Created a hard of hearing, NPC, door knocker

Quite pleased with the results. This also fixed a utils issue to see
if an object has an item. I'm surprised this isn't in the standard library.
This commit is contained in:
Howard Abrams 2025-02-09 10:48:24 -08:00
parent 50f089b20f
commit 1c830d1f54
10 changed files with 357 additions and 27 deletions

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@ -17,6 +17,7 @@ own cmdsets by inheriting from them or directly from `evennia.CmdSet`.
from evennia import default_cmds
from evennia.contrib.grid import extended_room
from commands.sittables import CmdNoSitStand
from commands.take import CmdTake
class CharacterCmdSet(default_cmds.CharacterCmdSet):
"""
@ -33,6 +34,7 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
"""
super().at_cmdset_creation()
self.add(CmdNoSitStand)
self.add(CmdTake())
self.add(extended_room.ExtendedRoomCmdSet)
#
# any commands you add below will overload the default ones.

23
commands/take.py Executable file
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@ -0,0 +1,23 @@
#!/usr/bin/env python
from commands.command import Command
from evennia import CmdSet
from evennia.utils import logger
class CmdTake(Command):
"""
Steals an object from another.
Added to the default_cmdsets.
"""
key = "take"
aliases = ["get", "remove"]
# only allow this command if command.obj is carried by caller.
# locks = "cmd:holds()"
def func(self):
"""
Implements the take command. Since this command is designed
to work on the object, we operate only on self.obj.
"""
logger.log_info(f"Dealing with {self.caller.key}")
self.caller.do_take(self.args)

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@ -10,6 +10,7 @@ creation commands.
from evennia.objects.objects import DefaultCharacter
from utils.word_list import Token, routput
from .objects import ObjectParent
@ -22,6 +23,32 @@ class Character(ObjectParent, DefaultCharacter):
properties and methods available on all Object child classes like this.
"""
def do_take(self, args):
"""
A character has a _steal_command. What are the limitations?
"""
args = Token(args)
if args.empty():
self.msg("What do you want to take?")
elif len(args.words) == 1:
self.msg(f"You want to take {args.words[0]}, but from whom?")
else:
to_take = args.words[0]
from_whom = args.words[-1]
victim = self.search(from_whom)
if victim:
thing = victim.has(to_take)
if thing:
self.msg(f"You take {thing.key} from {victim.key}.")
self.location.msg_contents(
f"{self.key} takes {thing.key} from {victim.key}!",
exclude=self)
thing.move_to(self, quiet=True, use_destination=True)
return
self.msg(f"{victim.key} doesn't have a {to_take}.")
# else:
# self.msg(f"You don't see a {from_whom}.")
def at_pre_move(self, destination, **kwargs):
"""

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@ -2,7 +2,7 @@
from typeclasses.objects import Object
from commands.drinkables import CmdSetTeapot, CmdSetTeacup
from utils.word_list import routput, character_has, Token
from utils.word_list import routput, Token
import random
@ -110,6 +110,6 @@ class Teapot(Object):
self.location.msg_contents(f"{drinker.name} makes a pot of tea.", exclude=drinker)
def do_fill(self, drinker):
teacup = character_has(drinker, "teacup")
teacup = drinker.has("teacup")
if teacup:
teacup.do_fill(drinker, self.db.tea_type, TEA_TYPES[self.db.tea_type])

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@ -215,8 +215,21 @@ class Object(ObjectParent, DefaultObject):
at_desc(looker=None)
"""
def has(self, item):
"""
Return true if object has an item.
Where item is probably a string name to match an item's key.
It can also be a type, for instance:
pass
character.has(typeclasses.drinkables.TeaCup)
"""
for i in self.contents:
if isinstance(item, str) and (i.key == item or i.aliases.get(item)):
return i
elif type(i) == item:
return i
elif i == item:
return i
# -------------------------------------------------------------
#

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@ -13,7 +13,7 @@ from .objects import LightSource
from .drinkables import TEACUP_DESCS
from .pets import Hunger
from commands.drinkables import CmdSetTrolley
from utils.word_list import routput, character_has, Token
from utils.word_list import routput, Token
import random
@ -305,7 +305,7 @@ class DabblersRoom(Room):
self.cmdset.add_default(CmdSetTrolley, persistent=True)
def produce_teacup(self, caller):
if character_has(caller, "teacup"):
if caller.has("teacup"):
caller.msg("You already have a teacup.")
else:
cuptype = self.teacup_prototype

