Merge branch 'evennia:develop' into develop
This commit is contained in:
commit
922477ffb5
51 changed files with 32888 additions and 269 deletions
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@ -189,7 +189,7 @@ class EventCharacter(DefaultCharacter):
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"""Return the CallbackHandler."""
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return CallbackHandler(self)
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def announce_move_from(self, destination, msg=None, mapping=None):
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def announce_move_from(self, destination, msg=None, move_type="move", mapping=None, **kwargs):
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"""
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Called if the move is to be announced. This is
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called while we are still standing in the old
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@ -234,9 +234,9 @@ class EventCharacter(DefaultCharacter):
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if not string:
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return
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super().announce_move_from(destination, msg=string, mapping=mapping)
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super().announce_move_from(destination, msg=string, move_type=move_type, mapping=mapping, **kwargs)
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def announce_move_to(self, source_location, msg=None, mapping=None):
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def announce_move_to(self, source_location, msg=None, move_type="move", mapping=None, **kwargs):
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"""
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Called after the move if the move was not quiet. At this point
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we are standing in the new location.
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@ -292,9 +292,9 @@ class EventCharacter(DefaultCharacter):
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if not string:
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return
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super().announce_move_to(source_location, msg=string, mapping=mapping)
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super().announce_move_to(source_location, msg=string, move_type=move_type, mapping=mapping, **kwargs)
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def at_pre_move(self, destination):
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def at_pre_move(self, destination, move_type="move", **kwargs):
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"""
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Called just before starting to move this object to
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destination.
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@ -334,7 +334,7 @@ class EventCharacter(DefaultCharacter):
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return True
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def at_post_move(self, source_location):
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def at_post_move(self, source_location, move_type="move", **kwargs):
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"""
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Called after move has completed, regardless of quiet mode or
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not. Allows changes to the object due to the location it is
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@ -644,7 +644,7 @@ class EventExit(DefaultExit):
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"""Return the CallbackHandler."""
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return CallbackHandler(self)
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def at_traverse(self, traversing_object, target_location):
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def at_traverse(self, traversing_object, target_location, **kwargs):
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"""
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This hook is responsible for handling the actual traversal,
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normally by calling
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@ -665,7 +665,7 @@ class EventExit(DefaultExit):
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if not allow:
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return
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super().at_traverse(traversing_object, target_location)
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super().at_traverse(traversing_object, target_location, **kwargs)
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# After traversing
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if is_character:
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@ -732,7 +732,7 @@ class EventObject(DefaultObject):
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"""Return the CallbackHandler."""
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return CallbackHandler(self)
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def at_get(self, getter):
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def at_get(self, getter, **kwargs):
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"""
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Called by the default `get` command when this object has been
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picked up.
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@ -745,10 +745,10 @@ class EventObject(DefaultObject):
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permissions for that.
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"""
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super().at_get(getter)
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super().at_get(getter, **kwargs)
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self.callbacks.call("get", getter, self)
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def at_drop(self, dropper):
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def at_drop(self, dropper, **kwargs):
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"""
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Called by the default `drop` command when this object has been
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dropped.
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@ -761,7 +761,7 @@ class EventObject(DefaultObject):
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permissions from that.
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"""
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super().at_drop(dropper)
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super().at_drop(dropper, **kwargs)
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self.callbacks.call("drop", dropper, self)
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@ -236,7 +236,7 @@ class CmdGiveUp(CmdEvscapeRoom):
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# manually call move hooks
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self.room.msg_room(self.caller, f"|r{self.caller.key} gave up and was whisked away!|n")
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self.room.at_object_leave(self.caller, self.caller.home)
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self.caller.move_to(self.caller.home, quiet=True, move_hooks=False)
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self.caller.move_to(self.caller.home, quiet=True, move_hooks=False, move_type="teleport")
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# back to menu
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run_evscaperoom_menu(self.caller)
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@ -185,7 +185,7 @@ class EvscapeRoom(EvscaperoomObject, DefaultRoom):
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# Evennia hooks
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def at_object_receive(self, moved_obj, source_location):
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def at_object_receive(self, moved_obj, source_location, move_type="move", **kwargs):
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"""
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Called when an object arrives in the room. This can be used to
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sum up the situation, set tags etc.
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@ -195,7 +195,7 @@ class EvscapeRoom(EvscaperoomObject, DefaultRoom):
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self.log(f"JOIN: {moved_obj} joined room")
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self.state.character_enters(moved_obj)
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def at_object_leave(self, moved_obj, target_location, **kwargs):
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def at_object_leave(self, moved_obj, target_location, move_type="move", **kwargs):
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"""
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Called when an object leaves the room; if this is a Character we need
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to clean them up and move them to the menu state.
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@ -611,7 +611,7 @@ class CmdDrop(MuxCommand):
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if obj.db.worn:
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obj.remove(caller, quiet=True)
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obj.move_to(caller.location, quiet=True)
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obj.move_to(caller.location, quiet=True, move_type="drop")
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caller.msg("You drop %s." % (obj.name,))
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caller.location.msg_contents("%s drops %s." % (caller.name, obj.name), exclude=caller)
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# Call the object script's at_drop() method.
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@ -664,10 +664,10 @@ class CmdGive(MuxCommand):
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# Remove clothes if they're given.
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if to_give.db.worn:
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to_give.remove(caller)
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to_give.move_to(caller.location, quiet=True)
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to_give.move_to(caller.location, quiet=True, move_type="remove")
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# give object
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caller.msg("You give %s to %s." % (to_give.key, target.key))
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to_give.move_to(target, quiet=True)
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to_give.move_to(target, quiet=True, move_type="give")
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target.msg("%s gives you %s." % (caller.key, to_give.key))
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# Call the object script's at_give() method.
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to_give.at_give(caller, target)
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@ -82,7 +82,7 @@ class SlowExit(DefaultExit):
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def move_callback():
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"This callback will be called by utils.delay after move_delay seconds."
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source_location = traversing_object.location
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if traversing_object.move_to(target_location):
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if traversing_object.move_to(target_location, move_type="traverse"):
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self.at_post_traverse(traversing_object, source_location)
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else:
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if self.db.err_traverse:
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@ -538,7 +538,7 @@ class WildernessRoom(DefaultRoom):
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# This object wasn't in the wilderness yet. Let's add it.
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itemcoords[moved_obj] = self.coordinates
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def at_object_leave(self, moved_obj, target_location):
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def at_object_leave(self, moved_obj, target_location, move_type="move", **kwargs):
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"""
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Called just before an object leaves from inside this object. This is a
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default Evennia hook.
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@ -202,7 +202,7 @@ _RE_RIGHT_BRACKETS = re.compile(r"\}+", _RE_FLAGS)
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_RE_REF = re.compile(r"\{+\#([0-9]+[\^\~tv]{0,1})\}+")
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# This regex is used to quickly reference one self in an emote.
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_RE_SELF_REF = re.compile(r"/me|@", _RE_FLAGS)
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_RE_SELF_REF = re.compile(r"(/me|@)(?=\W+)", _RE_FLAGS)
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# regex for non-alphanumberic end of a string
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_RE_CHAREND = re.compile(r"\W+$", _RE_FLAGS)
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@ -213,6 +213,7 @@ _RE_REF_LANG = re.compile(r"\{+\##([0-9]+)\}+")
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# this regex returns in groups (langname, say), where langname can be empty.
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_RE_LANGUAGE = re.compile(r"(?:\((\w+)\))*(\".+?\")")
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# the emote parser works in two steps:
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# 1) convert the incoming emote into an intermediary
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# form with all object references mapped to ids.
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@ -235,6 +236,26 @@ class RecogError(Exception):
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class LanguageError(Exception):
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pass
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def _get_case_ref(string):
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"""
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Helper function which parses capitalization and
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returns the appropriate case-ref character for emotes.
