Some updates to the crafting contrib readme
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4 changed files with 159 additions and 78 deletions
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@ -161,11 +161,11 @@ For even more control you can override hooks in your own class:
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- `pre_craft` - this should handle input validation and store its data in `.validated_consumables` and
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- `pre_craft` - this should handle input validation and store its data in `.validated_consumables` and
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`validated_tools` respectively. On error, this reports the error to the crafter and raises the
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`validated_tools` respectively. On error, this reports the error to the crafter and raises the
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`CraftingValidationError`.
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`CraftingValidationError`.
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- `do_craft` - this will only be called if `pre_craft` finished without an exception. This should
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- `craft` - this will only be called if `pre_craft` finished without an exception. This should
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return the result of the crafting, by spawnging the prototypes. Or the empty list if crafting
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return the result of the crafting, by spawnging the prototypes. Or the empty list if crafting
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fails for some reason. This is the place to add skill-checks or random chance if you need it
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fails for some reason. This is the place to add skill-checks or random chance if you need it
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for your game.
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for your game.
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- `post_craft` - this receives the result from `do_craft` and handles error messages and also deletes
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- `post_craft` - this receives the result from `craft` and handles error messages and also deletes
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any consumables as needed. It may also modify the result before returning it.
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any consumables as needed. It may also modify the result before returning it.
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- `msg` - this is a wrapper for `self.crafter.msg` and should be used to send messages to the
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- `msg` - this is a wrapper for `self.crafter.msg` and should be used to send messages to the
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crafter. Centralizing this means you can also easily modify the sending style in one place later.
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crafter. Centralizing this means you can also easily modify the sending style in one place later.
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@ -189,7 +189,7 @@ class SkillRecipe(CraftingRecipe):
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difficulty = 20
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difficulty = 20
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def do_craft(self, **kwargs):
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def craft(self, **kwargs):
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"""The input is ok. Determine if crafting succeeds"""
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"""The input is ok. Determine if crafting succeeds"""
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# this is set at initialization
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# this is set at initialization
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@ -201,7 +201,7 @@ class SkillRecipe(CraftingRecipe):
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# roll for success:
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# roll for success:
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if randint(1, 100) <= (crafting_skill - self.difficulty):
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if randint(1, 100) <= (crafting_skill - self.difficulty):
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# all is good, craft away
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# all is good, craft away
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return super().do_craft()
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return super().craft()
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else:
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else:
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self.msg("You are not good enough to craft this. Better luck next time!")
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self.msg("You are not good enough to craft this. Better luck next time!")
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return []
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return []
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@ -4,17 +4,99 @@ Contrib - Griatch 2020
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This implements a full crafting system. The principle is that of a 'recipe':
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This implements a full crafting system. The principle is that of a 'recipe':
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object1 + object2 + ... -> craft_recipe -> objectA, objectB, ...
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ingredient1 + ingredient2 + ... + tool1 + tool2 + ... + craft_recipe -> objectA, objectB, ...
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The recipe is a class that specifies input and output hooks. By default the
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Here, 'ingredients' are consumed by the crafting process, whereas 'tools' are
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input is a list of object-tags (using the "crafting_material" tag-category)
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necessary for the process by will not be destroyed by it.
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and objects passing this check must be passed into the recipe.
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The output is given by a set of prototypes. If the input is correct and other
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An example would be to use the tools 'bowl' and 'oven' to use the ingredients
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checks are passed (such as crafting skill, for example), these prototypes will
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'flour', 'salt', 'yeast' and 'water' to create 'bread' using the 'bread recipe'.
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be used to generate the new objects being 'crafted'.
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Each recipe is a stand-alone entity which allows for very advanced customization
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A recipe does not have to use tools, like 'snow' + 'snowball-recipe' becomes
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for every recipe - for example one could have a recipe where the input ingredients
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'snowball'. Conversely one could also imagine using tools without consumables,
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are not destroyed in the process, or which require other properties of the input
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like using 'spell book' and 'wand' to produce 'fireball' by having the recipe
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(such as a 'quality').
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check some magic skill on the character.
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The system is generic enough to be used also for adventure-like puzzles, like
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combining 'stick', 'string' and 'hook' to get a 'makeshift fishing rod' that
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you can use with 'storm drain' (treated as a tool) to get 'key' ...
