º 17
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
Exemplo n.º 18
0
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
Exemplo n.º 19
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 def finish_quest(self):
     print("Congratulations!! Quest completed!!!!")
     self.progress.current_node = self.progress.quest
     self.quest_in_progress = False
     self.quest_done = True
     Intel.delete_all_arbitrary()
     query = Item.delete().where(Item.name.contains('arbitrary'))
     query.execute()
     query = Place.delete().where(Place.name.contains('arbitrary'))
     query.execute()
     query = NPC.delete().where(NPC.name.contains('arbitrary'))
     query.execute()
Exemplo n.º 20
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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
Exemplo n.º 21
0
    def do_gather(self, args):
        """Gather an item. GATHER bandage"""
        args = parse(args)
        if not self.check_length(args, 1):
            return

        item = Item.get_or_none(Item.name == args[0])

        if not self.set_inputs(action=T.gather, args=[item]):
            return

        found = terminals.gather(item_to_gather=item)
        if not found:
            print("failed!")
            return
        print("player's belongings updated.")
        print_player_belongings()
        self.last_action_doable = True
Exemplo n.º 22
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    def do_use(self, args):
        """Use an item (tool) on an NPC. USE potion Lempeck"""
        args = parse(args)
        if not self.check_length(args, 2):
            return

        item = Item.get_or_none(Item.name == args[0])
        npc = NPC.get_or_none(NPC.name == args[1])

        if not self.set_inputs(action=T.use, args=[item, npc]):
            return

        found = terminals.use(item_to_use=item, target=npc)
        if not found:
            print("failed!")
            return
        print("NPC health meter:", npc.health_meter)
        self.last_action_doable = True
Exemplo n.º 23
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    def do_read(self, args):
        """Read a piece of intel from a book (intel: type intel_value). READ location goblin_place address_book"""
        args = parse(args)
        if not self.check_length(args, 3):
            return

        intel = Intel.find_by_name(args[0], [args[1]])
        readable = Item.get_or_none(Item.name == args[2])

        if not self.set_inputs(action=T.read, args=[intel, readable]):
            return

        found = terminals.read(intel=intel, readable=readable)
        if not found:
            print("failed!")
            return
        print("Player intel updated.")
        print_player_intel()
        self.last_action_doable = True
Exemplo n.º 24
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    def do_give(self, args):
        """Give an NPC something. GIVE bandage Goblin"""
        args = parse(args)
        if not self.check_length(args, 2):
            return

        item = Item.get_or_none(Item.name == args[0])
        npc = NPC.get_or_none(NPC.name == args[1])

        if not self.set_inputs(action=T.give, args=[item, npc]):
            return

        found = terminals.give(item=item, receiver=npc)
        if not found:
            print("failed!")
            return
        print("player's belongings updated.")
        print_player_belongings()
        print("NPC belongings updated.")
        print_npc_belongings(npc)
        self.last_action_doable = True
Exemplo n.º 25
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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
Exemplo n.º 26
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    def do_explore(self, args):
        """Explore current location to find an NPC or Item. EXPLORE item potion | EXPLORE npc goblin"""
        args = parse(args)
        if not self.check_length(args, 2):
            return

        dest = Player.current().place
        if args[0] == 'item':
            item = Item.get_or_none(Item.name == args[1])
            if not self.set_inputs(action=T.explore, args=[dest, '', item]):
                return
            found = terminals.explore(area_location=dest, item=item)
        else:
            npc = NPC.get_or_none(NPC.name == args[1])

            if not self.set_inputs(action=T.explore, args=[dest, npc, '']):
                return
            found = terminals.explore(area_location=dest, npc=npc)

        if not found:
            print("failed!")
            return

        self.last_action_doable = True
Exemplo n.º 27
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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
Exemplo n.º 28
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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
Exemplo n.º 29
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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
Exemplo n.º 30
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def print_npc_belongings(npc: NPC, debug=False):
    if debug or Params.debug_mode:
        results = Item.select().where(Item.belongs_to == npc)
        print("items:")
        print_indented(results)