Fixed a bug in mob movement that had it ignore its own check for traversal-permission

This commit is contained in:
Griatch 2015-02-22 14:34:35 +01:00
parent 4e11b2b5b5
commit c1243a9d6d
4 changed files with 52 additions and 390 deletions

View file

@ -13,7 +13,6 @@ from evennia import Command, CmdSet
from evennia import logger
from evennia.contrib.tutorial_world import objects as tut_objects
class CmdMobOnOff(Command):
"""
Activates/deactivates Mob
@ -290,7 +289,7 @@ class Mob(tut_objects.TutorialObject):
order to block the mob from moving outside its area while
allowing player-controlled characters to move normally.
"""
if random.random() < 0.01:
if random.random() < 0.01 and self.db.irregular_msgs:
self.location.msg_contents(random.choice(self.db.irregular_msgs))
if self.db.aggressive:
# first check if there are any targets in the room.
@ -303,7 +302,7 @@ class Mob(tut_objects.TutorialObject):
if exi.access(self, "traverse")]
if exits:
# randomly pick an exit
exit = random.choice(self.location.exits)
exit = random.choice(exits)
# move there.
self.move_to(exit.destination)
else:
@ -316,7 +315,7 @@ class Mob(tut_objects.TutorialObject):
scans adjacent rooms for enemies and moves towards them to
attack if possible.
"""
if random.random() < 0.01:
if random.random() < 0.01 and self.db.irregular_msgs:
self.location.msg_contents(random.choice(self.db.irregular_msgs))
if self.db.aggressive:
# first check if there are any targets in the room.
@ -348,7 +347,7 @@ class Mob(tut_objects.TutorialObject):
the mob will bring its weapons to bear on any targets
in the room.
"""
if random.random() < 0.01:
if random.random() < 0.01 and self.db.irregular_msgs:
self.location.msg_contents(random.choice(self.db.irregular_msgs))
# first make sure we have a target
target = self._find_target(self.location)
@ -414,376 +413,3 @@ class Mob(tut_objects.TutorialObject):
# we know it is a valid target.
if self.db.aggressive and not self.ndb.is_attacking:
self.start_attacking()
#
##------------------------------------------------------------
##
## Mob - mobile object
##
## This object utilizes exits and moves about randomly from
## room to room.
##
##------------------------------------------------------------
#
#class Mob(tut_objects.TutorialObject):
# """
# This type of mobile will roam from exit to exit at
# random intervals. Simply lock exits against the is_mob attribute
# to block them from the mob (lockstring = "traverse:not attr(is_mob)").
# """
# def at_object_creation(self):
# "This is called when the object is first created."
# self.db.tutorial_info = "This is a moving object. It moves randomly from room to room."
#
# self.scripts.add(tut_scripts.IrregularEvent)
# # this is a good attribute for exits to look for, to block
# # a mob from entering certain exits.
# self.db.is_mob = True
# self.db.last_location = None
# # only when True will the mob move.
# self.db.roam_mode = True
# #
# self.db.move_from
# self.location.msg_contents("With a cold breeze, %s drifts in the direction of %s." % (self.key, destination.key))
#
# def announce_move_from(self, destination):
# "Called just before moving"
# self.location.msg_contents("With a cold breeze, %s drifts in the direction of %s." % (self.key, destination.key))
#
# def announce_move_to(self, source_location):
# "Called just after arriving"
# self.location.msg_contents("With a wailing sound, %s appears from the %s." % (self.key, source_location.key))
#
# def update_irregular(self):
# "Called at irregular intervals. Moves the mob."
# if self.roam_mode:
# exits = [ex for ex in self.location.exits
# if ex.access(self, "traverse")]
# if exits:
# # Try to make it so the mob doesn't backtrack.
# new_exits = [ex for ex in exits
# if ex.destination != self.db.last_location]
# if new_exits:
# exits = new_exits
# self.db.last_location = self.location
# # execute_cmd() allows the mob to respect exit and
# # exit-command locks, but may pose a problem if there is more
# # than one exit with the same name.
# # - see Enemy example for another way to move
# self.execute_cmd("%s" % exits[random.randint(0, len(exits) - 1)].key)
#
#
#
##------------------------------------------------------------
##
## Enemy - mobile attacking object
##
## An enemy is a mobile that is aggressive against players
## in its vicinity. An enemy will try to attack characters
## in the same location. It will also pursue enemies through
## exits if possible.
##
## An enemy needs to have a Weapon object in order to
## attack.
##
## This particular tutorial enemy is a ghostly apparition that can only
## be hurt by magical weapons. It will also not truly "die", but only
## teleport to another room. Players defeated by the apparition will
## conversely just be teleported to a holding room.
##
##------------------------------------------------------------
#
#class AttackTimer(DefaultScript):
