Пример #1
0
    def completed(self):
        res = Oplist()
        # Find one charcoal and one ore amongst the children and delete them, and create one iron ingot.
        charcoals = self.usage.tool.find_in_contains(charcoal_filter)
        if len(charcoals):
            # We have charcoal, lets see if we also have something to smelt. We'll go through the map of ores to find a match.
            for key, value in ores.items():
                inputs = self.usage.tool.find_in_contains(value)
                if len(inputs) > 0:
                    res.append(
                        Operation("delete", Entity(inputs[0].id),
                                  to=inputs[0]))
                    res.append(
                        Operation("delete",
                                  Entity(charcoals[0].id),
                                  to=charcoals[0]))

                    new_entity = Entity(parent=key, loc=self.usage.tool.id)
                    res.append(
                        Operation("create", new_entity, to=self.usage.tool.id))
                    res.append(
                        Operation(
                            "imaginary",
                            Entity(
                                description="You successfully refine the ore."
                            ),
                            to=self.usage.actor.id,
                            from_=self.usage.actor.id))

        return res
Пример #2
0
 def transact(self, me):
     employer = me.get_knowledge('employer', me)
     if employer:
         print('Already employed by ' + employer)
         return Operation(
             "talk",
             Entity(say="Sorry, I am currently working for someone else."))
     who = me.map.get(self.who)
     if not who:
         print("Who am I talking to")
         return
     if self.payed < self.cost:
         return Operation(
             "talk",
             Entity(say=who.name + " you owe me " +
                    str(self.cost - self.payed) + " coins."))
     res = Oplist()
     me.add_knowledge('employer', me.entity.id, who.id)
     # FIXME add the new goal
     goal = Accompany(who.id)
     me.goals.insert(0, goal)
     res.append(
         Operation("talk",
                   Entity(say="I will help you out until sundown today.")))
     self.irrelevant = 1
     return res
Пример #3
0
    def hit_operation(self, op):
        arg = op[0]
        if arg:
            hit_op = op.copy()
            res = Oplist()
            if hasattr(arg, 'damage'):
                # Apply any armor modifiers
                armor = self.get_prop_float("armor", 0)
                status_decrease = (arg.damage - armor) / 100.0
                # Check if there's a modifier for the specific type of hit.
                if hasattr(arg,
                           'hit_type') and self.props["__modifier_hit_type_" +
                                                      arg.hit_type]:
                    status_decrease = status_decrease * self.props[
                        "__modifier_hit_type_" + arg.hit_type]
                print("Hit for {} damage".format(status_decrease))
                status_decrease = max(
                    0.0, status_decrease)  # Make sure it's not negative
                hit_op[0].damage = status_decrease
                if status_decrease > 0:
                    res.append(
                        Operation("set",
                                  Entity(self.id,
                                         {"status!subtract": status_decrease}),
                                  to=self.id))
            return server.OPERATION_BLOCKED, res, Operation('sight', hit_op)

        return server.OPERATION_IGNORED
Пример #4
0
 def harvest_operation(self, op):
     res = Oplist()
     if self.props.fruits and self.props.fruits > 0 and self.props.fruit_name:
         res.append(
             Operation("create",
                       Entity(parent=self.props.fruit_name, loc=op.id),
                       to=self))
         res.append(
             Operation("set",
                       Entity(self.id, {"fruits!subtract": 1}),
                       to=self))
         res.append(
             Operation(
                 "imaginary",
                 Entity(description="You harvest an {} from the {}.".format(
                     self.props.fruit_name, self.type)),
                 to=op.id,
                 from_=op.id))
     else:
         res.append(
             Operation(
                 "imaginary",
                 Entity(
                     description="There aren't any {}s in this {}.".format(
                         self.props.fruit_name, self.type)),
                 to=op.id,
                 from_=op.id))
     return server.OPERATION_BLOCKED, res
Пример #5
0
 def keep_it(self, me):
     result = Oplist()
     if (self.what in me.things) == 0: return
     thing_all = me.find_thing(self.what)
     to_loc = Location(me, Point3D(0, 0, 0))
     for thing in thing_all:
         if thing.parent.id != me.entity.id:
             result.append(Operation("move", Entity(thing.id, location=to_loc)))
     return result
Пример #6
0
 def harvest_operation(self, op):
     print('harvest')
     res = Oplist()
     if self.props.fruits and self.props.fruits > 0 and self.props.fruit_name:
         res.append(Operation("create", Entity(parent=self.props.fruit_name, loc=op.id), to=self))
         res.append(Operation("set", Entity(self.id, fruits=self.props.fruits - 1), to=self))
         res.append(Operation("imaginary", Entity(description="You harvest an acorn from the oak."), to=op.id, from_=op.id))
     else:
         res.append(Operation("imaginary", Entity(description="There aren't any acorns in this oak."), to=op.id, from_=op.id))
     return server.OPERATION_BLOCKED, res
Пример #7
0
def poison(instance):
    res = Oplist()
    direction = instance.get_arg("direction", 0)

    shoot_poison_in_direction(direction, instance, res)
    set_op = Operation("set",
                       Entity(instance.tool.id, {"charges!subtract": 1}),
                       to=instance.tool)
    res.append(set_op)

    return server.OPERATION_BLOCKED, res
Пример #8
0
 def stop_usage(self, args):
     # Check that the usage still is valid
     (valid, _) = self.usage.is_valid()
     self.irrelevant()
     res = Oplist()
     if valid and self.fish_on_hook:
         worms = self.usage.actor.find_in_contains(
             entity_filter.Filter("entity instance_of types.annelid"))
         if len(worms):
             fish_type = self.fishes[randint(0, len(self.fishes) - 1)]
             res.append(
                 Operation("create",
                           Entity(parent=fish_type,
                                  loc=self.usage.actor.id,
                                  mind=None),
                           to=self.usage.tool))
             # Delete the worm
             res.append(
                 Operation("delete", Entity(id=worms[0].id),
                           to=worms[0].id))
             res.append(
                 Operation(
                     "imaginary",
                     Entity(
                         description="You caught a {}.".format(fish_type)),
                     to=self.usage.actor.id,
                     from_=self.usage.actor.id))
     return server.OPERATION_HANDLED, res
Пример #9
0
    def completed(self):
        res = Oplist()
        if self.is_valid():
            for input_def in self.temporaries["inputs"]:
                input_entities = self.usage.actor.find_in_contains(
                    input_def["criteria"])
                needed_amount = input_def["amount"]
                for entity in input_entities:
                    entity_amount = entity.get_prop_int("amount", 1)
                    amount_to_delete = min(needed_amount, entity_amount)
                    res.append(
                        Operation("delete",
                                  Entity(entity.id, amount=amount_to_delete),
                                  to=entity))
                    needed_amount = needed_amount - amount_to_delete
                    if needed_amount <= 0:
                        break
            for output_def in self.temporaries["outputs"]:
                res.append(
                    Operation("create", output_def, to=self.usage.tool.id))