250
typeclasses/things.py Executable file
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@ -0,0 +1,250 @@
#!/usr/bin/env python
"""
Knocker
The Object is the class for gatekeepers between rooms.
Use the ObjectParent class to implement common features for *all* entities
with a location in the game world (like Characters, Rooms, Exits).
"""
from evennia.utils import logger
from .objects import Object
from .characters import Character
from utils.word_list import routput
from random import choice, random
import re
class Returnable(Object):
"""
This object can't go far from one or two locations.
"""
pass
class Knocker(Object):
"""
Special object that listens to what is said in the room, and
attempts to a _real_ NPC.
"""
muffled_responses = [
"Mmmuufffmm",
"Mmmf?",
"Mummffmmph",
"Umfmuummmfff",
"Umf! Umfmmmf mmm mmmuufffmm mff mmuuummph.",
]
# Note that the responses are ordered from most specific to least.
all_responses = [
# The password must be the first entry here, as we "act" on it:
["whiske?y", [
"Alright, I'll open the door for yah.",
"I heard my favorite, let's get this door unlocked.",
]],
[r"knocker|goblin", [
"[Sorry.|What was that?|Did you say something?] I'm hard of hearing on account of the brass ears.",
"Yes, I suppose I'm this amazing puzzle you get to in Chapter Three. Wait, does that mean I'm just an NPC?",
"Who me? I thought you were talking to the goblin in the bushes."
"Why yes, I am hard of hearing.",
]],
["password", [
"Of course this door is protected by a super complicated encrypted password.",
"If I tell you, it wouldn't be a secret now.",
"The password? You just have to guess.",
"Well, I suppose I could give you a hint."
]],
["hint", [
"A hint does sound fair. [Should I|I should] come up with a |briddle|n[|, huh]?"
]],
["riddle", [
"Aged in barrels, smooth and neat, in a glass by the fire, I'm a treat.",
"A scent of oak, a whiff of grain, a drop of expertise from the cask remains.",
"""
In oaken halls, I sleep and bide,
till I'm called to warm your insides...
hrm, that's a little vague, but kinda nice.
""",
"""
Alright, alright, the riddle should be clever.
It should refer to its golden hue, and I should make it obvious
that it isn't gold, and adding a reference to quest of the Argonauts
would be a complete red herring, and quite a mean thing to do,
so I shouldn't add that,
but what about barrels? Yeah, need to include barrels, but not the
way Bilbo road barrels, for that was definitely intended as a misleading
riddle for Smaug, but of course, a smart dragon would always figure such
things out, wait, where was I?
"""
]],
["hello|greet", [
"How's it going?",
"How's it?",
"'Sup.",
"How are you?",
]],
[r"\bass\b", [
"Why yes, I am made of brass."
]],
[r"\block", [
"Yes, I'm familiar with the door and the fact that it is locked.",
"This locked door is to protect the theft of Dabbler's scones.",
]],
[r"\bdoor\b", [
"What door? I don't see a door. Ha!",
"That's right, I am the clever puzzle hanging on a door.",
"I'm hanging on a door? Really? Let's see, can I roll my eyes?",
"Just to let you know, the door is locked.",
"""
I shouldn['t|be quiet, and not] be telling you this,
but I like the cut of your [suit|cloak|jib].
So, you see, if you speak the |bpassword|n, wait, I've said too much.
"""
]],
["\byes|yeah|yah\b", [
"Really? You agree?",
"Excellent",
]],
["\bno|nope\b", [
"Well, it's true. Just ask the [raven|trees|gnome].",
]],
["\?$", [
"What about [me|it|'im]?",
"I dunno...",
]],
]
after_unlocked_responses = [
"""
We could [feign|pretend|play make-believe] and
[carry on|continue|persist] this [conversation|charade],
but we both know that |byou|n know the [password|secret|secret word|magic],
and can go through the |bdoor|n now.
""",
"""
[Sure|Why not|Why yes], let's [feign|pretend|play make-believe that] you
don't know the [password|secret|secret word|magic], and
[carry on|continue|persist] this conversation.
""",
]
cant_hear_responses = [
"[Sorry.|What was that?|Did you say something?] I'm hard of hearing on account of the brass ears.",
"Brass ears. Yeah, not the best at hearing.",
"Yeah, These brass ears don't hear much except for the |b[secret|magic|] password|n.",
]
unknown_responses = [
"Are you talking to me or the goblin [in the bushes|up the tree|behind the rock]?",
"Knock, knock.",
"What do you mean?",
"Of course I like [hard candy|squirrels|apples]. Who [doesn't|wouldn't|do you know that doesn't]?",
"No thank you, I can't eat [apples|kumquats|figs], what with the brass teeth and a lack of guts.",
"Tea? While that would be [nice|sweet] of you, I can't really hold a cup.",
"I'm fine, thanks. How are you?",
"I'll say, [we have had|that is] a spell of weather.",
]
def at_heard_say(self, message, from_obj):
"""
A simple listener and response. This makes it easy to change for
subclasses of NPCs reacting differently to says.
"""
# message will be on the form `<Person> says, "say_text"`
# we want to get only say_text without the quotes and any spaces
message = message.split('says, ')[1].strip(' "')
# Let's see if a keyword gives a good response:
for idx, [regex, responses] in enumerate(self.all_responses):
if re.match(r".*" + regex + r".*", message):
# The first match is the password, so we set a tag on
# the character, so that they can go through the door:
if idx == 0:
from_obj.tags.add("open_red_door", category="mp")
# If we have the ring in our mouth, we are muffled:
if self.has("brass ring"):
return choice(self.muffled_responses)
else:
return routput(choice(responses))
# We can not do a random response. Of course, we are
# pretending we are hard of hearing, so we don't spam the room
# _every_ time:
if random() * 100 < 45:
if self.has("brass ring"):
return choice(self.muffled_responses)
# If a keyword was not spoken, we want to emphasize that
# we are hard of hearing, and mention that every other
# time, so we store in the database a setting to keep
# track and alternate the responses:
elif self.db.hard:
self.db.hard = False;
if from_obj.tags.get(key="open_red_door", category="mp"):
return routput(choice(self.after_unlocked_responses))
else:
return routput(choice(self.unknown_responses))
else:
self.db.hard = True;
return routput(choice(self.cant_hear_responses))
def get_display_desc(self, looker, **kwargs):
# Use this for random information instead of self.db.desc
response = "In a shape of a bald goblin, the brass door knocker in the center of the red door"
if self.has("brass ring"):
response += " holds a ring in its mouth. "
response += "[You think it|You are sure it|You could've sworn it|It] [just|] winked at you."
else:
response += " [smiles|looks] at you expectantly. "
return routput(response)
def at_desc(self, looker):
return "what" # self.get_display_desc(looker)
def get_display_things(self, looker):
return ""
def msg(self, text=None, from_obj=None, **kwargs):
"Custom msg() method reacting to say."
if from_obj != self:
# make sure to not repeat what we ourselves said or we'll create a loop
is_say = False
is_whisper = False
try:
# debug(f"text[0]: {text[0]}, text[1]: {text[1]}")
# if text comes from a say, `text` is `('say_text', {'type': 'say'})`
say_text, is_say = text[0], text[1]['type'] == 'say'
is_whisper = text[1]['type'] == 'whisper'
except Exception:
pass
if is_whisper:
self.at_say("I'm a little hard of hearing, can you speak up?")
elif is_say:
# First get the response (if any)
response = self.at_heard_say(say_text, from_obj)
# If there is a response
if response != None:
self.at_say(response)
# this is needed if anyone ever puppets this NPC - without it you would never
# get any feedback from the server (not even the results of look)
super().msg(text=text, from_obj=from_obj, **kwargs)
def at_object_leave(self, obj, target_location, **kwargs):
if obj.key == "brass ring" and target_location != self:
self.at_say("Oh my, that feels better.")
else:
self.at_say("Umph")
return True