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"""
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# default to retaining the original case
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case = "~"
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# internal flags for the case used for the original /query
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# - t for titled input (like /Name)
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# - ^ for all upercase input (like /NAME)
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# - v for lower-case input (like /name)
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# - ~ for mixed case input (like /nAmE)
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if string.istitle():
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case = "t"
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elif string.isupper():
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case = "^"
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elif string.islower():
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case = "v"
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return case
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# emoting mechanisms
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def parse_language(speaker, emote):
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@ -339,7 +360,7 @@ def parse_sdescs_and_recogs(sender, candidates, string, search_mode=False, case_
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"""
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# build a list of candidates with all possible referrable names
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# include 'me' keyword for self-ref
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candidate_map = [(sender, "me")]
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candidate_map = []
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for obj in candidates:
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# check if sender has any recogs for obj and add
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if hasattr(sender, "recog"):
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@ -365,6 +386,15 @@ def parse_sdescs_and_recogs(sender, candidates, string, search_mode=False, case_
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errors = []
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obj = None
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nmatches = 0
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# first, find and replace any self-refs
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for self_match in list(_RE_SELF_REF.finditer(string)):
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matched = self_match.group()
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case = _get_case_ref(matched.lstrip(_PREFIX)) if case_sensitive else ""
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key = f"#{sender.id}{case}"
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# replaced with ref
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string = _RE_SELF_REF.sub(f"{{{key}}}", string, count=1)
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mapping[key] = sender
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for marker_match in reversed(list(_RE_OBJ_REF_START.finditer(string))):
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# we scan backwards so we can replace in-situ without messing
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# up later occurrences. Given a marker match, query from
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@ -375,7 +405,7 @@ def parse_sdescs_and_recogs(sender, candidates, string, search_mode=False, case_
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match_index = marker_match.start()
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# split the emote string at the reference marker, to process everything after it
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head = string[:match_index]
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tail = string[match_index + 1 :]
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tail = string[match_index + 1:]
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if search_mode:
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# match the candidates against the whole search string after the marker
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@ -421,7 +451,7 @@ def parse_sdescs_and_recogs(sender, candidates, string, search_mode=False, case_
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# save search string
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matched_text = "".join(tail[1:iend])
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# recombine remainder of emote back into a string
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tail = "".join(tail[iend + 1 :])
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tail = "".join(tail[iend + 1:])
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nmatches = len(bestmatches)
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@ -456,24 +486,9 @@ def parse_sdescs_and_recogs(sender, candidates, string, search_mode=False, case_
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errors.append(_EMOTE_NOMATCH_ERROR.format(ref=marker_match.group()))
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elif nmatches == 1:
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# a unique match - parse into intermediary representation
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case = "~" # retain original case of sdesc
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if case_sensitive:
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# case sensitive mode
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# internal flags for the case used for the original /query
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# - t for titled input (like /Name)
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# - ^ for all upercase input (like /NAME)
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# - v for lower-case input (like /name)
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# - ~ for mixed case input (like /nAmE)
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matchtext = marker_match.group().lstrip(_PREFIX)
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if matchtext.istitle():
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case = "t"
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elif matchtext.isupper():
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case = "^"
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elif matchtext.islower():
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case = "v"
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key = f"#{obj.id}{case}"
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case = _get_case_ref(marker_match.group()) if case_sensitive else ""
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# recombine emote with matched text replaced by ref
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key = f"#{obj.id}{case}"
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string = f"{head}{{{key}}}{tail}"
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mapping[key] = obj
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@ -513,7 +528,7 @@ def parse_sdescs_and_recogs(sender, candidates, string, search_mode=False, case_
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return string, mapping
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def send_emote(sender, receivers, emote, anonymous_add="first", **kwargs):
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def send_emote(sender, receivers, emote, msg_type="pose", anonymous_add="first", **kwargs):
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"""
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Main access function for distribute an emote.
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@ -523,6 +538,9 @@ def send_emote(sender, receivers, emote, anonymous_add="first", **kwargs):
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will also form the basis for which sdescs are
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'valid' to use in the emote.
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emote (str): The raw emote string as input by emoter.
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msg_type (str): The type of emote this is. "say" or "pose"
|
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for example. This is arbitrary and used for generating
|
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extra data for .msg(text) tuple.
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anonymous_add (str or None, optional): If `sender` is not
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self-referencing in the emote, this will auto-add
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`sender`'s data to the emote. Possible values are
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|
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@ -599,7 +617,7 @@ def send_emote(sender, receivers, emote, anonymous_add="first", **kwargs):
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)
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# do the template replacement of the sdesc/recog {#num} markers
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receiver.msg(sendemote.format(**receiver_sdesc_mapping), from_obj=sender, **kwargs)
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receiver.msg(text=(sendemote.format(**receiver_sdesc_mapping), {"type": msg_type}), from_obj=sender, **kwargs)
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|
||||
|
||||
# ------------------------------------------------------------
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@ -910,7 +928,7 @@ class CmdSay(RPCommand): # replaces standard say
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# calling the speech modifying hook
|
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speech = caller.at_pre_say(self.args)
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targets = self.caller.location.contents
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send_emote(self.caller, targets, speech, anonymous_add=None)
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send_emote(self.caller, targets, speech, msg_type="say", anonymous_add=None)
|
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||||
|
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class CmdSdesc(RPCommand): # set/look at own sdesc
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|
|
@ -1253,19 +1271,19 @@ class ContribRPObject(DefaultObject):
|
|||
self.sdesc.add("Something")
|
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|
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def search(
|
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self,
|
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searchdata,
|
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global_search=False,
|
||||
use_nicks=True,
|
||||
typeclass=None,
|
||||
location=None,
|
||||
attribute_name=None,
|
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quiet=False,
|
||||
exact=False,
|
||||
candidates=None,
|
||||
nofound_string=None,
|
||||
multimatch_string=None,
|
||||
use_dbref=None,
|
||||
self,
|
||||
searchdata,
|
||||
global_search=False,
|
||||
use_nicks=True,
|
||||
typeclass=None,
|
||||
location=None,
|
||||
attribute_name=None,
|
||||
quiet=False,
|
||||
exact=False,
|
||||
candidates=None,
|
||||
nofound_string=None,
|
||||
multimatch_string=None,
|
||||
use_dbref=None,
|
||||
):
|
||||
"""
|
||||
Returns an Object matching a search string/condition, taking
|
||||
|
|
@ -1349,10 +1367,10 @@ class ContribRPObject(DefaultObject):
|
|||
)
|
||||
|
||||
if global_search or (
|
||||
is_string
|
||||
and searchdata.startswith("#")
|
||||
and len(searchdata) > 1
|
||||
and searchdata[1:].isdigit()
|
||||
is_string
|
||||
and searchdata.startswith("#")
|
||||
and len(searchdata) > 1
|
||||
and searchdata[1:].isdigit()
|
||||
):
|
||||
# only allow exact matching if searching the entire database
|
||||
# or unique #dbrefs
|
||||
|
|
|
|||
|
|
@ -97,6 +97,7 @@ recog02 = "Mr Receiver2"
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|||
recog10 = "Mr Sender"
|
||||
emote = 'With a flair, /me looks at /first and /colliding sdesc-guy. She says "This is a test."'