            craft_name = self.usage.tool.get_prop_string("craft_name", "tool")
            res.append(
                Operation(
                    "imaginary",
                    Entity(description="You successfully create '{}'.".format(
                        craft_name)),
                    to=self.usage.actor.id,
                    from_=self.usage.actor.id))
            return res
Пример #10
0
 def keep_it(self, me):
     result = Oplist()
     if (self.where in me.things) == 0: return
     if (self.what in me.things) == 0: return
     thing_all = me.find_thing(self.what)
     where = me.find_thing(self.where)[0]
     to_location = Location(where, Point3D(0, 0, 0))
     minx = where.location.bbox.low_corner.x
     minz = where.location.bbox.low_corner.z
     maxx = where.location.bbox.high_corner.x
     maxz = where.location.bbox.high_corner.z
     for thing in thing_all:
         if thing.parent.id != where.id and thing.parent.id != me.entity.id:
             thingloc = Location(where, Point3D(uniform(minx, maxx), 0, uniform(minz, maxz)))
             result.append(Operation("move", Entity(thing.id, location=thingloc)))
     return result
Пример #11
0
def consume(instance):
    """ When drinking the potion the __effects should be applied to the drinker, and the potion destroyed """

    op_list = Oplist()
    op_list += Operation("delete", Entity(instance.tool.id), to=instance.tool)

    effects_prop = instance.tool.props["__effects"]
    if effects_prop is not None:
        for prop_name, effect in effects_prop.items():
            actual_value = effect
            effect_prop = instance.actor.props[prop_name]
            if effect_prop is not None:
                actual_value = effect_prop + effect
            ent = Entity(instance.actor.id)
            ent[str(prop_name)] = actual_value
            op_list += Operation("set", ent, to=instance.actor.id)

    msg_prop = instance.tool.props["__message"]
    if msg_prop is not None:
        op_list += Operation("imaginary",
                             Entity(description=str(msg_prop)),
                             to=instance.actor.id,
                             from_=instance.actor.id)

    return server.OPERATION_BLOCKED, op_list
Пример #12
0
 def move_it_to_loc(self, me):
     if self.wait > 0:
         self.wait = self.wait - 1
         return
     if type(self.location) == str:
         self.location = me.get_knowledge("location", self.location)
     elif not isLocation(self.location):
         self.location = Location(self.location, Point3D(0.0, 0.0, 0.0))
     if type(self.what) == str:
         if (self.what in me.things) == 0:
             return
         what = me.things[self.what][0]
         if self.speed == 0 or what.location.parent.id != self.location.parent.id:
             return Operation("move", Entity(what.id,
                                             location=self.location))
         iloc = what.location.copy()
         vel = what.location.pos.unit_vector_to(self.location.pos)
         iloc.velocity = vel * self.speed
         self.location.velocity = Vector3D(0.0, 0.0, 0.0)
         m_op1 = Operation("move", Entity(what.id, location=iloc))
         m_op2 = Operation("move", Entity(what.id, location=self.location))
         time = ((self.location.pos - what.location.pos).mag() / self.speed)
         self.wait = (time / const.basic_tick) + 1
         m_op2.set_future_seconds(time)
         return Oplist(m_op1, m_op2)
Пример #13
0
    def delete_operation(self, op):
        res = Oplist()

        # Restore status if it's zero.
        if self.has_prop_float("status"):
            res += Operation("set", Entity(self.id, status=1.0), to=self.id)

        # Respawn in a spawn area
        respawn_alias = self.get_prop_string("_respawning")
        if respawn_alias:
            respawn_entity = server.get_alias_entity(respawn_alias)
            if respawn_entity:
                pos = Spawner.get_spawn_pos(respawn_entity)
                if pos:
                    location = Location()
                    location.pos = pos
                    # Randomize orientation
                    rotation = random.random() * math.pi * 2
                    location.orientation = physics.Quaternion(physics.Vector3D(0, 1, 0), rotation)
                    location.parent = respawn_entity.location.parent
                    # Emit a sight of this entity being defeated
                    res += Operation("sight", Operation("defeated", Entity(self.id)))
                    res += Operation("move", Entity(self.id, location=location), to=self.id)
                    res += Operation("imaginary", Entity(description="You were killed and will be respawned."), to=self.id, from_=self.id)
                    return server.OPERATION_BLOCKED, res
Пример #14
0
    def tick_operation(self, op):
        if len(op) > 0:
            arg = op[0]

            if arg.name == self.__class__.__name__:
                res = Oplist()
                # Handle the world being recreated by checking for 0
                if op.refno == self.tick_refno or self.tick_refno == 0:
                    minds_prop = self.get_prop_list("_minds")
                    if hasattr(arg, "type") and arg.type == "remove":
                        # Check that the entity hasn't gotten a new mind in the meantime
                        if minds_prop is None or len(minds_prop) == 0:
                            # Move entity to limbo
                            limbo_entity = server.get_alias_entity("limbo")
                            if limbo_entity and self.location.parent != limbo_entity:
                                # Store the current position in "__respawn" so we can spawn back there.
                                res += Operation(
                                    "set",
                                    Entity(self.id,
                                           __respawn={
                                               "loc": self.location.parent.id,
                                               "pos": self.location.pos
                                           }),
                                    to=self.id)
                                res += Operation("move",
                                                 Entity(self.id,
                                                        loc=limbo_entity.id),
                                                 to=self.id)
                    else:
                        # Only respawn if there's a mind
                        if minds_prop is not None and len(minds_prop) > 0:
                            res += self.respawn()

                return server.OPERATION_BLOCKED, res
Пример #15
0
def shoot(instance):
    res = Oplist()
    direction = instance.get_arg("direction", 0)

    shoot_in_direction(direction, instance, res)

    return server.OPERATION_BLOCKED, res
Пример #16
0
    def tick_operation(self, op):
        res = Oplist()
        if verify_tick(self, op, res, self.tick_interval):
            # Default to 1.0 for max scale, unless something is set.
            max_scale = 1.0
            if self.props.maxscale:
                max_scale = self.props.maxscale
            if self.props.mass and self.props.density and self.props.bbox and self.props._nutrients and self.props._nutrients > 0:
                # Use half of the nutrients to grow
                new_mass = self.props.mass + (self.props._nutrients * 0.5)
                bbox_unscaled = self.props.bbox
                volume_vector = bbox_unscaled.high_corner - bbox_unscaled.low_corner
                volume_unscaled = volume_vector.x * volume_vector.y * volume_vector.z
                volume_new = new_mass / self.props.density
                new_scale = min(pow(volume_new / volume_unscaled, 0.33333),
                                max_scale)

                if not self.props.scale or new_scale != self.props.scale:
                    set_ent = Entity(scale=[new_scale])
                    # check how much nutrient really was used
                    final_new_mass = new_scale * volume_new * self.props.density
                    set_ent._nutrients = self.props._nutrients - (
                        final_new_mass - self.props.mass)

                    res += Operation("set", set_ent, to=self)

            return server.OPERATION_BLOCKED, res
        return server.OPERATION_IGNORED
Пример #17
0
    def think_look_operation(self, op):
        """Sends back information about goals. This is mainly to be used for debugging minds.
        If no arguments are specified all goals will be reported, else a match will be done
        using 'index'.
        The information will be sent back as a Think operation wrapping an Info operation.
        
