Added TutorialWorld - a small, but complete single-player quest area showing off some of Evennia's features. You can find it in contrib/tutorial_world.
Build with: @batchcommand contrib.tutorial_world.build I have tested it, but there are most likely still bugs, so report all you find (along with possible suggestions for improvements) to the bugtracker/mailing list.
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347
contrib/tutorial_world/mob.py
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347
contrib/tutorial_world/mob.py
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"""
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This module implements a simple mobile object with
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a very rudimentary AI as well as an aggressive enemy
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object based on that mobile class.
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"""
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import random, time
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from django.conf import settings
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from src.objects.models import ObjectDB
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from src.utils import utils
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from game.gamesrc.scripts.basescript import Script
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from contrib.tutorial_world import objects as tut_objects
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from contrib.tutorial_world import scripts as tut_scripts
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BASE_CHARACTER_TYPECLASS = settings.BASE_CHARACTER_TYPECLASS
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#------------------------------------------------------------
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#
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# Mob - mobile object
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#
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# This object utilizes exits and moves about randomly from
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# room to room.
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#
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#------------------------------------------------------------
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class Mob(tut_objects.TutorialObject):
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"""
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This type of mobile will roam from exit to exit at
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random intervals. Simply lock exits against the is_mob attribute
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to block them from the mob (lockstring = "traverse:not attr(is_mob)").
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"""
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def at_object_creation(self):
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"This is called when the object is first created."
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self.db.tutorial_info = "This is a moving object. It moves randomly from room to room."
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self.scripts.add(tut_scripts.IrregularEvent)
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# this is a good attribute for exits to look for, to block
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# a mob from entering certain exits.
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self.db.is_mob = True
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self.db.last_location = None
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# only when True will the mob move.
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self.db.roam_mode = True
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def announce_move_from(self, destination):
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"Called just before moving"
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self.location.msg_contents("With a cold breeze, %s drifts in the direction of %s." % (self.key, destination.key))
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def announce_move_to_(self, source_location):
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"Called just after arriving"
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self.location.msg_contents("With a wailing sound, %s appears from the %s." % (self.key, source_location.key))
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def update_irregular(self):
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"Called at irregular intervals. Moves the mob."
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if self.roam_mode:
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exits = [ex for ex in self.location.exits if self.access(ex, "traverse")]
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if exits:
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# Try to make it so the mob doesn't backtrack.
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new_exits = [ex for ex in exits if ex.destination != self.db.last_location]
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if new_exits:
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exits = new_exits
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self.db.last_location = self.location
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self.execute_cmd("%s" % exits[random.randint(0, len(exits) - 1)].key)
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#------------------------------------------------------------
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#
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# Enemy - mobile attacking object
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#
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# An enemy is a mobile that is aggressive against players
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# in its vicinity. An enemy will try to attack characters
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# in the same location. It will also pursue enemies through
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# exits if possible.
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#
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# An enemy needs to have a Weapon object in order to
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# attack.
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#
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# This particular tutorial enemy is a ghostly apparition that can only
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# be hurt by magical weapons. It will also not truly "die", but only
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# teleport to another room. Players defeated by the apparition will
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# conversely just be teleported to a holding room.
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#
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#------------------------------------------------------------
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class AttackTimer(Script):
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"""
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This script is what makes an eneny "tick".
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"""
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def at_script_creation(self):
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"This sets up the script"
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self.key = "AttackTimer"
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self.desc = "Drives an Enemy's combat."
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self.interval = random.randint(10, 15) # how fast the Enemy acts
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self.start_delay = True # wait self.interval before first call
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self.persistent = True
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def at_repeat(self):
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"Called every self.interval seconds."
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if self.obj.db.inactive:
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return
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if self.obj.db.roam_mode:
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self.obj.roam()
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elif self.obj.db.battle_mode:
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self.obj.attack()
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elif self.obj.db.pursue_mode:
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self.obj.pursue()
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else:
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#dead mode. Wait for respawn.
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dead_at = self.db.dead_at
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if not dead_at:
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self.db.dead_at = time.time()
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if (time.time() - self.db.dead_at) > self.db.dead_timer:
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self.obj.reset()
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class Enemy(Mob):
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"""
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This is a ghostly enemy with health (hit points). Their chance to hit, damage etc is
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determined by the weapon they are wielding, same as characters.