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case_emote = "/Me looks at /first. Then, /me looks at /FIRST, /First and /Colliding twice."
|
||||
poss_emote = "/Me frowns at /first for trying to steal /me's test."
|
||||
|
||||
|
||||
class TestRPSystem(BaseEvenniaTest):
|
||||
|
|
@ -140,18 +141,21 @@ class TestRPSystem(BaseEvenniaTest):
|
|||
),
|
||||
)
|
||||
|
||||
def parse_sdescs_and_recogs(self):
|
||||
def test_parse_sdescs_and_recogs(self):
|
||||
speaker = self.speaker
|
||||
speaker.sdesc.add(sdesc0)
|
||||
self.receiver1.sdesc.add(sdesc1)
|
||||
self.receiver2.sdesc.add(sdesc2)
|
||||
id0 = f"#{speaker.id}"
|
||||
id1 = f"#{self.receiver1.id}"
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id2 = f"#{self.receiver2.id}"
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||||
candidates = (self.receiver1, self.receiver2)
|
||||
result = (
|
||||
'With a flair, {#9} looks at {#10} and {#11}. She says "This is a test."',
|
||||
'With a flair, {'+id0+'} looks at {'+id1+'} and {'+id2+'}. She says "This is a test."',
|
||||
{
|
||||
"#11": "Another nice colliding sdesc-guy for tests",
|
||||
"#10": "The first receiver of emotes.",
|
||||
"#9": "A nice sender of emotes",
|
||||
id2: self.receiver2,
|
||||
id1: self.receiver1,
|
||||
id0: speaker,
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||||
},
|
||||
)
|
||||
self.assertEqual(
|
||||
|
|
@ -164,6 +168,27 @@ class TestRPSystem(BaseEvenniaTest):
|
|||
result,
|
||||
)
|
||||
|
||||
def test_possessive_selfref(self):
|
||||
speaker = self.speaker
|
||||
speaker.sdesc.add(sdesc0)
|
||||
self.receiver1.sdesc.add(sdesc1)
|
||||
self.receiver2.sdesc.add(sdesc2)
|
||||
id0 = f"#{speaker.id}"
|
||||
id1 = f"#{self.receiver1.id}"
|
||||
id2 = f"#{self.receiver2.id}"
|
||||
candidates = (self.receiver1, self.receiver2)
|
||||
result = (
|
||||
"{"+id0+"} frowns at {"+id1+"} for trying to steal {"+id0+"}'s test.",
|
||||
{
|
||||
id1: self.receiver1,
|
||||
id0: speaker,
|
||||
},
|
||||
)
|
||||
self.assertEqual(
|
||||
rpsystem.parse_sdescs_and_recogs(speaker, candidates, poss_emote, case_sensitive=False),
|
||||
result,
|
||||
)
|
||||
|
||||
def test_get_sdesc(self):
|
||||
looker = self.speaker # Sender
|
||||
target = self.receiver1 # Receiver1
|
||||
|
|
@ -197,17 +222,17 @@ class TestRPSystem(BaseEvenniaTest):
|
|||
receiver2.msg = lambda text, **kwargs: setattr(self, "out2", text)
|
||||
rpsystem.send_emote(speaker, receivers, emote, case_sensitive=False)
|
||||
self.assertEqual(
|
||||
self.out0,
|
||||
self.out0[0],
|
||||
"With a flair, |mSender|n looks at |bThe first receiver of emotes.|n "
|
||||
'and |bAnother nice colliding sdesc-guy for tests|n. She says |w"This is a test."|n',
|
||||
)
|
||||
self.assertEqual(
|
||||
self.out1,
|
||||
self.out1[0],
|
||||
"With a flair, |bA nice sender of emotes|n looks at |mReceiver1|n and "
|
||||
'|bAnother nice colliding sdesc-guy for tests|n. She says |w"This is a test."|n',
|
||||
)
|
||||
self.assertEqual(
|
||||
self.out2,
|
||||
self.out2[0],
|
||||
"With a flair, |bA nice sender of emotes|n looks at |bThe first "
|
||||
'receiver of emotes.|n and |mReceiver2|n. She says |w"This is a test."|n',
|
||||
)
|
||||
|
|
@ -226,19 +251,19 @@ class TestRPSystem(BaseEvenniaTest):
|
|||
receiver2.msg = lambda text, **kwargs: setattr(self, "out2", text)
|
||||
rpsystem.send_emote(speaker, receivers, case_emote)
|
||||
self.assertEqual(
|
||||
self.out0,
|
||||
self.out0[0],
|
||||
"|mSender|n looks at |bthe first receiver of emotes.|n. Then, |mSender|n "
|
||||
"looks at |bTHE FIRST RECEIVER OF EMOTES.|n, |bThe first receiver of emotes.|n "
|
||||
"and |bAnother nice colliding sdesc-guy for tests|n twice.",
|
||||
)
|
||||
self.assertEqual(
|
||||
self.out1,
|
||||
self.out1[0],
|
||||
"|bA nice sender of emotes|n looks at |mReceiver1|n. Then, "
|
||||
"|ba nice sender of emotes|n looks at |mReceiver1|n, |mReceiver1|n "
|
||||
"and |bAnother nice colliding sdesc-guy for tests|n twice.",
|
||||
)
|
||||
self.assertEqual(
|
||||
self.out2,
|
||||
self.out2[0],
|
||||
"|bA nice sender of emotes|n looks at |bthe first receiver of emotes.|n. "
|
||||
"Then, |ba nice sender of emotes|n looks at |bTHE FIRST RECEIVER OF EMOTES.|n, "
|
||||
"|bThe first receiver of emotes.|n and |mReceiver2|n twice.",
|
||||
|
|
|
|||
|
|
@ -225,7 +225,7 @@ class CmdTutorialGiveUp(default_cmds.MuxCommand):
|
|||
)
|
||||
return
|
||||
|
||||
self.caller.move_to(outro_room)
|
||||
self.caller.move_to(outro_room, move_type="teleport")
|
||||
|
||||
|
||||
class TutorialRoomCmdSet(CmdSet):
|
||||
|
|
@ -259,7 +259,7 @@ class TutorialRoom(DefaultRoom):
|
|||
)
|
||||
self.cmdset.add_default(TutorialRoomCmdSet)
|
||||
|
||||
def at_object_receive(self, new_arrival, source_location):
|
||||
def at_object_receive(self, new_arrival, source_location, move_type="move", **kwargs):
|
||||
"""
|
||||
When an object enter a tutorial room we tell other objects in
|
||||
the room about it by trying to call a hook on them. The Mob object
|
||||
|
|
@ -451,7 +451,7 @@ class IntroRoom(TutorialRoom):
|
|||
"the account."
|
||||
)
|
||||
|
||||
def at_object_receive(self, character, source_location):
|
||||
def at_object_receive(self, character, source_location, move_type="move", **kwargs):
|
||||
"""
|
||||
Assign properties on characters
|
||||
"""
|
||||
|
|
@ -523,7 +523,7 @@ class CmdEast(Command):
|
|||
# Move to the east room.
|
||||
eexit = search_object(self.obj.db.east_exit)
|
||||
if eexit:
|
||||
caller.move_to(eexit[0])
|
||||
caller.move_to(eexit[0], move_type="traverse")
|
||||
else:
|
||||
caller.msg("No east exit was found for this room. Contact an admin.")
|
||||
return
|
||||
|
|
@ -570,7 +570,7 @@ class CmdWest(Command):
|
|||
# Move to the west room.
|
||||
wexit = search_object(self.obj.db.west_exit)
|
||||
if wexit:
|
||||
caller.move_to(wexit[0])
|
||||
caller.move_to(wexit[0], move_type="traverse")
|
||||
else:
|
||||
caller.msg("No west exit was found for this room. Contact an admin.")
|
||||
return
|
||||
|
|
@ -658,7 +658,7 @@ class CmdLookBridge(Command):
|
|||
fall_exit = search_object(self.obj.db.fall_exit)
|
||||
if fall_exit:
|
||||
self.caller.msg("|r%s|n" % FALL_MESSAGE)
|
||||
self.caller.move_to(fall_exit[0], quiet=True)
|
||||
self.caller.move_to(fall_exit[0], quiet=True, move_type="fall")
|
||||
# inform others on the bridge
|
||||
self.obj.msg_contents(
|
||||
"A plank gives way under %s's feet and "
|
||||
|
|
@ -770,7 +770,7 @@ class BridgeRoom(WeatherRoom):
|
|||
# send a message most of the time
|
||||
self.msg_contents("|w%s|n" % random.choice(BRIDGE_WEATHER))
|
||||
|
||||
def at_object_receive(self, character, source_location):
|
||||
def at_object_receive(self, character, source_location, move_type="move", **kwargs):
|
||||
"""
|
||||
This hook is called by the engine whenever the player is moved
|
||||
into this room.
