#!/usr/bin/env python import requests import sys from os import listdir, path # from os.path import join, isfile from pathlib import Path from random import choice, randint from re import match, IGNORECASE from time import time from evennia.utils import logger, delay from evennia.utils.search import search_object from typeclasses.objects import AI, personality_dir from typeclasses.scripts import Script from typeclasses.puppets import Puppet class ChatBot(AI, Puppet): """ py me.search("squirrel").backstory("squirrel") """ def backstory(self, personality=None): """ Read a file that includes a character's name and knowledge. """ if not personality: files = listdir(personality_dir) personalities = [f for f in files if path.isfile(path.join(personality_dir, f))] personality_file = choice(personalities) else: personality_file = personality + ".md" filename = Path(path.join(personality_dir, personality_file)) if filename.exists(): personality = filename.stem else: logger.error(f"Chatbot Identity, {personality}, doesn't exist: {filename}") with open(filename, "r") as ids: details = ids.read() # Create some paragraphs, and take the second: content = details.split('\n\n')[1] lines = content.splitlines() desc = [] # Find name and description for line in lines: m = match(r"([A-z]+): +(.*)", line) if m: key = m.group(1).lower() value = m.group(2).strip() if key == "name": self.aliases.remove() self.aliases.add(value) elif key == "description": self.sdesc.add(value) elif key == "gender": self.db.gender = value elif key == "pose": self.db.pose = value else: desc.append(line.strip()) self.db.personality = personality self.db.desc = ' '.join(desc) self.db.personality_file = filename return details def other_say(self, speaker, speech): # logger.info(f"chatbot hears: '{speech}' from {speaker}.") # logger.info(f"characters: {self.characters_here(puppets=True)}") if len(self.characters_here(puppets=True)) == 1: self.other_sayto(speaker, speech) def other_sayto(self, speaker, speech): logger.info(f"Direct Chatbot hears: '{speech}' from {speaker}.") if speech: logger.info("Starting to think of a reply") reply = self.think(speaker, speech) self.process_thoughts(reply) def at_msg_receive(self, text=None, from_obj=None, **kwargs): """ Reset the timer whenever we get any event. This might be too much. """ super().at_msg_receive(text, from_obj=from_obj, **kwargs) self.db.last_event_time = time() def other_arrive(self, character): """ Greet a character when it arrives. """ if character != self: delay(4, self.greet, character) def at_post_move(self, past_location, move_type="move", **kwargs): """ Call the 'greet' method. """ super().at_post_move(past_location, move_type) chars = self.characters_here() if len(chars) == 1: delay(4, self.greet, chars[0]) elif len(chars) > 1: delay(3, self.greet) class Bartender(ChatBot): """ Like any other Chatbot, but this one hears and responds to more things. """ def greet(self, character=None): if character: self.announce_action(f"\"Welcome to the |wWyldwood Bar|n,\" the {self.get_name()} says to the {character.get_name()}, \"Drink list is on the sign.\"") def backstory(self, personality): """ This overshadows the 'backstory' in the parent Chatbot class. TODO The backstory does too much, and we may want this to be the other approach. """ personality_file = personality + ".md" filename = Path(path.join(personality_dir, personality_file)) if filename.exists(): self.db.personality = filename.stem self.db.personality_file = filename def other_say(self, speaker, speech): logger.info(f"Bartender hears: '{speech}' from {speaker}.") if len(self.characters_here(puppets=True)) == 3 or \ match(r".*\b(bartend|barkeep|elendil).*", speech, IGNORECASE): self.other_sayto(speaker, speech) class Witch(ChatBot): """ @update Trampoli = typeclasses.chatbots.Witch @set/delete Trampoli/arrive = @set Trampoli/personality = "witch" @set Trampoli/personality_file = "personalities/witch.md" @script Trampoli = typeclasses.chatbots.TravelingNPC """ def greet(self, character=None): if character and character != self: self.announce_action(f"Looking at the {character.sdesc.get()}, {self.get_name()} says, \"Oh, hello, dear. How are you?\"") else: self.announce_action(f"The {self.get_name()} says, \"Hello, dears.\"") def goodbye(self, character=None): delay(2, self.do_cmd, "As she grabs her broom, the little old lady says, \"Well, I must be off.