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An enemy can be in four modes:
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roam (inherited from Mob) - where it just moves around randomly
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battle - where it stands in one place and attacks players
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pursue - where it follows a player, trying to enter combat again
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dead - passive and invisible until it is respawned
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Upon creation, the following attributes describe the enemy's actions
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desc - description
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full_health - integer number > 0
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defeat_location - unique name or #dbref to the location the player is taken when defeated. If not given, will remain in room.
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defeat_text - text to show player when they are defeated (just before being whisped away to defeat_location)
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defeat_text_room - text to show other players in room when a player is defeated
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win_text - text to show player when defeating the enemy
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win_text_room - text to show room when a player defeates the enemy
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respawn_text - text to echo to room when the mob is reset/respawn in that room.
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"""
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def at_object_creation(self):
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"Called at object creation."
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super(Enemy, self).at_object_creation()
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self.db.tutorial_info = "This moving object will attack players in the same room."
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# state machine modes
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self.db.roam_mode = True
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self.db.battle_mode = False
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self.db.pursue_mode = False
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self.db.dead_mode = False
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# health (change this at creation time)
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self.db.full_health = 20
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self.db.health = 20
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self.db.dead_at = time.time()
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self.db.dead_timer = 100 # how long to stay dead
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self.db.inactive = True # this is used during creation to make sure the mob doesn't move away
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# store the last player to hit
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self.db.last_attacker = None
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# where to take defeated enemies
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self.db.defeat_location = "darkcell"
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self.scripts.add(AttackTimer)
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def update_irregular(self):
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"the irregular event is inherited from Mob class"
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strings = self.db.irregular_echoes
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if strings:
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self.location.msg_contents(strings[random.randint(0, len(strings) - 1)])
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def roam(self):
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"Called by Attack timer. Will move randomly as long as exits are open."
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# in this mode, the mob is healed.
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self.db.health = self.db.full_health
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players = [obj for obj in self.location.contents
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if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser]
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if players:
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# we found players in the room. Attack.
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self.roam_mode = False
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self.db.battle_mode = True
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self.attack()
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elif random.random() < 0.2:
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# no players to attack, move about randomly.
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exits = [ex.destination for ex in self.location.exits if ex.access(self, "traverse")]
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if exits:
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# Try to make it so the mob doesn't backtrack.
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new_exits = [ex for ex in exits if ex.destination != self.db.last_location]
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if new_exits:
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exits = new_exits
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self.db.last_location = self.location
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self.move_to(exits[random.randint(0, len(exits) - 1)])
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else:
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# no exits - a dead end room. Respawn back to start.
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self.move_to(self.home)
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def attack(self):
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"""
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This is the main mode of combat. It will try to hit players in
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the location. If players are defeated, it will whisp them off
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to the defeat location.
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"""
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last_attacker = self.db.last_attacker
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players = [obj for obj in self.location.contents
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if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser]
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if players:
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# find a target
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if last_attacker in players:
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# prefer to attack the player last attacking.
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target = last_attacker
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else:
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# otherwise attack a random player in location
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target = players[random.randint(0, len(players) - 1)]
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# try to use the weapon in hand
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attack_cmds = ("thrust", "pierce", "stab", "slash", "chop")
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cmd = attack_cmds[random.randint(0, len(attack_cmds) - 1)]
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self.execute_cmd("%s %s" % (cmd, target))
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# analyze result.
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if target.db.health <= 0:
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# we reduced enemy to 0 health. Whisp them off to the prison room.
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tloc = ObjectDB.objects.object_search(self.db.defeat_location, global_search=True)
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tstring = self.db.defeat_text
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if not tstring:
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tstring = "You feel your conciousness slip away ... you fall to the ground as "
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tstring += "the misty apparition envelopes you ...\n The world goes black ...\n"
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target.msg(tstring)
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ostring = self.db.defeat_text_room
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if tloc:
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if not ostring:
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ostring = "\n%s envelops the fallen ... and then their body is suddenly gone!" % self.key
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# silently move the player to defeat location (we need to call hook manually)
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target.location = tloc[0]
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tloc[0].at_object_receive(target, self.location)
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elif not ostring:
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ostring = "%s falls to the ground!" % target.key
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self.location.msg_contents(ostring, exclude=[target])
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else:
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# no players found, this could mean they have fled. Switch to pursue mode.