# """
# This script is what makes an eneny "tick".
# """
# def at_script_creation(self):
# "This sets up the script"
# self.key = "AttackTimer"
# self.desc = "Drives an Enemy's combat."
# self.interval = random.randint(2, 3) # how fast the Enemy acts
# self.start_delay = True # wait self.interval before first call
# self.persistent = True
#
# def at_repeat(self):
# "Called every self.interval seconds."
# if self.obj.db.inactive:
# return
# # id(self.ndb.twisted_task)
# if self.obj.db.roam_mode:
# self.obj.roam()
# #return
# elif self.obj.db.battle_mode:
# #print "attack"
# self.obj.attack()
# return
# elif self.obj.db.pursue_mode:
# #print "pursue"
# self.obj.pursue()
# #return
# else:
# #dead mode. Wait for respawn.
# if not self.obj.db.dead_at:
# self.obj.db.dead_at = time.time()
# if (time.time() - self.obj.db.dead_at) > self.obj.db.dead_timer:
# self.obj.reset()
#
#
#class Enemy(Mob):
# """
# This is a ghostly enemy with health (hit points). Their chance to hit,
# damage etc is determined by the weapon they are wielding, same as
# characters.
#
# An enemy can be in four modes:
# roam (inherited from Mob) - where it just moves around randomly
# battle - where it stands in one place and attacks players
# pursue - where it follows a player, trying to enter combat again
# dead - passive and invisible until it is respawned
#
# Upon creation, the following attributes describe the enemy's actions
# desc - description
# full_health - integer number > 0
# defeat_location - unique name or #dbref to the location the player is
# taken when defeated. If not given, will remain in room.
# defeat_text - text to show player when they are defeated (just before
# being whisped away to defeat_location)
# defeat_text_room - text to show other players in room when a player
# is defeated
# win_text - text to show player when defeating the enemy
# win_text_room - text to show room when a player defeates the enemy
# respawn_text - text to echo to room when the mob is reset/respawn in
# that room.
#
# """
# def at_object_creation(self):
# "Called at object creation."
# super(Enemy, self).at_object_creation()
#
# self.db.tutorial_info = "This moving object will attack players in the same room."
#
# # state machine modes
# self.db.roam_mode = True
# self.db.battle_mode = False
# self.db.pursue_mode = False
# self.db.dead_mode = False
# # health (change this at creation time)
# self.db.full_health = 20
# self.db.health = 20
# self.db.dead_at = time.time()
# self.db.dead_timer = 100 # how long to stay dead
# # this is used during creation to make sure the mob doesn't move away
# self.db.inactive = True
# # store the last player to hit
# self.db.last_attacker = None
# # where to take defeated enemies
# self.db.defeat_location = "darkcell"
# self.scripts.add(AttackTimer)
#
# def update_irregular(self):
# "the irregular event is inherited from Mob class"
# strings = self.db.irregular_echoes
# if strings:
# self.location.msg_contents(strings[random.randint(0, len(strings) - 1)])
#
# def roam(self):
# "Called by Attack timer. Will move randomly as long as exits are open."
#
# # in this mode, the mob is healed.
# self.db.health = self.db.full_health
# players = [obj for obj in self.location.contents
# if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser]
# if players:
# # we found players in the room. Attack.
# self.db.roam_mode = False
# self.db.pursue_mode = False
# self.db.battle_mode = True
#
# elif random.random() < 0.2:
# # no players to attack, move about randomly.
# exits = [ex.destination for ex in self.location.exits
# if ex.access(self, "traverse")]
# if exits:
# # Try to make it so the mob doesn't backtrack.
# new_exits = [ex for ex in exits
# if ex.destination != self.db.last_location]
# if new_exits:
# exits = new_exits
# self.db.last_location = self.location
# # locks should be checked here
# self.move_to(exits[random.randint(0, len(exits) - 1)])
# else:
# # no exits - a dead end room. Respawn back to start.
# self.move_to(self.home)
#
# def attack(self):
# """
# This is the main mode of combat. It will try to hit players in
# the location. If players are defeated, it will whisp them off
# to the defeat location.
# """
# last_attacker = self.db.last_attacker
# players = [obj for obj in self.location.contents
# if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser]
# if players:
#
# # find a target
# if last_attacker in players:
# # prefer to attack the player last attacking.
# target = last_attacker
# else:
# # otherwise attack a random player in location
# target = players[random.randint(0, len(players) - 1)]
#
# # try to use the weapon in hand
# attack_cmds = ("thrust", "pierce", "stab", "slash", "chop")
# cmd = attack_cmds[random.randint(0, len(attack_cmds) - 1)]
# self.execute_cmd("%s %s" % (cmd, target))
#
# # analyze result.
# if target.db.health <= 0:
# # we reduced enemy to 0 health. Whisp them off to
# # the prison room.
# tloc = search_object(self.db.defeat_location)
# tstring = self.db.defeat_text
# if not tstring:
# tstring = "You feel your conciousness slip away ... you fall to the ground as "
# tstring += "the misty apparition envelopes you ...