\"") def next_place(self): # In not in the Cozy House, Hut, or the Bar, leave: if not any(self.location.aliases.get(fav) for fav in ["mp03", "mp09", "mp10"]): self.leave() def change_direction(self): """ Hard coded directional change, east <-> west Note: Change with the command: @set npc/traveling_direction = "come" """ if any(self.location.aliases.get(fav) for fav in ["mp03", "mp10"]): logger.info(f"Witchie is leaving, {self.location}") self.leave() else: logger.info(f"Witchie needs to take off...") # Let's go out for a bit ... r = randint(1, 100) if r < 3: destination = "Cozy House" elif r < 12: destination = "Wyldwood Bar" else: destination = choice([ "mp15", # Shore "Frog Meadow", "Boulder Top", "Lonely Island" ]) self.visit(destination) def visit(self, location="Cozy House"): self.execute_cmd("pose reset") dest = self.search(location, global_search=True) if not dest: logger.warn(f"Witch attempting to go to unknown {location}.") return if dest.key == "Cozy House": visit_reason = "visit an old friend" elif dest.key == "Wyldwood Bar": visit_reason = "grab a pint" else: visit_reason = "forage for ingredients" hut = self.location delay(1, hut.msg_contents, f"The old lady says, \"I must be off now, dearie, to {visit_reason}.\"") delay(5, hut.msg_contents, "She grabs an old broom, and flies out the door!") marsh = self.search("mp08", global_search=True) delay(5, marsh.msg_contents, "An old lady flies out the hut on a broomstick!") if dest.key == "Cozy House": landing = self.search("mp04", global_search=True) knocker = self.search("knocker", global_search=True, location=landing) delay(14, knocker.do_knock, self) if len(dest.characters_here()) > 0: delay(20, landing.msg_contents, "\"I think I heard a 'come in',\" says the old lady. \"You heard it too, right?\"") delay(24, self.move_to, dest) delay(30, dest.msg_contents, "\"Now this looks cheery,\" says the old lady, as she places her broom by the door. \"I do believe we are in for a spell of rain.\"") else: delay(20, landing.msg_contents, "\"I guess no one is home, eh?\" says the old lady.") delay(23, self.leave) elif dest.key == "Wyldwood Bar": landing = self.search("mp19", global_search=True) delay(14, landing.execute_cmd, "say This young thing needs a drink") delay(18, self.move_to, dest) delay(30, dest.msg_contents, "The old lady saunters up to the bar, \"How about an ale, Barkeep?\" she asks.") else: landing = dest if dest.key == "Shore": ingredient = "yellow flowers from the pine tree" elif dest.key == "Frog Meadow": ingredient = "giggling tickleweed" elif dest.key == "Boulder Top": ingredient = "vibrant mushrooms" elif dest.key == "Lonely Island": ingredient = "blue moonberries" delay(30, dest.msg_contents, f"The lady looks around, gathers some {ingredient}" + " and puts them in her basket.") delay(6, self.move_to, landing, quiet=True) delay(7, landing.msg_contents, "An old lady flies in on a broom.") delay(10, landing.msg_contents, f"The old lady says, \"Hello Dearie, I'm just here to {visit_reason}.\"") def leave(self): """ Dramatic departures from the current location. """ self.location.msg_contents("The old lady wraps her shawl tightly around her, and grabs her broom. \"I must be getting home now,\" she says.") visit_reason = "foraging" launch_site = self.location if "mp03" in self.location.aliases.get(): visit_reason = "visiting my friend" launch_site = self.search("mp04", global_search=True) delay(2, self.move_to, launch_site) if "mp10" in self.location.aliases.get(): visit_reason = "visiting my friends at the bar" launch_site = self.search("mp19", global_search=True) delay(2, self.move_to, launch_site) delay(6, launch_site.msg_contents, "The old lady hops on her broomstick and flies away through the trees.\"") marsh = self.search("mp08", global_search=True) delay(6, marsh.msg_contents, "An old lady flies through the air on her broomstick, and right into the hut on stilts!") hut = self.search("mp09", global_search=True) delay(7, self.move_to, hut, quiet=True) delay(8, hut.msg_contents, f"An old lady flies through the door on her broomstick! \"Hello dearies!\" she exclaims to everyone and everything in her homey hut. \"I have returned from {visit_reason}. What have I missed while I was away?