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self.battle_mode = False
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self.roam_mode = False
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self.pursue_mode = True
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def pursue(self):
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"""
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In pursue mode, the enemy tries to find players in adjoining rooms, preferably
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those that previously attacked it.
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"""
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last_attacker = self.db.last_attacker
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players = [obj for obj in self.location.contents if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS)]
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if players:
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# we found players in the room. Maybe we caught up with some, or some walked in on us
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# before we had time to pursue them. Switch to battle mode.
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self.battle_mode = True
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self.roam_mode = False
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self.pursue_mode = False
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self.attack()
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else:
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# find all possible destinations.
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destinations = [ex.destination for ex in self.location.exits if ex.access(self, "traverse")]
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# find all players in the possible destinations. OBS-we cannot just use the player's
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# current position to move the Enemy; this might have changed when the move is performed,
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# causing the enemy to teleport out of bounds.
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players = {}
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for dest in destinations:
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for obj in [o for o in dest.contents if utils.inherits_from(o, BASE_CHARACTER_TYPECLASS)]:
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players[obj] = dest
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if players:
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# we found targets. Move to intercept.
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if last_attacker in players:
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# preferably the one that last attacked us
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self.move_to(players[last_attacker])
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else:
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# otherwise randomly.
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key = players.keys()[random.randint(0, len(players) - 1)]
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self.move_to(players[key])
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else:
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# we found no players nearby. Return to roam mode.
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self.battle_mode = False
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self.roam_mode = True
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self.pursue_mode = False
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def at_hit(self, weapon, attacker, damage):
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"""
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Called when this object is hit by an enemy's weapon
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Should return True if enemy is defeated, False otherwise.
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In the case of players attacking, we handle all the events
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and information from here, so the return value is not used.
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"""
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self.db.last_attacker = attacker
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if not self.battle_mode:
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# we were attacked, so switch to battle mode.
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self.db.roam_mode = False
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self.db.pursue_mode = False
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self.db.battle_mode = True
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#self.scripts.add(AttackTimer)
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if not weapon.db.magic:
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# In the tutorial, the enemy is a ghostly apparition, so
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# only magical weapons can harm it.
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string = self.db.weapon_ineffective_text
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if not string:
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string = "Your weapon just passes through your enemy, causing no effect!"
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attacker.msg(string)
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return
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else:
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# an actual hit
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health = float(self.db.health)
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health -= damage
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self.db.health = health
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if health <= 0:
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string = self.db.win_text
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if not string:
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string = "After your last hit, %s folds in on itself, it seems to fade away into nothingness. " % self.key
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string += "In a moment there is nothing left but the echoes of its screams. But you have a "
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string += "feeling it is only temporarily weakened. "
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string += "You fear it's only a matter of time before it materializes somewhere again."
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attacker.msg(string)
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string = self.db.win_text_room
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if not string:
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string = "After %s's last hit, %s folds in on itself, it seems to fade away into nothingness. " % (attacker.name, self.key)
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string += "In a moment there is nothing left but the echoes of its screams. But you have a "
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string += "feeling it is only temporarily weakened. "
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string += "You fear it's only a matter of time before it materializes somewhere again."
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self.location.msg_contents(string, exclude=[attacker])
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# put enemy in dead mode and hide it from view. IrregularEvent(or a world reset) will bring it back later.
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self.db.roam_mode = False
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self.db.pursue_mode = False
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self.db.battle_mode = False
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self.db.dead_mode = True
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self.db.dead_at = time.time()
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self.location = None
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return False
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def reset(self):
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"If the mob was 'dead', respawn it to its home position and reset all modes and damage."
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if self.db.dead_mode:
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self.db.health = self.db.full_health
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self.db.roam_mode = True
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self.db.pursue_mode = False
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self.db.battle_mode = False
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self.db.dead_mode = False
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self.location = self.home
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string = self.db.respawn_text
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if not string:
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string = "%s fades into existence from out of thin air. It's looking pissed." % self.key
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self.location.msg_contents(string)
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