|
||||
|
|
@ -796,7 +796,7 @@ class BridgeRoom(WeatherRoom):
|
|||
character.db.tutorial_bridge_position = 0
|
||||
character.execute_cmd("look")
|
||||
|
||||
def at_object_leave(self, character, target_location):
|
||||
def at_object_leave(self, character, target_location, move_type="move", **kwargs):
|
||||
"""
|
||||
This is triggered when the player leaves the bridge room.
|
||||
"""
|
||||
|
|
@ -1038,7 +1038,7 @@ class DarkRoom(TutorialRoom):
|
|||
# put players in darkness
|
||||
char.msg("The room is completely dark.")
|
||||
|
||||
def at_object_receive(self, obj, source_location):
|
||||
def at_object_receive(self, obj, source_location, move_type="move", **kwargs):
|
||||
"""
|
||||
Called when an object enters the room.
|
||||
"""
|
||||
|
|
@ -1048,7 +1048,7 @@ class DarkRoom(TutorialRoom):
|
|||
# in case the new guy carries light with them
|
||||
self.check_light_state()
|
||||
|
||||
def at_object_leave(self, obj, target_location):
|
||||
def at_object_leave(self, obj, target_location, move_type="move", **kwargs):
|
||||
"""
|
||||
In case people leave with the light, we make sure to clear the
|
||||
DarkCmdSet if necessary. This also works if they are
|
||||
|
|
@ -1103,7 +1103,7 @@ class TeleportRoom(TutorialRoom):
|
|||
self.db.failure_teleport_msg = "You fail!"
|
||||
self.db.failure_teleport_to = "dark cell"
|
||||
|
||||
def at_object_receive(self, character, source_location):
|
||||
def at_object_receive(self, character, source_location, move_type="move", **kwargs):
|
||||
"""
|
||||
This hook is called by the engine whenever the player is moved into
|
||||
this room.
|
||||
|
|
@ -1130,7 +1130,7 @@ class TeleportRoom(TutorialRoom):
|
|||
else:
|
||||
character.msg(self.db.failure_teleport_msg)
|
||||
# teleport quietly to the new place
|
||||
character.move_to(results[0], quiet=True, move_hooks=False)
|
||||
character.move_to(results[0], quiet=True, move_hooks=False, move_type="teleport")
|
||||
# we have to call this manually since we turn off move_hooks
|
||||
# - this is necessary to make the target dark room aware of an
|
||||
# already carried light.
|
||||
|
|
@ -1167,7 +1167,7 @@ class OutroRoom(TutorialRoom):
|
|||
"character."
|
||||
)
|
||||
|
||||
def at_object_receive(self, character, source_location):
|
||||
def at_object_receive(self, character, source_location, move_type="move", **kwargs):
|
||||
"""
|
||||
Do cleanup.
|
||||
"""
|
||||
|
|
@ -1183,6 +1183,6 @@ class OutroRoom(TutorialRoom):
|
|||
obj.delete()
|
||||
character.tags.clear(category="tutorial_world")
|
||||
|
||||
def at_object_leave(self, character, destination):
|
||||
def at_object_leave(self, character, destination, move_type="move", **kwargs):
|
||||
if character.account:
|
||||
character.account.execute_cmd("unquell")
|
||||
|
|
|
|||
|
|
@ -160,7 +160,7 @@ class TestTutorialWorldRooms(BaseEvenniaCommandTest):
|
|||
def test_bridgeroom(self):
|
||||
room = create_object(tutrooms.BridgeRoom, key="bridgeroom")
|
||||
room.update_weather()
|
||||
self.char1.move_to(room)
|
||||
self.char1.move_to(room, move_type="teleport")
|
||||
self.call(
|
||||
tutrooms.CmdBridgeHelp(),
|
||||
"",
|
||||
|
|
@ -181,7 +181,7 @@ class TestTutorialWorldRooms(BaseEvenniaCommandTest):
|
|||
|
||||
def test_darkroom(self):
|
||||
room = create_object(tutrooms.DarkRoom, key="darkroom")
|
||||
self.char1.move_to(room)
|
||||
self.char1.move_to(room, move_type="teleport")
|
||||
self.call(tutrooms.CmdDarkHelp(), "", "Can't help you until")
|
||||
|
||||
def test_teleportroom(self):
|
||||
|
|
|
|||
277
evennia/contrib/utils/name_generator/README.md
Normal file
277
evennia/contrib/utils/name_generator/README.md
Normal file
|
|
@ -0,0 +1,277 @@
|
|||
# Random Name Generator
|
||||
|
||||
Contribution by InspectorCaracal (2022)
|
||||
|
||||
A module for generating random names, both real-world and fantasy. Real-world
|
||||
names can be generated either as first (personal) names, family (last) names, or
|
||||
full names (first, optional middles, and last). The name data is from [Behind the Name](https://www.behindthename.com/)
|
||||
and used under the [CC BY-SA 4.0 license](https://creativecommons.org/licenses/by-sa/4.0/).
|
||||
|
||||
Fantasy names are generated from basic phonetic rules, using CVC syllable syntax.
|
||||
|
||||
Both real-world and fantasy name generation can be extended to include additional
|
||||
information via your game's `settings.py`
|
||||
|
||||
## Installation
|
||||
|
||||
This is a stand-alone utility. Just import this module (`from evennia.contrib.utils import name_generator`) and use its functions wherever you like.
|
||||
|
||||
## Usage
|
||||
|
||||
Import the module where you need it with the following:
|
||||
```py
|
||||
from evennia.contrib.utils.name_generator import namegen
|
||||
```
|
||||
|
||||
By default, all of the functions will return a string with one generated name.
|
||||
If you specify more than one, or pass `return_list=True` as a keyword argument, the returned value will be a list of strings.
|
||||
|
||||
The module is especially useful for naming newly-created NPCs, like so:
|
||||
```py
|
||||
npc_name = namegen.full_name()
|
||||
npc_obj = create_object(key=npc_name, typeclass="typeclasses.characters.NPC")
|
||||
```
|
||||
|
||||
## Available Settings
|
||||
|
||||
These settings can all be defined in your game's `server/conf/settings.py` file.
|
||||
|
||||
- `NAMEGEN_FIRST_NAMES` adds a new list of first (personal) names.
|
||||
- `NAMEGEN_LAST_NAMES` adds a new list of last (family) names.
|
||||
- `NAMEGEN_REPLACE_LISTS` - set to `True` if you want to use only the names defined in your settings.
|
||||
- `NAMEGEN_FANTASY_RULES` lets you add new phonetic rules for generating entirely made-up names. See the section "Custom Fantasy Name style rules" for details on how this should look.
|
||||
|
||||
Examples:
|
||||
```py
|
||||
NAMEGEN_FIRST_NAMES = [
|
||||
("Evennia", 'mf'),
|
||||
("Green Tea", 'f'),
|
||||
]
|
||||
|
||||
NAMEGEN_LAST_NAMES = [ "Beeblebrox", "Son of Odin" ]
|
||||
|
||||
NAMEGEN_FANTASY_RULES = {
|
||||
"example_style": {
|
||||
"syllable": "(C)VC",
|
||||
"consonants": [ 'z','z','ph','sh','r','n' ],
|
||||
"start": ['m'],
|
||||
"end": ['x','n'],
|
||||
"vowels": [ "e","e","e","a","i","i","u","o", ],
|
||||
"length": (2,4),
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
## Generating Real Names
|
||||
|
||||
The contrib offers three functions for generating random real-world names:
|
||||
`first_name()`, `last_name()`, and `full_name()`. If you want more than one name
|
||||
generated at once, you can use the `num` keyword argument to specify how many.
|
||||
|
||||
Example:
|
||||
```
|
||||
>>> namegen.first_name(num=5)
|
||||
['Genesis', 'Tali', 'Budur', 'Dominykas', 'Kamau']
|
||||
>>> namegen.first_name(gender='m')
|
||||
'Blanchard'
|
||||
```
|
||||
|
||||
The `first_name` function also takes a `gender` keyword argument to filter names
|
||||
by gender association. 'f' for feminine, 'm' for masculine, 'mf' for feminine
|
||||
_and_ masculine, or the default `None` to match any gendering.