\"") sleep_pose = self.attributes.get("pose_sleep") if sleep_pose: self.execute_cmd(f"pose {sleep_pose}") class Traveler(ChatBot): """ Needs to walk from room to room, and greets characters. """ traveling_path = {} def greet(self, character=None): self.do_cmd("emote waves.") def goodbye(self, character=None): self.do_cmd("emote waves good-bye.") def change_direction(self): """ Hard coded directional change, east <-> west Note: Change with the command: @set npc/traveling_direction = "come" """ logger.info(f"The {self} needs to override change_direction") def come(self, direction="come"): """ Set traveling to a particular given direction. """ self.db.traveling_direction = direction def leave(self): """ Set traveling to a new direction. Same as changing direction. """ self.change_direction() def next_place(self): direction_label = self.db.traveling_direction location_details = self.traveling_path.get(self.location.key) if location_details: logger.info(f"TravelingNPC: {direction_label} :: {location_details}") room_name = location_details.get(direction_label) if room_name: logger.info(f"TravelingNPC: to -> {room_name}") new_room = self.search(room_name, global_search=True) if new_room: logger.info(f"TravelingNPC: to -> {new_room}") # Say See ya if it had engaged... self.goodbye(new_room) # This process will reset the timer delay(5, self.move_to, new_room, move_type="teleport") class Dragon(Traveler): """ Travels east-to-west along the path, and has a drink at the Wyldwood Tavern. """ # self.db.direction = "east" # or west or whatever traveling_path = { "the Deep Forest": { "east": "Grotto", "come": "Grotto" }, "Grotto": { "east": "Grove of the Matriarchs", "west": "the Deep Forest", "come": "door" }, "Grove of the Matriarchs": { "east": "Frog Meadow", "west": "Grotto", "come": "Grotto" }, "Frog Meadow": { "east": "Glittering Glade", "west": "Grove of the Matriarchs", "come": "Grove of the Matriarchs" }, "Glittering Glade": { "east": "Wyldwood Bar", "west": "Frog Meadow", "come": "Frog Meadow" }, "Wyldwood Bar": { "west": "Glittering Glade", "come": "Glittering Glade" } } def change_direction(self): """ Hard coded directional change, east <-> west Note: Change with the command: @set npc/traveling_direction = "come" """ self.db.traveling_direction = "west" \ if self.db.traveling_direction == "east" else "east" def at_pre_move(self, destination, move_type="move", **kwargs): if self.location.key == "Wyldwood Bar": self.location.msg_contents("The little dragon tips his wide-brimmed and says, \"A pleasure, but I must be off.\"") return True def at_post_move(self, past_location, move_type="move", **kwargs): if self.location.key != "Wyldwood Bar": super().at_post_move(past_location, move_type) else: if len(self.characters_here()) > 0: request = choice([ "a Moonlit Mirage", "Puck's Revenge", "a Glimmering Gossamer", "a Whimsical Willow", "a Charmed Chalice", "an Enchanted Elixir", "a Sylvan Serenade", "a Brambleberry Bliss", "a Twilight Tonic", ]) self.process_thoughts(f"""The little dragon flutters over to the bar, studying the menu. "What am I in the mood for now?" he muses to himself, twiddling a tendril like a mustache with his little claw. "Elendil, dear," he says, "Would you make me {request}?" The little dragon then waves to the band on their mushroom stage.""") bartender = self.search("bartender") bartender.other_sayto(self, f"\"Sir Roblees, the fairy dragon asks, \"Would you make me {request}?\"") # from typeclasses.drinkables import Cocktail # Cocktail.make(self, bartender, request) def greet(self, character=None): logger.info(f"Dragon: greet {character}") if character: name = character.get_name() cmd = choice([ f"emote \"Hey, {name},\" /me says.", f"emote \"Hey there, {name},\" /me says.", f"emote \"Hello, {name},\" /me says. \"How are you?\"", f"emote waves to {name}." ]) else: cmd = choice([ "say Look at all these luscious peoples.", "emote waves to everyone.", "emote waves to everybody." ] delay(5, self.do_cmd, cmd) def goodbye(self, new_room=None): if self.location.key == "Wyldwood Bar": self.do_cmd("drop drink") if self.location.characters_here(): system_prompt = self.setting_and_backstory() messages = [{"role": "user", "content": "Say goodbye."}] reply = self._think(system_prompt, messages) self.process_thoughts(reply) class TravelingNPC(Script): """ Script to move NPCs along a set path through "rooms". Start the script by running the following: @script npc = typeclasses.chatbots.TravelingNPC """ def at_script_creation(self): self.key = "Traveling" self.desc = "NPCs that Move" self.interval = self.obj.db.traveling_interval or 120 # seconds self.start_delay = False self.persistent = True self.reload() def reload(self): self.obj.db.last_event_time = time() def at_repeat(self, **kwargs): """ Do we move or stay for another iteration? """ # What can keep a traveling NPC from traveling? # What if receiving ANY message resets a timer? elapsed_time = int(time() - self.obj.db.last_event_time) # Time needs to be a little longer than the repeat interval. if elapsed_time >= 20 * 60: logger.info(f"TravelingNPC({self.obj}): Long- {elapsed_time} > {20 * 60}") self.obj.goodbye() self.obj.change_direction() elif elapsed_time >= 3 * 60: logger.info(f"TravelingNPC({self.obj}): Short- {elapsed_time} > {3 * 60}") self.obj.next_place()