        This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name.
        """
        think_op = Operation("think")
        goal_info_op = Operation("info")
        goal_infos = []

        if not op.get_args():
            # get all goals
            for (index, goal) in enumerate(self.goals):
                goal_infos.append(Entity(index=index, report=goal.report()))
        else:
            for arg in op.get_args():
                goal = self.goals[arg.index]
                if goal and goal is not None:
                    goal_infos.append(
                        Entity(index=arg.index, report=goal.report()))

        goal_info_op.set_args(goal_infos)
        think_op.set_refno(op.get_serialno())
        think_op.set_args([goal_info_op])
        res = Oplist()
        res = res + think_op
        return res
Пример #18
0
    def release_usage(self, args):
        res = Oplist()

        self.irrelevant()
        if self.is_ready:
            direction = args["direction"][0]
            if direction is not None:
                shoot_in_direction(direction, self.usage, res)
        return server.OPERATION_BLOCKED, res
Пример #19
0
    def tick_operation(self, op):
        interval = self.get_prop_int("__spawner_interval", self.tick_interval)
        res = Oplist()
        if verify_tick(self, op, res, interval):
            # Check if the spawner is currently disabled through the optional "__spawner_disabled" property
            if self.get_prop_int("__spawner_disabled", 0) == 0:
                self.check_spawning(res)

        return res
Пример #20
0
 def interlinguish_desire_verb3_operation(self, op, say):
     """Handle a sentence of the form 'I would like to ...'"""
     word_object = say[2:]
     word_verb = interlinguish.get_verb(word_object)
     operation_method = self.find_op_method(word_verb, "interlinguish_desire_verb3_",
                                            self.interlinguish_undefined_operation)
     res = Oplist()
     res = res + self.call_interlinguish_triggers(word_verb, "interlinguish_desire_verb3_", op, word_object)
     res = res + operation_method(op, word_object)
     return res
Пример #21
0
    def tick_operation(self, op):
        res = Oplist()
        if verify_tick(self, op, res, self.tick_interval, self.jitter):
            # Check if we should drop any fruit
            self.handle_drop_fruit(res)

            # And then check if we should create any new fruits
            self.handle_fruiting(res)

            return server.OPERATION_BLOCKED, res
        return server.OPERATION_IGNORED
Пример #22
0
    def commune_all_thoughts(self, op, name):
        """Sends back information on all thoughts. This includes knowledge and goals, 
        as well as known things.
        The thoughts will be sent back as a "think" operation, wrapping a Set operation, in a manner such that if the
        same think operation is sent back to the mind all thoughts will be restored. In
        this way the mind can support server side persistence of its thoughts.
        A name can optionally be supplied, which will be set on the Set operation.
        """
        think_op = Operation("think")
        set_op = Operation("set")
        thoughts = []

        for what in sorted(self.knowledge.knowings.keys()):
            d = self.knowledge.knowings[what]
            for key in sorted(d):
                if what != "goal":
                    object_val = d[key]
                    if isinstance(object_val, Location):
                        # Serialize Location as tuple, with parent if available
                        if object_val.parent is None:
                            location = object_val.position
                        else:
                            location = ("$eid:" + object_val.parent.id,
                                        object_val.pos)
                        goal_object = str(location)
                    else:
                        goal_object = str(d[key])

                    thoughts.append(
                        Entity(predicate=what,
                               subject=str(key),
                               object=goal_object))

        if len(self.things) > 0:
            things = {}
            for (id, thinglist) in sorted(self.things.items()):
                idlist = []
                for thing in thinglist:
                    idlist.append(thing.id)
                things[id] = idlist
            thoughts.append(Entity(things=things))

        if len(self.pending_things) > 0:
            thoughts.append(Entity(pending_things=self.pending_things))

        set_op.set_args(thoughts)
        think_op.set_args([set_op])
        if not op.is_default_serialno():
            think_op.set_refno(op.get_serialno())
        if name:
            set_op.set_name(name)
        res = Oplist()
        res = res + think_op
        return res
Пример #23
0
 def build(self, me):
     retops = Oplist()
     for item in self.fromwhat:
         if (item in me.things) == 0: return
     for item in self.fromwhat:
         cmpnt = me.find_thing(item)[0]
         retops = retops + Operation("set", Entity(cmpnt.id, status=-1))
     retops = retops + Operation("create",
                                 Entity(name=self.what, parent=self.what, location=me.entity.location.copy()))
     retops = retops + Operation("imaginary", Entity("conjure"))
     return retops
Пример #24
0
 def delete_operation(self, op):
     decays_prop = self.props["__decays"]
     if not decays_prop:
         print("DecaysInto placed on entity without '__decays' prop")
         return server.OPERATION_IGNORED
     op_list = Oplist()
     # Only spawn if there's a parent
     if self.parent:
         for decay in decays_prop:
             op_list += Operation("create", extract_location(self, Entity(parent=decay)), to=self.parent)
     return server.OPERATION_IGNORED, op_list
Пример #25
0
 def tick_operation(self, op):
     res = Oplist()
     interval = self.get_prop_int("__replenish_interval", self.tick_interval)
     if verify_tick(self, op, res, interval, interval * 0.2):
         property_name = self.get_prop_string("__replenish_property")
         if property_name:
             max_amount = self.get_prop_int("__replenish_max", 0)
             current_amount = self.get_prop_int(property_name, 0)
             if current_amount < max_amount:
                 res += Operation("set", Entity(self.id, {property_name + "!append": 1}), to=self)
         return server.OPERATION_BLOCKED, res
     return server.OPERATION_IGNORED
Пример #26
0
 def teach_children(self, child):
     res = Oplist()
     locations = self.knowledge.get('location')
     for k in list(locations.keys()):
         es = Entity(verb='know', subject=k, object=locations[k])
         res.append(Operation('say', es, to=child))
     places = self.knowledge.get('place')
     for k in list(places.keys()):
         es = Entity(verb='know', subject=k, object=places[k])
         res.append(Operation('say', es, to=child))
     for g in self.goals:
         es = Entity(verb='learn', subject=g.key, object=g.str)
         res.append(Operation('say', es, to=child))
     importances = self.knowledge.get('importance')
     for im in list(importances.keys()):
         cmp = importances[im]
         if cmp == '>':
             s, i = interlinguish.importance(im[0], cmp, im[1])
             es = Entity(say=s, interlinguish=i)
             res.append(Operation('say', es, to=child))
     return res
Пример #27
0
 def announce_trade(self, me):
     self.ticks = self.ticks + 1
     ret = Oplist()
     if self.ticks == 5:
         self.ticks = 0
         es = Entity(say="Get your " + self.what + " here!")
         ret = ret + Operation("talk", es)
         ret = ret + Operation("imaginary", Entity("shout"))
     else:
         if randint(0, 4) == 1:
             ret = ret + Operation("imaginary", Entity("wave"))
     return ret
Пример #28
0
    def tick_operation(self, op):
        res = Oplist()
        if Ticks.verify_tick(self, op, res, self.tick_interval):
            # Make ourselves go away after ten ticks by decreasing our status.
            res.append(
                Operation("set",
                          Entity(self.id, {"status!subtract": 0.1}),
                          to=self.id))