\n The world goes black ...\n"
# target.msg(tstring)
# ostring = self.db.defeat_text_room
# if tloc:
# if not ostring:
# ostring = "\n%s envelops the fallen ... and then their body is suddenly gone!" % self.key
# # silently move the player to defeat location
# # (we need to call hook manually)
# target.location = tloc[0]
# tloc[0].at_object_receive(target, self.location)
# elif not ostring:
# ostring = "%s falls to the ground!" % target.key
# self.location.msg_contents(ostring, exclude=[target])
# # Pursue any stragglers after the battle
# self.battle_mode = False
# self.roam_mode = False
# self.pursue_mode = True
# else:
# # no players found, this could mean they have fled.
# # Switch to pursue mode.
# self.battle_mode = False
# self.roam_mode = False
# self.pursue_mode = True
#
# def pursue(self):
# """
# In pursue mode, the enemy tries to find players in adjoining rooms, preferably
# those that previously attacked it.
# """
# last_attacker = self.db.last_attacker
# players = [obj for obj in self.location.contents if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser]
# if players:
# # we found players in the room. Maybe we caught up with some,
# # or some walked in on us before we had time to pursue them.
# # Switch to battle mode.
# self.battle_mode = True
# self.roam_mode = False
# self.pursue_mode = False
# else:
# # find all possible destinations.
# destinations = [ex.destination for ex in self.location.exits
# if ex.access(self, "traverse")]
# # find all players in the possible destinations. OBS-we cannot
# # just use the player's current position to move the Enemy; this
# # might have changed when the move is performed, causing the enemy
# # to teleport out of bounds.
# players = {}
# for dest in destinations:
# for obj in [o for o in dest.contents
# if utils.inherits_from(o, BASE_CHARACTER_TYPECLASS)]:
# players[obj] = dest
# if players:
# # we found targets. Move to intercept.
# if last_attacker in players:
# # preferably the one that last attacked us
# self.move_to(players[last_attacker])
# else:
# # otherwise randomly.
# key = players.keys()[random.randint(0, len(players) - 1)]
# self.move_to(players[key])
# else:
# # we found no players nearby. Return to roam mode.
# self.battle_mode = False
# self.roam_mode = True
# self.pursue_mode = False
#
# def at_hit(self, weapon, attacker, damage):
# """
# Called when this object is hit by an enemy's weapon
# Should return True if enemy is defeated, False otherwise.
#
# In the case of players attacking, we handle all the events
# and information from here, so the return value is not used.
# """
#
# self.db.last_attacker = attacker
# if not self.db.battle_mode:
# # we were attacked, so switch to battle mode.
# self.db.roam_mode = False
# self.db.pursue_mode = False
# self.db.battle_mode = True
# #self.scripts.add(AttackTimer)
#
# if not weapon.db.magic:
# # In the tutorial, the enemy is a ghostly apparition, so
# # only magical weapons can harm it.
# string = self.db.weapon_ineffective_text
# if not string:
# string = "Your weapon just passes through your enemy, causing no effect!"
# attacker.msg(string)
# return
# else:
# # an actual hit
# health = float(self.db.health)
# health -= damage
# self.db.health = health
# if health <= 0:
# string = self.db.win_text
# if not string:
# string = "After your last hit, %s folds in on itself, it seems to fade away into nothingness. " % self.key
# string += "In a moment there is nothing left but the echoes of its screams. But you have a "
# string += "feeling it is only temporarily weakened. "
# string += "You fear it's only a matter of time before it materializes somewhere again."
# attacker.msg(string)
# string = self.db.win_text_room
# if not string:
# string = "After %s's last hit, %s folds in on itself, it seems to fade away into nothingness. " % (attacker.name, self.key)
# string += "In a moment there is nothing left but the echoes of its screams. But you have a "
# string += "feeling it is only temporarily weakened. "
# string += "You fear it's only a matter of time before it materializes somewhere again."
# self.location.msg_contents(string, exclude=[attacker])
#
# # put mob in dead mode and hide it from view.
# # AttackTimer will bring it back later.
# self.db.dead_at = time.time()
# self.db.roam_mode = False
# self.db.pursue_mode = False
# self.db.battle_mode = False
# self.db.dead_mode = True
# self.location = None
# else:
# self.location.msg_contents("%s wails, shudders and writhes." % self.key)
# return False
#
# def reset(self):
# """
# If the mob was 'dead', respawn it to its home position and reset
# all modes and damage."""
# if self.db.dead_mode:
# self.db.health = self.db.full_health
# self.db.roam_mode = True
# self.db.pursue_mode = False
# self.db.battle_mode = False
# self.db.dead_mode = False
# self.location = self.home
# string = self.db.respawn_text
# if not string:
# string = "%s fades into existence from out of thin air. It's looking pissed." % self.key
# self.location.msg_contents(string)