0
utils/__init__.py Normal file
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31
utils/support.py Executable file
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@ -0,0 +1,31 @@
#!/usr/bin/env python
from typeclasses.characters import Character
def character_has(holder, item):
"""
Return true if character, holder, has an item.
Where item is probably a string name to match an item's key.
It can also be a type, for instance:
character_has(character, typeclasses.drinkables.TeaCup)
"""
for i in holder.contents:
if isinstance(item, str) and i.key == item:
return i
elif i.key == item:
return i
elif type(i) == item:
return i
elif i == item:
return i
def debug(msg, sender=None, location=None):
dabbler = Character.objects.search_object("Dabbler")[0]
full_msg = "DEBUG:"
if sender:
full_msg += f" (from {sender})"
if location:
full_msg += f" (at {location})"
full_msg += f" {msg}"
dabbler.msg(full_msg)

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@ -5,9 +5,10 @@ import re
import string
class Token():
def __init__(self, string):
cleaned_words = re.sub(r"[\.,\?!'\"=:;#\&\*\(\)\[\]\{\}]*", "", string)
self.words = cleaned_words.split()
def __init__(self, s):
# cleaned_words = re.sub(r"%s" % string.punctuation, "", s)
cleaned_words = re.sub(r"[\.,\?!'\":;^`\|%#\&\*<=>\(\)\[\]\{\}\+\/_-]*", "", s)
self.words = [word for word in cleaned_words.split() if word not in ["the", "a", "an"]]
def empty(self):
if len(self.words) == 0:
@ -19,27 +20,11 @@ class Token():
if len(result) > 0:
return result[0]
def character_has(holder, item):
"""
Return true if character, holder, has an item.
Where item is probably a string name to match an item's key.
It can also be a type, for instance:
character_has(character, typeclasses.drinkables.TeaCup)
"""
for i in holder.contents:
if isinstance(item, str) and i.key == item:
return i
elif type(i) == item:
return i
elif i == item:
return i
def squish(text):
"Remove series of spaces from the text."
return re.sub('[ \n\t]+', ' ', text).strip()
def routput(string):
def routput(text):
"""
Return string with internal word choices replaced randomly.
For instance, the string:
@ -52,9 +37,8 @@ def routput(string):
'This feels cozy.'
'This feels very comfortable.'
"""
# string =
acc = []
for s in string.split("["):
for s in text.split("["):
choices, *rest = s.split("]")
choice = random.choice(choices.split('|'))
acc = acc + [choice] + rest