            damage_prop = self.props.damage
            if self.parent and damage_prop is not None:
                # If there's an "entity_ref" prop it's the reference to the actor which caused the poisoning.
                actor_id = self.id
                entity_ref_prop = self.props.entity_ref
                if entity_ref_prop is not None:
                    actor_id = entity_ref_prop["$eid"]

                res.append(
                    Operation('hit',
                              Entity(hit_type="poison",
                                     id=actor_id,
                                     damage=damage_prop),
                              to=self.parent.id))

            return server.OPERATION_HANDLED, res
        return server.OPERATION_IGNORED
Пример #29
0
    def hit_operation(self, op):
        res = Oplist()
        arg = op[0]
        if arg:
            # Place the explosion at the point of collision.
            new_location = rules.Location(self.location.parent, arg.pos)

            entity = Entity(parent="explosion",
                            location=new_location,
                            mode="fixed")
            mode_data = self.props.mode_data
            actor_id = self.id
            # Check if there's an entity ref contained in the mode_data prop,
            # and if so attach that to the "entity_ref" prop of the explosion.
            # This way the explosion can properly attribute any Hit op it sends to the actor which fired the item.
            if mode_data:
                entity_ref = mode_data['$eid']
                if entity_ref is not None:
                    actor_id = entity_ref
            entity["entity_ref"] = {"$eid": actor_id}
            damage_explosion = self.props.damage_explosion
            if damage_explosion is not None:
                entity["damage"] = damage_explosion

            res.append(Operation("create", entity, to=self.id))
            res.append(Operation("delete", Entity(self.id), to=self.id))
        return server.OPERATION_HANDLED, res
Пример #30
0
def consume(instance):
    """ When drinking the potion the __effects should be applied to the drinker, and the potion destroyed.
     In addition, if a script handler is registered in the __handler property it will be called as well.
     """

    op_list = Oplist()
    op_list += Operation("delete", Entity(instance.tool.id), to=instance.tool)

    handler_props = instance.tool.props["__handler"]
    if handler_props is not None:
        mod_name, func_name = handler_props["name"].rsplit('.', 1)
        mod = importlib.import_module(mod_name)
        func = getattr(mod, func_name)
        result = func(instance)
        if result:
            op_list.append(result)

    effects_prop = instance.tool.props["__effects"]
    if effects_prop is not None:
        # Copy over all props in "__effects" to a "set" op.
        for prop_name, effect in effects_prop.items():
            ent = Entity(instance.actor.id)
            ent[str(prop_name)] = effect
            op_list += Operation("set", ent, to=instance.actor.id)

    msg_prop = instance.tool.props["__message"]
    if msg_prop is not None:
        op_list += Operation("imaginary",
                             Entity(description=str(msg_prop)),
                             to=instance.actor.id,
                             from_=instance.actor.id)
    op_list.append(instance.actor.start_action("drinking", 1))

    return server.OPERATION_BLOCKED, op_list
Пример #31
0
 def teach_children(self, child):
     res = Oplist()
     locations = self.knowledge.get('location')
     for k in list(locations.keys()):
         es = Entity(verb='know', subject=k, object=locations[k])
         res.append(Operation('say', es, to=child))
     places = self.knowledge.get('place')
     for k in list(places.keys()):
         es = Entity(verb='know', subject=k, object=places[k])
         res.append(Operation('say', es, to=child))
     for g in self.goals:
         es = Entity(verb='learn', subject=g.key, object=g.str)
         res.append(Operation('say', es, to=child))
     importances = self.knowledge.get('importance')
     for im in list(importances.keys()):
         cmp = importances[im]
         if cmp == '>':
             s, i = interlinguish.importance(im[0], cmp, im[1])
             es = Entity(say=s, interlinguish=i)
             res.append(Operation('say', es, to=child))
     return res
Пример #32
0
class NPCMind(ai.Mind):
    """Mind class for most mobile entities in the game.

    An NPCMind object is associated with all NPC and similar entities on a
    game server. It handles perception data from the world, tracks what
    the NPC knows about, and handles its goals.

    The data is organized into three key data structures:

    self.map is handled by the underlying C++ code, and contains a copy of
    all the entities in the world that this NPC is currently able to perceive.

    self.knowledge contains data triples which define relations between
    entities.

    self.goals and self.trigger_goals contain trees of goals which represent
    current and potential activities that NPC might engage in. self.goals are
    goals which are checked each tick, self.trigger_goals are goals which
    are activated by an event."""

    ########## Initialization
    def __init__(self, cppthing):
        # FIXME: this shouldn't be needed
        self.mind = cppthing

        print('init')

        self.knowledge = Knowledge()
        self.mem = Memory(map=self.map)
        self.things = {}
        self.pending_things = []
        self._reverse_knowledge()
        self.goals = []
        self.money_transfers = []
        self.transfers = []
        self.trigger_goals = {}
        self.jitter = random.uniform(-0.1, 0.1)
        self.message_queue = None
        self.goal_id_counter = 0
        self.relation_rules = []
        self.entities = {}

        # Fill up any existing entities
        existing_entities = self.map.get_all()
        for entity in existing_entities:
            self.entities[entity.id] = entity

        self.map.add_hook_set("add_map")
        self.map.update_hook_set("update_map")
        self.map.delete_hook_set("delete_map")
        self.add_property_callback('_goals', 'goals_updated')
        self.add_property_callback('_knowledge', 'knowledge_updated')
        self.add_property_callback('_relations', 'relations_updated')

