#!/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 Unhider(Object): """ This thing has the ability to "unhide" other things. The idea is .... ugh. @set thing/ """ 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 |bhint|n.", ]], ["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? """ ]], [r"\bhello|\bgreet|\bhey\b", [ "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. """ ]], [r"\byes|yeah|yah\b", [ "Really? You agree?", "Excellent", ]], [r"\bno|nope\b", [ "Well, it's true. Just ask the [raven|trees|gnome].", ]], [r"\?$", [ "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 ` 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): full_regex = r".*" + regex + r".*" if re.match(full_regex, 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 def knocked_timed_out(self): if self.has("brass ring"): self.at_say(choice(self.muffled_responses)) else: self.at_say("Doesn't appear that anyone is home.")