|
||||
|
||||
The `full_name` function also takes the `gender` keyword, as well as `parts` which
|
||||
defines how many names make up the full name. The minimum is two: a first name and
|
||||
a last name. You can also generate names with the family name first by setting
|
||||
the keyword arg `surname_first` to `True`
|
||||
|
||||
Example:
|
||||
```
|
||||
>>> namegen.full_name()
|
||||
'Keeva Bernat'
|
||||
>>> namegen.full_name(parts=4)
|
||||
'Suzu Shabnam Kafka Baier'
|
||||
>>> namegen.full_name(parts=3, surname_first=True)
|
||||
'Ó Muircheartach Torunn Dyson'
|
||||
>>> namegen.full_name(gender='f')
|
||||
'Wikolia Ó Deasmhumhnaigh'
|
||||
```
|
||||
|
||||
### Adding your own names
|
||||
|
||||
You can add additional names with the settings `NAMEGEN_FIRST_NAMES` and
|
||||
`NAMEGEN_LAST_NAMES`
|
||||
|
||||
`NAMEGEN_FIRST_NAMES` should be a list of tuples, where the first value is the name
|
||||
and then second value is the gender flag - 'm' for masculine-only, 'f' for feminine-
|
||||
only, and 'mf' for either one.
|
||||
|
||||
`NAMEGEN_LAST_NAMES` should be a list of strings, where each item is an available
|
||||
surname.
|
||||
|
||||
Examples:
|
||||
```py
|
||||
NAMEGEN_FIRST_NAMES = [
|
||||
("Evennia", 'mf'),
|
||||
("Green Tea", 'f'),
|
||||
]
|
||||
|
||||
NAMEGEN_LAST_NAMES = [ "Beeblebrox", "Son of Odin" ]
|
||||
```
|
||||
|
||||
Set `NAMEGEN_REPLACE_LISTS = True` if you want your custom lists above to entirely replace the built-in lists rather than extend them.
|
||||
|
||||
## Generating Fantasy Names
|
||||
|
||||
Generating completely made-up names is done with the `fantasy_name` function. The
|
||||
contrib comes with three built-in styles of names which you can use, or you can
|
||||
put a dictionary of custom name rules into `settings.py`
|
||||
|
||||
Generating a fantasy name takes the ruleset key as the "style" keyword, and can
|
||||
return either a single name or multiple names. By default, it will return a
|
||||
single name in the built-in "harsh" style. The contrib also comes with "fluid" and "alien" styles.
|
||||
|
||||
```py
|
||||
>>> namegen.fantasy_name()
|
||||
'Vhon'
|
||||
>>> namegen.fantasy_name(num=3, style="harsh")
|
||||
['Kha', 'Kizdhu', 'Godögäk']
|
||||
>>> namegen.fantasy_name(num=3, style="fluid")
|
||||
['Aewalisash', 'Ayi', 'Iaa']
|
||||
>>> namegen.fantasy_name(num=5, style="alien")
|
||||
["Qz'vko'", "Xv'w'hk'hxyxyz", "Wxqv'hv'k", "Wh'k", "Xbx'qk'vz"]
|
||||
```
|
||||
|
||||
### Multi-Word Fantasy Names
|
||||
|
||||
The `fantasy_name` function will only generate one name-word at a time, so for multi-word names
|
||||
you'll need to combine pieces together. Depending on what kind of end result you want, there are
|
||||
several approaches.
|
||||
|
||||
|
||||
#### The simple approach
|
||||
|
||||
If all you need is for it to have multiple parts, you can generate multiple names at once and `join` them.
|
||||
|
||||
```py
|
||||
>>> name = " ".join(namegen.fantasy_name(num=2))
|
||||
>>> name
|
||||
'Dezhvözh Khäk'
|
||||
```
|
||||
|
||||
If you want a little more variation between first/last names, you can also generate names for
|
||||
different styles and then combine them.
|
||||
|
||||
```py
|
||||
>>> first = namegen.fantasy_name(style="fluid")
|
||||
>>> last = namegen.fantasy_name(style="harsh")
|
||||
>>> name = f"{first} {last}"
|
||||
>>> name
|
||||
'Ofasa Käkudhu'
|
||||
```
|
||||
|
||||
#### "Nakku Silversmith"
|
||||
|
||||
One common fantasy name practice is profession- or title-based surnames. To achieve this effect,
|
||||
you can use the `last_name` function with a custom list of last names and combine it with your generated
|
||||
fantasy name.
|
||||
|
||||
Example:
|
||||
```py
|
||||
NAMEGEN_LAST_NAMES = [ "Silversmith", "the Traveller", "Destroyer of Worlds" ]
|
||||
NAMEGEN_REPLACE_LISTS = True
|
||||
|
||||
>>> first = namegen.fantasy_name()
|
||||
>>> last = namegen.last_name()
|
||||
>>> name = f"{first} {last}"
|
||||
>>> name
|
||||
'Tözhkheko the Traveller'
|
||||
```
|
||||
|
||||
#### Elarion d'Yrinea, Thror Obinson
|
||||
|
||||
Another common flavor of fantasy names is to use a surname suffix or prefix. For that, you'll
|
||||
need to add in the extra bit yourself.
|
||||
|
||||
Examples:
|
||||
```py
|
||||
>>> names = namegen.fantasy_name(num=2)
|
||||
>>> name = f"{names[0]} za'{names[1]}"
|
||||
>>> name
|
||||
"Tithe za'Dhudozkok"
|
||||
|
||||
>>> names = namegen.fantasy_name(num=2)
|
||||
>>> name = f"{names[0]} {names[1]}son"
|
||||
>>> name
|
||||
'Kön Ködhöddoson'
|
||||
```
|
||||
|
||||
|
||||
### Custom Fantasy Name style rules
|
||||
|
||||
The style rules are contained in a dictionary of dictionaries, where the style name
|
||||
is the key and the style rules are the dictionary value.
|
||||
|
||||
The following is how you would add a custom style to `settings.py`:
|
||||
```py
|
||||
NAMEGEN_FANTASY_RULES = {
|
||||
"example_style": {
|
||||
"syllable": "(C)VC",
|
||||
"consonants": [ 'z','z','ph','sh','r','n' ],
|
||||
"start": ['m'],
|
||||
"end": ['x','n'],
|
||||
"vowels": [ "e","e","e","a","i","i","u","o", ],
|
||||
"length": (2,4),
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Then you could generate names following that ruleset with `namegen.fantasy_name(style="example_style")`.
|
||||
|
||||
The keys `syllable`, `consonants`, `vowels`, and `length` must be present, and `length` must be the minimum and maximum syllable counts. `start` and `end` are optional.
|
||||
|
||||
|
||||
#### syllable
|
||||
The "syllable" field defines the structure of each syllable. C is consonant, V is vowel,
|
||||
and parentheses mean it's optional. So, the example `(C)VC` means that every syllable
|
||||
will always have a vowel followed by a consonant, and will *sometimes* have another
|
||||
consonant at the beginning. e.g. `en`, `bak`
|
||||
|
||||
*Note:* While it's not standard, the contrib lets you nest parentheses, with each layer
|
||||
being less likely to show up. Additionally, any other characters put into the syllable
|
||||
structure - e.g. an apostrophe - will be read and inserted as written. The
|
||||
"alien" style rules in the module gives an example of both: the syllable structure is `C(C(V))(')(C)`
|
||||
which results in syllables such as `khq`, `xho'q`, and `q'` with a much lower frequency of vowels than
|
||||
`C(C)(V)(')(C)` would have given.
|
||||
|
||||
#### consonants
|
||||
A simple list of consonant phonemes that can be chosen from. Multi-character strings are
|
||||
perfectly acceptable, such as "th", but each one will be treated as a single consonant.
|
||||
|
||||
The function uses a naive form of weighting, where you make a phoneme more likely to
|
||||
occur by putting more copies of it into the list.