        # Check if there's an "origin" location, if not add one.
        if not self.get_knowledge("location", "origin"):
            # TODO: store in server
            print('Adding origin location.')
            self.add_knowledge("location", "origin", self.entity.location.copy())

    def goals_updated(self, entity):
        print('Goals updated.')
        # For now just clear and recreate all goals when _goals changes. We would probably rather only recreate those that have changed though.
        goals = entity.props._goals
        # First clear all goals
        while len(self.goals):
            self.remove_goal(self.goals[0])
        if goals:
            for goal_element in goals:
                goal = goal_create(goal_element)
                self.insert_goal(goal)

    def knowledge_updated(self, entity):
        print('Knowledge updated.')
        if entity.has_prop_map('_knowledge'):
            knowledge = entity.get_prop_map('_knowledge')

            for key, knowledge_element in knowledge.items():
                (predicate, subject) = key.split(':')
                object = knowledge_element

                if predicate == 'location':
                    # If it's just a string it's a reference to an entity id (with zero position).
                    if isinstance(object, str):
                        entity_id_string = object
                        # A prefix of "$eid:" denotes an entity id; it should be stripped first.
                        if entity_id_string.startswith("$eid:"):
                            entity_id_string = entity_id_string[5:]
                        where = self.map.get_add(entity_id_string)
                        object = Location(where)
                    else:
                        if len(object) == 3:
                            loc = self.entity.location.copy()
                            loc.pos = Vector3D(object)
                            object = loc
                        elif len(object) == 4:
                            entity_id_string = object[0]
                            # A prefix of "$eid:" denotes an entity id; it should be stripped first.
                            if entity_id_string.startswith("$eid:"):
                                entity_id_string = entity_id_string[5:]
                            where = self.map.get_add(entity_id_string)
                            object = Location(where, Vector3D(object[:3]))

                self.add_knowledge(predicate, subject, object)

    def relations_updated(self, entity):
        print('Relations updated.')
        self.relation_rules.clear()
        if entity.has_prop_list('_relations'):
            relations = entity.get_prop_list('_relations')
            for relation_element in relations:
                if "filter" in relation_element:
                    rule = {"filter": entity_filter.Filter(relation_element.filter)}
                    if "disposition" in relation_element:
                        rule["disposition"] = relation_element.disposition
                    else:
                        rule["disposition"] = 0

                    if "threat" in relation_element:
                        rule["threat"] = relation_element.threat
                    else:
                        rule["threat"] = 0

                    self.relation_rules.append(rule)

            # update relations for existing entities
            for (_, entity) in self.entities.items():
                self.update_relation_for_entity(entity)

    def find_op_method(self, op_id, prefix="", undefined_op_method=None):
        """find right operation to invoke"""

        if not undefined_op_method: undefined_op_method = self.undefined_op_method
        return get_dict_func(self, prefix + op_id + "_operation", undefined_op_method)

    def undefined_op_method(self, op):
        """this operation is used when no other matching operation is found"""
        pass

    def get_op_name_and_sub(self, op):
        event_name = op.id
        sub_op = op
        # I am not quite sure why this is while, as it's only over true
        # for one iteration.
        while len(sub_op) and sub_op[0].get_name() == "op":
            sub_op = sub_op[0]
            event_name = event_name + "_" + sub_op.id
        return event_name, sub_op

    def is_talk_op_addressed_to_me_or_none(self, op):
        """Checks whether a Talk op is addressed either to none or to me.
           This is useful is we want to avoid replying to queries addressed
           to other entities."""
        talk_entity = op[0]
        if hasattr(talk_entity, "address"):
            addressElement = talk_entity.address
            if len(addressElement) == 0:
                return True
            return self.entity.id in addressElement
        return True

    def update_relation_for_entity(self, entity):
        disposition = 0
        threat = 0
        for rule in self.relation_rules:
            if self.match_entity(rule["filter"], entity):
                if "disposition" in rule:
                    disposition += rule["disposition"]
                if "threat" in rule:
                    threat += rule["threat"]

        # print("Disposition %s, threat %s for entity %s" % (disposition, threat, entity.describe_entity()))

        self.map.add_entity_memory(entity.id, "disposition", disposition)
        self.map.add_entity_memory(entity.id, "threat", threat)

    ########## Map updates
    def add_map(self, obj):
        """Hook called by underlying map code when an entity is added."""
        # print "Map add",obj
        print('See entity ' + str(obj))
        self.entities[obj.id] = obj

        self.update_relation_for_entity(obj)

    def update_map(self, obj):
        """Hook called by underlying map code when an entity is updated.

        Fix ownership category for objects owned temporary under 'Foo' type."""
        # print "Map update",obj
        foo_lst = self.things.get('Foo', [])
        for foo in foo_lst[:]:  # use copy in loop, because it might get modified
            if foo.id == obj.id:
                self.remove_thing(foo)
                self.add_thing(obj)

    def delete_map(self, obj):
        """Hook called by underlying map code when an entity is deleted."""
        # print "Map delete",obj
        print("Removing entity %s" % obj.id)
        self.entities.pop(obj.id)
        self.remove_thing(obj)

    ########## Operations
    def setup_operation(self, op):
        """called once by world after object has been made
           send first tick operation to object
           
        This method is automatically invoked by the C++ BaseMind code, due to its *_operation name."""
        # CHEAT!: add memory, etc... initialization (or some of it to __init__)

        # Setup a tick operation for thinking
        think_tick_op = Operation("tick")
        think_tick_op.set_to(self.id)
        think_tick_op.set_args([Entity(name="think")])

        # Setup a tick operation for moving
        move_tick_op = Operation("tick")
        think_tick_op.set_to(self.id)
        move_tick_op.set_args([Entity(name="move")])
        move_tick_op.set_future_seconds(0.2)

        return Operation("look") + think_tick_op + move_tick_op

    def tick_operation(self, op):
        """periodically reassess situation
        
        This method is automatically invoked by the C++ BaseMind code, due to its *_operation name.
        """
        args = op.get_args()
        if len(args) != 0:
            if args[0].name == "think":
                # It's a "thinking" op, which is the base of the AI behaviour.
                # At regular intervals the AI needs to assess its goals; this is done through "thinking" ops.
                op_tick = Operation("tick")
                # just copy the args from the previous tick
                op_tick.set_args(args)
                op_tick.set_future_seconds(const.basic_tick + self.jitter)
                op_tick.set_to(self.id)
                for t in self.pending_things:
                    thing = self.map.get(t)
                    if thing and thing.type[0]:
                        self.add_thing(thing)
                self.pending_things = []
                result = self.think()
                if self.message_queue:
                    result = self.message_queue + result
                    self.message_queue = None
                return op_tick + result

    ########## Sight operations
    def sight_create_operation(self, op):
        """Note our ownership of entities we created.
        