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## Intallation and Usage
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Import the `CmdCraft` command from evennia/contrib/crafting/crafting.py and
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add it to your Character cmdset. Reload and the `craft` command will be
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available to you:
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craft <recipe> [from <ingredient>,...] [using <tool>, ...]
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For example
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craft toy car from plank, wooden wheels, nails using saw, hammer
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To use crafting you need recipes. Add a new variable to `mygame/server/conf/settings.py`:
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CRAFT_RECIPE_MODULES = ['world.recipes']
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All top-level classes in these modules (whose name does not start with `_`)
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will be parsed by Evennia as recipes to make available to the crafting system.
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Using the above example, create `mygame/world/recipes.py` and add your recipies
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in there:
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```python
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from evennia.contrib.crafting.crafting import CraftingRecipe, CraftingValidationError
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class RecipeBread(CraftingRecipe):
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"""
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Bread is good for making sandwitches!
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"""
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name = "bread" # used to identify this recipe in 'craft' command
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tool_tags = ["bowl", "oven"]
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consumable_tags = ["flour", "salt", "yeast", "water"]
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output_prototypes = [
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{"key": "Loaf of Bread",
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"aliases": ["bread"],
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"desc": "A nice load of bread.",
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"typeclass": "typeclasses.objects.Food", # assuming this exists
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"tags": [("bread", "crafting_material")] # this makes it usable in other recipes ...
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}
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]
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def pre_craft(self, **kwargs):
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# validates inputs etc. Raise `CraftingValidationError` if fails
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def craft(self, **kwargs):
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# performs the craft - but it can still fail (check skills etc here)
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def craft(self, result, **kwargs):
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# any post-crafting effects. Always called, even if crafting failed (be
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# result would be None then)
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```
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## Technical
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The Recipe is a class that specifies the consumables, tools and output along
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with various methods (that you can override) to do the the validation of inputs
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and perform the crafting itself.
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By default the input is a list of object-tags (using the "crafting_material"
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and "crafting_tool" tag-categories respectively). Providing a set of objects
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matching these tags are required for the crafting to be done. The use of tags
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means that multiple different objects could all work for the same recipe, as
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long as they have the right tag. This can be very useful for allowing players
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to experiment and explore alternative ways to create things!
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The output is given by a set of prototype-dicts. If the input is correct and
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other checks are passed (such as crafting skill, for example), these prototypes
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will be used to generate the new object(s) being crafted.
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Each recipe is a stand-alone entity which allows for very advanced
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customization for every recipe - for example one could have a recipe that
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checks other properties of the inputs (like quality, color etc) and have that
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affect the result. Your recipes could also (and likely would) tie into your
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game's skill system to determine the success or outcome of the crafting.
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@ -186,7 +186,7 @@ class CraftingRecipeBase:
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are optional but will be passed into all of the following hooks.
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are optional but will be passed into all of the following hooks.
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2. `.pre_craft(**kwargs)` - this normally validates inputs and stores them in
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2. `.pre_craft(**kwargs)` - this normally validates inputs and stores them in
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`.validated_inputs.`. Raises `CraftingValidationError` otherwise.
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`.validated_inputs.`. Raises `CraftingValidationError` otherwise.
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4. `.do_craft(**kwargs)` - should return the crafted item(s) or the empty list. Any
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4. `.craft(**kwargs)` - should return the crafted item(s) or the empty list. Any
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crafting errors should be immediately reported to user.
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crafting errors should be immediately reported to user.
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5. `.post_craft(crafted_result, **kwargs)`- always called, even if `pre_craft`
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5. `.post_craft(crafted_result, **kwargs)`- always called, even if `pre_craft`
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raised a `CraftingError` or `CraftingValidationError`.
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raised a `CraftingError` or `CraftingValidationError`.
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@ -252,7 +252,7 @@ class CraftingRecipeBase:
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else:
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else:
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raise CraftingValidationError
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raise CraftingValidationError
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def do_craft(self, **kwargs):
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def craft(self, **kwargs):
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"""
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"""
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Hook to override.
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Hook to override.
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@ -277,7 +277,7 @@ class CraftingRecipeBase:
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method is to delete the inputs.
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method is to delete the inputs.
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Args:
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Args:
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crafting_result (any): The outcome of crafting, as returned by `do_craft`.
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crafting_result (any): The outcome of crafting, as returned by `craft()`.
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**kwargs: Any extra flags passed at initialization.
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**kwargs: Any extra flags passed at initialization.