|
||||
|
||||
#### start and end
|
||||
These are **optional** lists for the first and last letters of a syllable, if they're
|
||||
a consonant. You can add on additional consonants which can only occur at the beginning
|
||||
or end of a syllable, or you can add extra copies of already-defined consonants to
|
||||
increase the frequency of them at the start/end of syllables.
|
||||
|
||||
For example, in the `example_style` above, we have a `start` of m, and `end` of x and n.
|
||||
Taken with the rest of the consonants/vowels, this means you can have the syllables of `mez`
|
||||
but not `zem`, and you can have `phex` or `phen` but not `xeph` or `neph`.
|
||||
|
||||
They can be left out of custom rulesets entirely.
|
||||
|
||||
#### vowels
|
||||
Vowels is a simple list of vowel phonemes - exactly like consonants, but instead used for the
|
||||
vowel selection. Single-or multi-character strings are equally fine. It uses the same naive weighting system
|
||||
as consonants - you can increase the frequency of any given vowel by putting it into the list multiple times.
|
||||
|
||||
#### length
|
||||
A tuple with the minimum and maximum number of syllables a name can have.
|
||||
|
||||
When setting this, keep in mind how long your syllables can get! 4 syllables might
|
||||
not seem like very many, but if you have a (C)(V)VC structure with one- and
|
||||
two-letter phonemes, you can get up to eight characters per syllable.
|
||||
24215
evennia/contrib/utils/name_generator/btn_givennames.txt
Normal file
24215
evennia/contrib/utils/name_generator/btn_givennames.txt
Normal file
File diff suppressed because it is too large
Load diff
6939
evennia/contrib/utils/name_generator/btn_surnames.txt
Normal file
6939
evennia/contrib/utils/name_generator/btn_surnames.txt
Normal file
File diff suppressed because it is too large
Load diff
355
evennia/contrib/utils/name_generator/namegen.py
Normal file
355
evennia/contrib/utils/name_generator/namegen.py
Normal file
|
|
@ -0,0 +1,355 @@
|
|||
"""
|
||||
Random Name Generator
|
||||
|
||||
Contribution by InspectorCaracal (2022)
|
||||
|
||||
A module for generating random names, both real-world and fantasy. Real-world
|
||||
names can be generated either as first (personal) names, family (last) names, or
|
||||
full names (first, optional middles, and last). The name data is from [Behind the Name](https://www.behindthename.com/)
|
||||
and used under the [CC BY-SA 4.0 license](https://creativecommons.org/licenses/by-sa/4.0/).
|
||||
|
||||
Fantasy names are generated from basic phonetic rules, using CVC syllable syntax.
|
||||
|
||||
Both real-world and fantasy name generation can be extended to include additional
|
||||
information via your game's `settings.py`
|
||||
|
||||
|
||||
Available Methods:
|
||||
|
||||
first_name - Selects a random a first (personal) name from the name lists.
|
||||
last_name - Selects a random last (family) name from the name lists.
|
||||
full_name - Generates a randomized full name, optionally including middle names, by selecting first/last names from the name lists.
|
||||
fantasy_name - Generates a completely new made-up name based on phonetic rules.
|
||||
|
||||
Method examples:
|
||||
|
||||
>>> namegen.first_name(num=5)
|
||||
['Genesis', 'Tali', 'Budur', 'Dominykas', 'Kamau']
|
||||
|
||||
>>> namegen.full_name(parts=3, surname_first=True)
|
||||
'Ó Muircheartach Torunn Dyson'
|
||||
>>> namegen.full_name(gender='f')
|
||||
'Wikolia Ó Deasmhumhnaigh'
|
||||
|
||||
>>> namegen.fantasy_name(num=3, style="fluid")
|
||||
['Aewalisash', 'Ayi', 'Iaa']
|
||||
|
||||
|
||||
Available Settings (define these in your `settings.py`)
|
||||
|
||||
NAMEGEN_FIRST_NAMES - Option to add a new list of first (personal) names.
|
||||
NAMEGEN_LAST_NAMES - Option to add a new list of last (family) names.
|
||||
NAMEGEN_REPLACE_LISTS - Set to True if you want to use ONLY your name lists and not the ones that come with the contrib.
|
||||
NAMEGEN_FANTASY_RULES - Option to add new fantasy-name style rules.
|
||||
Must be a dictionary that includes "syllable", "consonants", "vowels", and "length" - see the example.
|
||||
"start" and "end" keys are optional.
|
||||
|
||||
Settings examples:
|
||||
|
||||
NAMEGEN_FIRST_NAMES = [
|
||||
("Evennia", 'mf'),
|
||||
("Green Tea", 'f'),
|
||||
]
|
||||
|
||||
NAMEGEN_LAST_NAMES = [ "Beeblebrox", "Son of Odin" ]
|
||||
|
||||
NAMEGEN_FANTASY_RULES = {
|
||||
"example_style": {
|
||||
"syllable": "(C)VC",
|
||||
"consonants": [ 'z','z','ph','sh','r','n' ],
|
||||
"start": ['m'],
|
||||
"end": ['x','n'],
|
||||
"vowels": [ "e","e","e","a","i","i","u","o", ],
|
||||
"length": (2,4),
|
||||
}
|
||||
}
|
||||
|
||||
"""
|
||||
|
||||
import random
|
||||
import re
|
||||
from os import path
|
||||
from django.conf import settings
|
||||
|
||||
from evennia.utils.utils import is_iter
|
||||
|
||||
# Load name data from Behind the Name lists
|
||||
dirpath = path.dirname(path.abspath(__file__))
|
||||
_FIRSTNAME_LIST = []
|
||||
with open(path.join(dirpath, "btn_givennames.txt"),'r', encoding='utf-8') as file:
|
||||
_FIRSTNAME_LIST = [ line.strip().rsplit(" ") for line in file if line and not line.startswith("#") ]
|
||||
|
||||
_SURNAME_LIST = []
|
||||
with open(path.join(dirpath, "btn_surnames.txt"),'r', encoding='utf-8') as file:
|
||||
_SURNAME_LIST = [ line.strip() for line in file if line and not line.startswith("#") ]
|
||||
|
||||
_REQUIRED_KEYS = { "syllable", "consonants", "vowels", "length" }
|
||||
# Define phoneme structure for built-in fantasy name generators.
|
||||
_FANTASY_NAME_STRUCTURES = {
|
||||
"harsh": {
|
||||
"syllable": "CV(C)",
|
||||
"consonants": [ "k", "k", "k", "z", "zh", "g", "v", "t", "th", "w", "n", "d", "d", ],
|
||||
"start": ["dh", "kh", "kh", "kh", "vh", ],
|
||||
"end": ["n", "x", ],
|
||||
"vowels": [ "o", "o", "o", "a", "y", "u", "u", "u", "ä", "ö", "e", "i", "i", ],
|
||||
"length": (1,3),
|
||||
},
|
||||
"fluid": {
|
||||
"syllable": "V(C)",
|
||||
"consonants": [ 'r','r','l','l','l','l','s','s','s','sh','m','n','n','f','v','w','th' ],
|
||||
"start": [],
|
||||
"end": [],
|
||||
"vowels": [ "a","a","a","a","a","e","i","i","i","y","u","o", ],
|
||||
"length": (3,5),
|
||||
},
|
||||
"alien": {
|
||||
"syllable": "C(C(V))(')(C)",
|
||||
"consonants": [ 'q','q','x','z','v','w','k','h','b' ],
|
||||
"start": ['x',],
|
||||
"end": [],
|
||||
"vowels": [ 'y','w','o','y' ],
|
||||
"length": (1,5),
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
_RE_DOUBLES = re.compile(r'(\w)\1{2,}')
|
||||
|
||||
# Load in optional settings
|
||||
|
||||
custom_first_names = settings.NAMEGEN_FIRST_NAMES if hasattr(settings, "NAMEGEN_FIRST_NAMES") else []
|
||||
custom_last_names = settings.NAMEGEN_LAST_NAMES if hasattr(settings, "NAMEGEN_LAST_NAMES") else []
|
||||
|
||||
if hasattr(settings, "NAMEGEN_FANTASY_RULES"):
|
||||
_FANTASY_NAME_STRUCTURES |= settings.NAMEGEN_FANTASY_RULES
|
||||
|
||||
if hasattr(settings, "NAMEGEN_REPLACE_LISTS") and settings.NAMEGEN_REPLACE_LISTS:
|
||||
_FIRSTNAME_LIST = custom_first_names or _FIRSTNAME_LIST
|
||||
_SURNAME_LIST = custom_last_names or _SURNAME_LIST
|
||||
|
||||
else:
|
||||
_FIRSTNAME_LIST += custom_first_names
|
||||
_SURNAME_LIST += custom_last_names
|
||||
|
||||
|
||||
|
||||
def fantasy_name(num=1, style="harsh", return_list=False):
|
||||
"""
|
||||
Generate made-up names in one of a number of "styles".