        This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name."""
        # BaseMind version overridden!
        obj = self.map.add(op[0], op.get_seconds())
        if op.to == self.id:
            self.add_thing(obj)

    def sight_move_operation(self, op):
        """change position in our local map
        
        This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name."""
        obj = self.map.update(op[0], op.get_seconds())
        if obj.location.parent and obj.location.parent.id == self.entity.id:
            self.add_thing(obj)
            if op.to != self.id:
                self.transfers.append((op.from_, obj.id))
            # TODO: remove this, we should do bartering in a different way
            if obj.type[0] == "coin" and op.from_ != self.id:
                self.money_transfers.append([op.from_, 1])
                return Operation("imaginary", Entity(description="accepts"))

    def think_get_operation(self, op):
        """A Think op wrapping a Get op is used to inquire about the status of a mind.
        It's often sent from authoring clients, as well as the server itself when 
        it wants to persist the thoughts of a mind.
        A Get op without any args means that the mind should dump all its thoughts.
        If there are args however, the meaning of what's to return differs depending on the
        args.
        * If "goal" is specified, a "think" operation only pertaining to goals is returned. The 
        "goal" arg should be a map, where the keys and values are used to specify exactly what goals
        to return. An empty map returns all goals.
        
        This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name."""

        args = op.get_args()
        # If there are no args we should send all of our thoughts
        if len(args) == 0:
            return self.commune_all_thoughts(op, None)
        else:
            arg_entity = args[0]

            if hasattr(arg_entity, "goal"):
                goal_entity = arg_entity.goal
                return self.commune_goals(op, goal_entity)
            if hasattr(arg_entity, "path"):
                return self.commune_path(op)

            # TODO: allow for finer grained query of specific thoughts

    def commune_path(self, op):
        """Sends back information about the path."""
        think_op = Operation("think")
        path = []
        my_path = self.path
        # print("path size: " + str(len(my_path)))
        for point in my_path:
            path.append([point.x, point.y, point.z])

        think_op.set_args([Entity(path=path, current_path_index=self.current_path_index)])

        res = Oplist()
        res = res + think_op
        return res

    def commune_goals(self, op, goal_entity):
        """Sends back information about goals only."""
        think_op = Operation("think")
        set_op = Operation("set")
        thoughts = []

        # It's important that the order of the goals is retained
        for goal in self.goals:
            if hasattr(goal, "str"):
                goal_string = goal.str
            else:
                goal_string = goal.__class__.__name__

            thoughts.append(Entity(goal=goal_string, id=goal_string))

        set_op.set_args(thoughts)
        think_op.set_args([set_op])
        think_op.set_refno(op.get_serialno())
        res = Oplist()
        res = res + think_op
        return res

    def think_look_operation(self, op):
        """Sends back information about goals. This is mainly to be used for debugging minds.
        If no arguments are specified all goals will be reported, else a match will be done
        using 'index'.
        The information will be sent back as a Think operation wrapping an Info operation.
        
        This method is automatically invoked by the C++ BaseMind code, due to its *_*_operation name.
        """
        think_op = Operation("think")
        goal_info_op = Operation("info")
        goal_infos = []

        if not op.get_args():
            # get all goals
            for (index, goal) in enumerate(self.goals):
                goal_infos.append(Entity(index=index, report=goal.report()))
        else:
            for arg in op.get_args():
                goal = self.goals[arg.index]
                if goal and goal is not None:
                    goal_infos.append(Entity(index=arg.index, report=goal.report()))

        goal_info_op.set_args(goal_infos)
        think_op.set_refno(op.get_serialno())
        think_op.set_args([goal_info_op])
        res = Oplist()
        res = res + think_op
        return res

    def commune_all_thoughts(self, op, name):
        """Sends back information on all thoughts. This includes knowledge and goals, 
        as well as known things.
        The thoughts will be sent back as a "think" operation, wrapping a Set operation, in a manner such that if the
        same think operation is sent back to the mind all thoughts will be restored. In
        this way the mind can support server side persistence of its thoughts.
        A name can optionally be supplied, which will be set on the Set operation.
        """
        think_op = Operation("think")
        set_op = Operation("set")
        thoughts = []

        for what in sorted(self.knowledge.knowings.keys()):
            d = self.knowledge.knowings[what]
            for key in sorted(d):
                if what != "goal":
                    object_val = d[key]
                    if type(object_val) is Location:
                        # Serialize Location as tuple, with parent if available
                        if object_val.parent is None:
                            location = object_val.position
                        else:
                            location = ("$eid:" + object_val.parent.id, object_val.pos)
                        goal_object = str(location)
                    else:
                        goal_object = str(d[key])

                    thoughts.append(Entity(predicate=what, subject=str(key), object=goal_object))

        if len(self.things) > 0:
            things = {}
            for (id, thinglist) in sorted(self.things.items()):
                idlist = []
                for thing in thinglist:
                    idlist.append(thing.id)
                things[id] = idlist
            thoughts.append(Entity(things=things))

        if len(self.pending_things) > 0:
            thoughts.append(Entity(pending_things=self.pending_things))

        set_op.set_args(thoughts)
        think_op.set_args([set_op])
        if not op.is_default_serialno():
            think_op.set_refno(op.get_serialno())
        if name:
            set_op.set_name(name)
        res = Oplist()
        res = res + think_op
        return res

    ########## Talk operations
    def admin_sound(self, op):
        assert (op.from_ == op.to)
        return op.from_ == self.entity.id

    def interlinguish_warning(self, op, say, msg):
        log.debug(1, str(self.entity.id) + " interlinguish_warning: " + str(msg) + \
                  ": " + str(say[0].lexlink.id[1:]), op)

    def interlinguish_desire_verb3_buy_verb1_operation(self, op, say):
        """Handle a sentence of the form 'I would like to buy a ....'

        Check if we have any of the type of thing the other character is
        interested in, and whether we know what price to sell at. If so
        set up the transaction goal, which offers to sell it."""
        object = say[1].word
        thing = self.things.get(object)
        if thing:
            price = self.get_knowledge("price", object)
            if not price:
                return
            goal = mind.goals.common.misc_goal.transaction(object, op.to, price)
            who = self.map.get(op.to)
            self.goals.insert(0, goal)
            return Operation("talk", Entity(
                say=self.thing_name(who) + " one " + object + " will be " + str(price) + " coins")) + self.face(who)

    def interlinguish_desire_verb3_operation(self, op, say):
        """Handle a sentence of the form 'I would like to ...'"""
        object = say[2:]
        verb = interlinguish.get_verb(object)
        operation_method = self.find_op_method(verb, "interlinguish_desire_verb3_",
                                               self.interlinguish_undefined_operation)
        res = Oplist()
        res = res + self.call_interlinguish_triggers(verb, "interlinguish_desire_verb3_", op, object)
        res = res + operation_method(op, object)
        return res

    def interlinguish_be_verb1_operation(self, op, say):
        """Handle sentences of the form '... is more important that ...'