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Returns:
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Returns:
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@ -324,7 +324,7 @@ class CraftingRecipeBase:
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if raise_exception:
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if raise_exception:
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raise
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raise
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else:
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else:
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craft_result = self.do_craft(**craft_kwargs)
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craft_result = self.craft(**craft_kwargs)
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finally:
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finally:
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craft_result = self.post_craft(craft_result, **craft_kwargs)
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craft_result = self.post_craft(craft_result, **craft_kwargs)
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except (CraftingError, CraftingValidationError):
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except (CraftingError, CraftingValidationError):
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@ -455,7 +455,7 @@ class CraftingRecipe(CraftingRecipeBase):
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3. `.pre_craft(**kwargs)` should handle validation of inputs. Results should
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3. `.pre_craft(**kwargs)` should handle validation of inputs. Results should
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be stored in `validated_consumables/tools` respectively. Raises `CraftingValidationError`
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be stored in `validated_consumables/tools` respectively. Raises `CraftingValidationError`
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otherwise.
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otherwise.
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4. `.do_craft(**kwargs)` will not be called if validation failed. Should return
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4. `.craft(**kwargs)` will not be called if validation failed. Should return
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a list of the things crafted.
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a list of the things crafted.
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5. `.post_craft(crafting_result, **kwargs)` is always called, also if validation
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5. `.post_craft(crafting_result, **kwargs)` is always called, also if validation
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failed (`crafting_result` will then be falsy). It does any cleanup. By default
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failed (`crafting_result` will then be falsy). It does any cleanup. By default
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@ -819,7 +819,7 @@ class CraftingRecipe(CraftingRecipeBase):
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self.validated_tools = tools
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self.validated_tools = tools
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self.validated_consumables = consumables
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self.validated_consumables = consumables
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def do_craft(self, **kwargs):
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def craft(self, **kwargs):
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"""
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"""
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Hook to override. This will not be called if validation in `pre_craft`
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Hook to override. This will not be called if validation in `pre_craft`
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fails.
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fails.
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@ -847,7 +847,7 @@ class CraftingRecipe(CraftingRecipeBase):
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this method is to delete the inputs.
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this method is to delete the inputs.
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Args:
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Args:
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craft_result (list): The crafted result, provided by `self.do_craft`.
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craft_result (list): The crafted result, provided by `self.craft()`.
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**kwargs (any): Passed from `self.craft`.
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**kwargs (any): Passed from `self.craft`.
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Returns:
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Returns:
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@ -958,7 +958,6 @@ class CmdCraft(Command):
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things in the current location, like a furnace, windmill or anvil.
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things in the current location, like a furnace, windmill or anvil.
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"""
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"""
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key = "craft"
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key = "craft"
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locks = "cmd:all()"
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locks = "cmd:all()"
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help_category = "General"
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help_category = "General"
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@ -91,7 +91,7 @@ class TestCraftingRecipeBase(TestCase):
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"""Test craft hook, the main access method."""
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"""Test craft hook, the main access method."""
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expected_result = _TestMaterial("test_result")
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expected_result = _TestMaterial("test_result")
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self.recipe.do_craft = mock.MagicMock(return_value=expected_result)
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self.recipe.craft = mock.MagicMock(return_value=expected_result)
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self.assertTrue(self.recipe.allow_craft)
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self.assertTrue(self.recipe.allow_craft)
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@ -99,7 +99,7 @@ class TestCraftingRecipeBase(TestCase):
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# check result
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# check result
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self.assertEqual(result, expected_result)
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self.assertEqual(result, expected_result)
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self.recipe.do_craft.assert_called_with(kw1=1, kw2=2)
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self.recipe.craft.assert_called_with(kw1=1, kw2=2)
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# since allow_reuse is False, this usage should now be turned off
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# since allow_reuse is False, this usage should now be turned off
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self.assertFalse(self.recipe.allow_craft)
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self.assertFalse(self.recipe.allow_craft)
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@ -110,7 +110,7 @@ class TestCraftingRecipeBase(TestCase):
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def test_craft_hook__fail(self):
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def test_craft_hook__fail(self):
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"""Test failing the call"""
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"""Test failing the call"""
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self.recipe.do_craft = mock.MagicMock(return_value=None)
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self.recipe.craft = mock.MagicMock(return_value=None)
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# trigger exception
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# trigger exception
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with self.assertRaises(crafting.CraftingError):
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with self.assertRaises(crafting.CraftingError):
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