|
||||
|
||||
Keyword args:
|
||||
num (int) - How many names to return.
|
||||
style (string) - The "style" of name. This references an existing algorithm.
|
||||
return_list (bool) - Whether to always return a list. `False` by default,
|
||||
which returns a string if there is only one value and a list if more.
|
||||
"""
|
||||
|
||||
def _validate(style_name):
|
||||
if style_name not in _FANTASY_NAME_STRUCTURES:
|
||||
raise ValueError(f"Invalid style name: '{style_name}'. Available style names: {' '.join(_FANTASY_NAME_STRUCTURES.keys())}")
|
||||
style_dict = _FANTASY_NAME_STRUCTURES[style_name]
|
||||
|
||||
if type(style_dict) is not dict:
|
||||
raise ValueError(f"Style {style_name} must be a dictionary.")
|
||||
|
||||
keys = set(style_dict.keys())
|
||||
missing_keys = _REQUIRED_KEYS - keys
|
||||
if len(missing_keys):
|
||||
raise KeyError(f"Style dictionary {style_name} is missing required keys: {' '.join(missing_keys)}")
|
||||
|
||||
if not (type(style_dict['consonants']) is list and type(style_dict['vowels']) is list):
|
||||
raise TypeError(f"'consonants' and 'vowels' for style {style_name} must be lists.")
|
||||
|
||||
if not (is_iter(style_dict['length']) and len(style_dict['length']) == 2):
|
||||
raise ValueError(f"'length' key for {style_name} must have a minimum and maximum number of syllables.")
|
||||
|
||||
return style_dict
|
||||
|
||||
# validate num first
|
||||
num = int(num)
|
||||
if num < 1:
|
||||
raise ValueError("Number of names to generate must be positive.")
|
||||
|
||||
style_dict = _validate(style)
|
||||
|
||||
syllable = []
|
||||
weight = 8
|
||||
# parse out the syllable structure with weights
|
||||
for key in style_dict["syllable"]:
|
||||
# parentheses mean optional - allow nested parens
|
||||
if key == "(":
|
||||
weight = weight/2
|
||||
elif key == ")":
|
||||
weight = weight*2
|
||||
else:
|
||||
if key == "C":
|
||||
sound_type = "consonants"
|
||||
elif key == "V":
|
||||
sound_type = "vowels"
|
||||
else:
|
||||
sound_type = key
|
||||
# append the sound type and weight
|
||||
syllable.append( (sound_type, int(weight)) )
|
||||
|
||||
name_list = []
|
||||
|
||||
# time to generate a name!
|
||||
for n in range(num):
|
||||
# build a list of syllables
|
||||
length = random.randint(*style_dict['length'])
|
||||
name = ""
|
||||
for i in range(length):
|
||||
# build the syllable itself
|
||||
syll = ""
|
||||
for sound, weight in syllable:
|
||||
# random chance to skip this key; lower weights mean less likely
|
||||
if random.randint(0,8) > weight:
|
||||
continue
|
||||
|
||||
if sound not in style_dict:
|
||||
# extra character, like apostrophes
|
||||
syll += sound
|
||||
continue
|
||||
|
||||
# get a random sound from the sound list
|
||||
choices = list(style_dict[sound])
|
||||
|
||||
if sound == "consonants":
|
||||
# if it's a starting consonant, add starting-sounds to the options
|
||||
if not len(syll):
|
||||
choices += style_dict.get('start',[])
|
||||
# if it's an ending consonant, add ending-sounds to the options
|
||||
elif i+1 == length:
|
||||
choices += style_dict.get('end',[])
|
||||
|
||||
syll += random.choice(choices)
|
||||
|
||||
name += syll
|
||||
|
||||
# condense repeating letters down to a maximum of 2
|
||||
name = _RE_DOUBLES.sub(lambda m: m.group(1)*2, name)
|
||||
# capitalize the first letter
|
||||
name = name[0].upper() + name[1:] if len(name) > 1 else name.upper()
|
||||
name_list.append(name)
|
||||
|
||||
if len(name_list) == 1 and not return_list:
|
||||
return name_list[0]
|
||||
return name_list
|
||||
|
||||
def first_name(num=1, gender=None, return_list=False, ):
|
||||
"""
|
||||
Generate first names, also known as personal names.
|
||||
|
||||
Keyword args:
|
||||
num (int) - How many names to return.
|
||||
gender (str) - Restrict names by gender association. `None` by default, which selects from
|
||||
all possible names. Set to "m" for masculine, "f" for feminine, "mf" for androgynous
|
||||
return_list (bool) - Whether to always return a list. `False` by default,
|
||||
which returns a string if there is only one value and a list if more.
|
||||
"""
|
||||
# validate num first
|
||||
num = int(num)
|
||||
if num < 1:
|
||||
raise ValueError("Number of names to generate must be positive.")
|
||||
|
||||
if gender:
|
||||
# filter the options by gender
|
||||
name_options = [ name_data[0] for name_data in _FIRSTNAME_LIST if all([gender_key in gender for gender_key in name_data[1]])]
|
||||
if not len(name_options):
|
||||
raise ValueError(f"Invalid gender '{gender}'.")
|
||||
else:
|
||||
name_options = [ name_data[0] for name_data in _FIRSTNAME_LIST ]
|
||||
|
||||
# take a random selection of `num` names, without repeats
|
||||
results = random.sample(name_options,num)
|
||||
|
||||
if len(results) == 1 and not return_list:
|
||||
# return single value as a string
|
||||
return results[0]
|
||||
|
||||
return results
|
||||
|
||||
|
||||
def last_name(num=1, return_list=False):
|
||||
"""
|
||||
Generate family names, also known as surnames or last names.
|
||||
|
||||
Keyword args:
|
||||
num (int) - How many names to return.
|
||||
return_list (bool) - Whether to always return a list. `False` by default,
|
||||
which returns a string if there is only one value and a list if more.
|
||||
"""
|
||||
# validate num first
|
||||
num = int(num)
|
||||
if num < 1:
|
||||
raise ValueError("Number of names to generate must be positive.")
|
||||
|
||||
# take a random selection of `num` names, without repeats
|
||||
results = random.sample(_SURNAME_LIST,num)
|
||||
|
||||
if len(results) == 1 and not return_list:
|
||||
# return single value as a string
|
||||
return results[0]
|
||||
|
||||
return results
|
||||
|
||||
def full_name(num=1, parts=2, gender=None, return_list=False, surname_first=False):
|
||||
"""
|
||||
Generate complete names with a personal name, family name, and optionally middle names.
|
||||
|
||||
Keyword args:
|
||||
num (int) - How many names to return.
|
||||
parts (int) - How many parts the name should have. By default two: first and last.
|
||||
gender (str) - Restrict names by gender association. `None` by default, which selects from
|
||||
all possible names. Set to "m" for masculine, "f" for feminine, "mf" for androgynous
|
||||
return_list (bool) - Whether to always return a list. `False` by default,
|
||||
which returns a string if there is only one value and a list if more.
|
||||
surname_first (bool) - Default `False`. Set to `True` if you want the family name to be
|
||||
placed at the beginning of the name instead of the end.