        Accept instructions about the priority of goals relative to each
        based on key verbs associated with those goals."""
        if not self.admin_sound(op):
            return self.interlinguish_warning(op, say, "You are not admin")
        res = interlinguish.match_importance(say)
        if res:
            return self.add_importance(res['sub'].id, '>', res['obj'].id)
        else:
            return self.interlinguish_warning(op, say, "Unknown assertion")

    def interlinguish_know_verb1_operation(self, op, say):
        """Handle a sentence of the form 'know subject predicate object'

        Accept admin instruction about knowledge, and store the triple
        in our knowledge base."""
        if not self.admin_sound(op):
            return self.interlinguish_warning(op, say, "You are not admin")
        subject = say[1].word
        predicate = say[2].word
        object = say[3].word
        ##        print "know:",subject,predicate,object
        if object[0] == '(':
            # CHEAT!: remove eval
            xyz = list(eval(object))
            loc = self.entity.location.copy()
            loc.pos = Vector3D(xyz)
            self.add_knowledge(predicate, subject, loc)
        else:
            self.add_knowledge(predicate, subject, object)

    def interlinguish_tell_verb1_operation(self, op, say):
        """Handle a sentence of the form 'Tell (me) ....'

        Accept queries about what we know. Mostly this is for debugging
        and for the time being it is useful to answer these queries no matter
        who hasks."""

        # Ignore messages addressed to others
        if not self.is_talk_op_addressed_to_me_or_none(op):
            return None

        # Currently no checking for trus here.
        # We are being liberal with interpretation of "subject" and "object"
        subject = say[1].word
        predicate = say[2].word
        object = say[3].word
        k = self.get_knowledge(predicate, object)
        if k == None:
            pass
        # return Operation('talk',Entity(say="I know nothing about the "+predicate+" of "+object))
        else:
            k_type = type(k)
            if k_type == type(Location()):
                dist = distance_to(self.entity.location, k)
                dist.y = 0
                distmag = dist.mag()
                if distmag < 8:
                    k = 'right here'
                else:
                    # Currently this assumes dist is relative to TLVE
                    k = '%f metres %s' % (distmag, vector_to_compass(dist))
            elif k_type != str:
                k = 'difficult to explain'
            elif predicate == 'about':
                return self.face_and_address(op.to, k)
            return self.face_and_address(op.to, "The " + predicate + " of " +
                                         object + " is " + k)

    def interlinguish_list_verb1_operation(self, op, say):
        """Handle a sentence of the form 'List (me) ....'

        Accept queries about what we know. Mostly this is for debugging
        and for the time being it is useful to answer these queries no matter
        who asks.
        Querying for "all knowledge" will list all knowledge.
        """

        # Ignore messages addressed to others
        if not self.is_talk_op_addressed_to_me_or_none(op):
            return None

        # Currently no checking for trus here.
        # We are being liberal with interpretation of "subject" and "object"
        subject = say[1].word
        predicate = say[2].word
        if predicate == 'all knowledge':
            res = Oplist()
            res = res + self.face(self.map.get(op.to))
            for attr in dir(self.knowledge.knowings):
                d = self.knowledge.knowings[attr]
                for key in d:
                    # print attr + " of "+key+": " +str(d[key])
                    res = res + self.address(op.to, "The " + attr + " of " +
                                             key + " is " + str(d[key]))
            return res
        else:
            d = self.knowledge.get(predicate)
            if len(d) == 0:
                return None
            res = Oplist()
            res = res + self.face(self.map.get(op.to))
            for key in d:
                res = res + self.address(op.to, "The " + predicate + " of " +
                                         key + " is " + str(d[key]))
            return res

    def interlinguish_own_verb1_operation(self, op, say):
        """Handle a sentence of the form ' own ...'

        Sentences of this form from the admin inform us that we own an
        entity. This is essential when an entity needs to be used as a
        tool, or raw material."""
        if not self.admin_sound(op):
            return self.interlinguish_warning(op, say, "You are not admin")
        ##         print self,"own:",say[1].word,say[2].word
        subject = self.map.get_add(say[1].word)
        ##         print "subject found:",subject
        object = self.map.get_add(say[2].word)
        ##         print "object found:",object
        ##         if subject.id==self.entity.id:
        ##             foo
        if subject.id == self.entity.id:
            self.add_thing(object)

    def interlinguish_undefined_operation(self, op, say):
        # CHEAT!: any way to handle these?
        log.debug(2, str(self.entity.id) + " interlinguish_undefined_operation:", op)
        log.debug(2, str(say))

    ########## Sound operations
    def sound_talk_operation(self, op):
        """Handle the sound of a talk operation from another character.

        The spoken sentence comes in as a sentence string, which
        is converted into a structure representation by the interlinguish
        code. Embedded in the structure is the interlinguish string which
        is then used to call methods and activate triggers, such as
        dynamic goals."""

        talk_entity = op[0]
        say = interlinguish.convert_english_to_interlinguish(self, talk_entity)
        if say:
            verb = interlinguish.get_verb(say)
            operation_method = self.find_op_method(verb, "interlinguish_",
                                                   self.interlinguish_undefined_operation)
            res = self.call_interlinguish_triggers(verb, "interlinguish_", op, say)
            res2 = operation_method(op, say)
            if res:
                res += res2
            else:
                res = res2
            return res

    ########## Other operations
    def call_interlinguish_triggers(self, verb, prefix, op, say):
        """Call trigger goals that have registered a trigger string that
        matches the current interlinguish string.

        Given an interlinguish verb string, and a prefix, find any trigger
        goals that should be activated by the combined trigger string, and
        activate them."""
        # FIXME Don't need this call to get_op_name_and_sub, as we don't use
        # the result.
        null_name, sub_op = self.get_op_name_and_sub(op)
        event_name = prefix + verb
        reply = Oplist()
        for goal in self.trigger_goals.get(event_name, []):
            reply += goal.event(self, op, say)
        return reply

    def call_triggers_operation(self, op):
        event_name, sub_op = self.get_op_name_and_sub(op)
        reply = Oplist()
        for goal in self.trigger_goals.get(event_name, []):
            reply += goal.event(self, op, sub_op)
        return reply

    ########## Generic knowledge
    def _reverse_knowledge(self):
        """normally location: tell where items reside
           reverse location tells what resides in this spot"""
        self.reverse_knowledge = Knowledge()
        if "location" in self.knowledge.knowings:
            for (k, v) in list(self.knowledge.knowings['location'].items()):
                self.reverse_knowledge.add("location", v, k)

    def get_reverse_knowledge(self, what, key):
        """get certain reverse knowledge value
           what: what kind of knowledge (location only so far)"""
        return self.reverse_knowledge.get(what, key)

    def get_knowledge(self, what, key):
        """get certain knowledge value
           what: what kind of knowledge (see Knowledge.py for list)"""
        return self.knowledge.get(what, key)

    def add_knowledge(self, what, key, value):
        """add certain type of knowledge"""
        self.knowledge.add(what, key, value)
        # forward thought
        if type(value) == object:
            if what == "goal":
                thought_value = value.info()
            else:
                thought_value = repr(value)
        else:
            thought_value = value
        #desc = "%s knowledge about %s is %s" % (what, key, thought_value)
        #        ent = Entity(description=desc, what=what, key=key, value=thought_value)
        #        self.send(Operation("thought",ent))
        if what == "location":
            # and reverse too
            self.reverse_knowledge.add("location", value, key)

    def remove_knowledge(self, what, key):
        """remove certain type of knowledge"""
        self.knowledge.remove(what, key)