|
||||
"""
|
||||
# validate num first
|
||||
num = int(num)
|
||||
if num < 1:
|
||||
raise ValueError("Number of names to generate must be positive.")
|
||||
# validate parts next
|
||||
parts = int(parts)
|
||||
if parts < 2:
|
||||
raise ValueError("Number of name parts to generate must be at least 2.")
|
||||
|
||||
name_lists = []
|
||||
|
||||
middle = parts-2
|
||||
if middle:
|
||||
# calculate "middle" names.
|
||||
# we want them to be an intelligent mix of personal names and family names
|
||||
# first, split the total number of middle-name parts into "personal" and "family" at a random point
|
||||
total_mids = middle*num
|
||||
personals = random.randint(1,total_mids)
|
||||
familys = total_mids - personals
|
||||
# then get the names for each
|
||||
personal_mids = first_name(num=personals, gender=gender, return_list=True)
|
||||
family_mids = last_name(num=familys, return_list=True) if familys else []
|
||||
# splice them together according to surname_first....
|
||||
middle_names = family_mids+personal_mids if surname_first else personal_mids+family_mids
|
||||
# ...and then split into `num`-length lists to be used for the final names
|
||||
name_lists = [ middle_names[num*i:num*(i+1)] for i in range(0,middle) ]
|
||||
|
||||
# get personal and family names
|
||||
personal_names = first_name(num=num, gender=gender, return_list=True)
|
||||
last_names = last_name(num=num, return_list=True)
|
||||
|
||||
# attach personal/family names to the list of name lists, according to surname_first
|
||||
if surname_first:
|
||||
name_lists = [last_names] + name_lists + [personal_names]
|
||||
else:
|
||||
name_lists = [personal_names] + name_lists + [last_names]
|
||||
|
||||
# lastly, zip them all up and join them together
|
||||
names = list(zip(*name_lists))
|
||||
names = [ " ".join(name) for name in names ]
|
||||
|
||||
if len(names) == 1 and not return_list:
|
||||
# return single value as a string
|
||||
return names[0]
|
||||
|
||||
return names
|
||||
158
evennia/contrib/utils/name_generator/tests.py
Normal file
158
evennia/contrib/utils/name_generator/tests.py
Normal file
|
|
@ -0,0 +1,158 @@
|
|||
|
||||
"""
|
||||
Tests for the Random Name Generator
|
||||
"""
|
||||
|
||||
from evennia.utils.test_resources import BaseEvenniaTest
|
||||
from evennia.contrib.utils.name_generator import namegen
|
||||
|
||||
_INVALID_STYLES = {
|
||||
"missing_keys": {
|
||||
"consonants": ['c','d'],
|
||||
"length": (1,2),
|
||||
},
|
||||
"invalid_vowels": {
|
||||
"syllable": "CVC",
|
||||
"consonants": ['c','d'],
|
||||
"vowels": "aeiou",
|
||||
"length": (1,2),
|
||||
},
|
||||
"invalid_length": {
|
||||
"syllable": "CVC",
|
||||
"consonants": ['c','d'],
|
||||
"vowels": ['a','e'],
|
||||
"length": 2,
|
||||
},
|
||||
}
|
||||
|
||||
namegen._FANTASY_NAME_STRUCTURES |= _INVALID_STYLES
|
||||
|
||||
class TestNameGenerator(BaseEvenniaTest):
|
||||
def test_fantasy_name(self):
|
||||
"""
|
||||
Verify output types and lengths.
|
||||
|
||||
fantasy_name() - str
|
||||
fantasy_name(style="fluid") - str
|
||||
fantasy_name(num=3) - list of length 3
|
||||
fantasy_name(return_list=True) - list of length 1
|
||||
|
||||
raises KeyError on missing style or ValueError on num
|
||||
"""
|
||||
single_name = namegen.fantasy_name()
|
||||
self.assertEqual(type(single_name), str)
|
||||
|
||||
fluid_name = namegen.fantasy_name(style="fluid")
|
||||
self.assertEqual(type(fluid_name), str)
|
||||
|
||||
three_names = namegen.fantasy_name(num=3)
|
||||
self.assertEqual(type(three_names), list)
|
||||
self.assertEqual(len(three_names), 3)
|
||||
|
||||
single_list = namegen.fantasy_name(return_list=True)
|
||||
self.assertEqual(type(single_list), list)
|
||||
self.assertEqual(len(single_list), 1)
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.fantasy_name(num=-1)
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.fantasy_name(style="dummy")
|
||||
|
||||
def test_structure_validation(self):
|
||||
"""
|
||||
Verify that validation raises the correct errors for invalid inputs.
|
||||
"""
|
||||
with self.assertRaises(KeyError):
|
||||
namegen.fantasy_name(style="missing_keys")
|
||||
|
||||
with self.assertRaises(TypeError):
|
||||
namegen.fantasy_name(style="invalid_vowels")
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.fantasy_name(style="invalid_length")
|
||||
|
||||
def test_first_name(self):
|
||||
"""
|
||||
Verify output types and lengths.
|
||||
|
||||
first_name() - str
|
||||
first_name(num=3) - list of length 3
|
||||
first_name(gender='f') - str
|
||||
first_name(return_list=True) - list of length 1
|
||||
"""
|
||||
single_name = namegen.first_name()
|
||||
self.assertEqual(type(single_name), str)
|
||||
|
||||
three_names = namegen.first_name(num=3)
|
||||
self.assertEqual(type(three_names), list)
|
||||
self.assertEqual(len(three_names), 3)
|
||||
|
||||
gendered_name = namegen.first_name(gender='f')
|
||||
self.assertEqual(type(gendered_name), str)
|
||||
|
||||
single_list = namegen.first_name(return_list=True)
|
||||
self.assertEqual(type(single_list), list)
|
||||
self.assertEqual(len(single_list), 1)
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.first_name(gender='x')
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.first_name(num=-1)
|
||||
|
||||
def test_last_name(self):
|
||||
"""
|
||||
Verify output types and lengths.
|
||||
|
||||
last_name() - str
|
||||
last_name(num=3) - list of length 3
|
||||
last_name(return_list=True) - list of length 1
|
||||
"""
|
||||
single_name = namegen.last_name()
|
||||
self.assertEqual(type(single_name), str)
|
||||
|
||||
three_names = namegen.last_name(num=3)
|
||||
self.assertEqual(type(three_names), list)
|
||||
self.assertEqual(len(three_names), 3)
|
||||
|
||||
single_list = namegen.last_name(return_list=True)
|
||||
self.assertEqual(type(single_list), list)
|
||||
self.assertEqual(len(single_list), 1)
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.last_name(num=-1)
|
||||
|
||||
def test_full_name(self):
|
||||
"""
|
||||
Verify output types and lengths.
|
||||
|
||||
full_name() - str
|
||||
full_name(num=3) - list of length 3
|
||||
full_name(gender='f') - str
|
||||
full_name(return_list=True) - list of length 1
|
||||
"""
|
||||
single_name = namegen.full_name()
|
||||
self.assertEqual(type(single_name), str)
|
||||
|
||||
three_names = namegen.full_name(num=3)
|
||||
self.assertEqual(type(three_names), list)
|
||||
self.assertEqual(len(three_names), 3)
|
||||
|
||||
gendered_name = namegen.full_name(gender='f')
|
||||
self.assertEqual(type(gendered_name), str)
|
||||
|
||||
single_list = namegen.full_name(return_list=True)
|
||||
self.assertEqual(type(single_list), list)
|
||||
self.assertEqual(len(single_list), 1)
|
||||
|
||||
parts_name = namegen.full_name(parts=4)
|
||||
# a name made of 4 parts must have at least 3 spaces, but may have more
|
||||
parts = parts_name.split(" ")
|
||||
self.assertGreaterEqual(len(parts), 3)
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.full_name(parts=1)
|
||||
|
||||
with self.assertRaises(ValueError):
|
||||
namegen.full_name(num=-1)
|
||||
Loading…
Add table
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Reference in a new issue