    ########## Importance: Knowledge about how things compare in urgency, etc..
    def add_importance(self, sub, cmp, obj):
        """add importance: both a>b and b<a"""
        self.add_knowledge('importance', (sub, obj), cmp)
        self.add_knowledge('importance', (obj, sub), reverse_cmp[cmp])

    def cmp_goal_importance(self, g1, g2):
        """which of goals is more important?
           also handle more generic ones:
           for example if you are comparing breakfast to sleeping
           it will note that having breakfast is a (isa) type of eating"""
        try:
            id1 = g1.key[1]
            id2 = g2.key[1]
        except AttributeError:
            return 1
        l1 = ontology.get_isa(id1)
        l2 = ontology.get_isa(id2)
        for s1 in l1:
            for s2 in l2:
                cmp = self.knowledge.get('importance', (s1.id, s2.id))
                if cmp:
                    return cmp == '>'
        return 1

    def thing_name(self, thing):
        """Things we own"""
        if hasattr(thing, 'name'):
            return thing.name
        return thing.type[0]

    ########## things we own

    def get_attached_entity(self, attachment_name):
        attachment_value = self.entity.get_prop_map("attached_" + attachment_name)
        if attachment_value:
            entity_id = attachment_value["$eid"]
            if entity_id:
                return self.entity.get_child(entity_id)

    def add_thing(self, thing):
        """I own this thing"""
        # CHEAT!: this feature not yet supported
        ##         if not thing.location:
        ##             thing.location=self.get_knowledge("location",thing.place)
        log.debug(3, str(self) + " " + str(thing) + " before add_thing: " + str(self.things))
        # thought about owing thing
        name = self.thing_name(thing)
        if not name:
            self.pending_things.append(thing.id)
            return
        #        desc="I own %s." % name
        #        what=thing.as_entity()
        #        ent = Entity(description=desc, what=what)
        #        self.send(Operation("thought",ent))
        dictlist.add_value(self.things, name, thing)
        log.debug(3, "\tafter: " + str(self.things))

    def find_thing(self, thing):
        if str == type(thing):
            # return found list or empty list
            return self.things.get(thing, [])
        found = []
        for t in self.things.get(self.thing_name(thing), []):
            if t == thing: found.append(t)
        return found

    def remove_thing(self, thing):
        """I don't own this anymore (it may not exist)"""
        dictlist.remove_value(self.things, thing)

    ########## goals

    def insert_goal(self, goal):
        # If it's a dynamic goal we need to add it to the trigger_goals
        if hasattr(goal, "trigger"):
            dictlist.add_value(self.trigger_goals, goal.trigger(), goal)
        self.goals.append(goal)

    def remove_goal(self, goal):
        """Removes a goal."""
        print('Removing goal')
        if hasattr(goal, "trigger"):
            dictlist.remove_value(self.trigger_goals, goal)
        self.goals.remove(goal)

    def fulfill_goals(self, time):
        "see if all goals are fulfilled: if not try to fulfill them"
        for g in self.goals[:]:
            if g is None:
                continue
            if g.irrelevant:
                # Irrelevant goals should be kept, to match what's in _goals.
                continue
            # Don't process goals which have had three errors in them.
            # The idea is to allow for some leeway in goal processing, but to punish repeat offenders.
            if g.errors > 3:
                continue
            try:
                res = g.check_goal(self, time)
                if res:
                    if isinstance(res, Operation) or isinstance(res, Oplist):
                        return res
                    return
            except:
                stacktrace = traceback.format_exc()
                g.errors += 1
                g.lastError = stacktrace
                # If there's an error, print to the log, mark the goal, and continue with the next goal
                # Some goals have a "str" attribute which represents the constructor; if so use that
                if hasattr(g, "str"):
                    goalstring = g.str
                else:
                    goalstring = g.__class__.__name__
                if hasattr(self, "name"):
                    print("Error in NPC with id " + self.entity.id + " of type " + str(
                        self.entity.type) + " and name '" + self.name + "' when checking goal " + goalstring + "\n" + stacktrace)
                else:
                    print("Error in NPC with id " + self.entity.id + " of type " + str(
                        self.entity.type) + " when checking goal " + goalstring + "\n" + stacktrace)
                continue
            # if res!=None: return res

    def teach_children(self, child):
        res = Oplist()
        locations = self.knowledge.get('location')
        for k in list(locations.keys()):
            es = Entity(verb='know', subject=k, object=locations[k])
            res.append(Operation('say', es, to=child))
        places = self.knowledge.get('place')
        for k in list(places.keys()):
            es = Entity(verb='know', subject=k, object=places[k])
            res.append(Operation('say', es, to=child))
        for g in self.goals:
            es = Entity(verb='learn', subject=g.key, object=g.str)
            res.append(Operation('say', es, to=child))
        importances = self.knowledge.get('importance')
        for im in list(importances.keys()):
            cmp = importances[im]
            if cmp == '>':
                s, i = interlinguish.importance(im[0], cmp, im[1])
                es = Entity(say=s, interlinguish=i)
                res.append(Operation('say', es, to=child))
        return res

    ########## thinking (needs rewrite)
    def think(self):
        output = self.fulfill_goals(self.time)
        #        if output and const.debug_thinking:
        #            log.thinking(str(self)+" result at "+str(self.time)+": "+output[-1][0].description)
        return output

    ########## communication: here send it locally
    def send(self, op):
        if not self.message_queue:
            self.message_queue = Oplist(op)
        else:
            self.message_queue.append(op)

    ########## turn to face other entity
    def face(self, other):
        vector = distance_to(self.entity.location, other.location)
        vector.y = 0
        if vector.sqr_mag() < 0.1:
            return
        vector = vector.unit_vector()
        newloc = Location(self.entity.location.parent)
        newloc.orientation = Quaternion(Vector3D(0, 0, 1), vector, Vector3D(0, 1, 0))
        return Operation("move", Entity(self.entity.id, location=newloc))

    def address(self, entity_id, message):
        """Creates a new Talk op which is addressed to an entity"""
        return Operation('talk', Entity(say=message, address=[entity_id]))

    def face_and_address(self, entity_id, message):
        """Utility method for generating ops for both letting the NPC face
           as well as address another entity. In most cases this is what you
           want to do when conversing."""
        return self.address(entity_id, message) + \
               self.face(self.map.get(entity_id))
Пример #33
0
 def send(self, op):
     if not self.message_queue:
         self.message_queue = Oplist(op)
     else:
         self.message_queue.append(op)