""" Scripts Scripts are powerful jacks-of-all-trades. They have no in-game existence and can be used to represent persistent game systems in some circumstances. Scripts can also have a time component that allows them to "fire" regularly or a limited number of times. There is generally no "tree" of Scripts inheriting from each other. Rather, each script tends to inherit from the base Script class and just overloads its hooks to have it perform its function. """ from enum import Enum from itertools import cycle from pathlib import Path from random import choice from evennia.scripts.scripts import DefaultScript from evennia.prototypes.spawner import spawn from evennia.utils import logger, delay from evennia.utils.search import search_object from typeclasses.characters import Character class Script(DefaultScript): """ This is the base TypeClass for all Scripts. Scripts describe all entities/systems without a physical existence in the game world that require database storage (like an economic system or combat tracker). They can also have a timer/ticker component. A script type is customized by redefining some or all of its hook methods and variables. * available properties (check docs for full listing, this could be outdated). key (string) - name of object name (string)- same as key aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings. dbref (int, read-only) - unique #id-number. Also "id" can be used. date_created (string) - time stamp of object creation permissions (list of strings) - list of permission strings desc (string) - optional description of script, shown in listings obj (Object) - optional object that this script is connected to and acts on (set automatically by obj.scripts.add()) interval (int) - how often script should run, in seconds. <0 turns off ticker start_delay (bool) - if the script should start repeating right away or wait self.interval seconds repeats (int) - how many times the script should repeat before stopping. 0 means infinite repeats persistent (bool) - if script should survive a server shutdown or not is_active (bool) - if script is currently running * Handlers locks - lock-handler: use locks.add() to add new lock strings db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data * Helper methods create(key, **kwargs) start() - start script (this usually happens automatically at creation and obj.script.add() etc) stop() - stop script, and delete it pause() - put the script on hold, until unpause() is called. If script is persistent, the pause state will survive a shutdown. unpause() - restart a previously paused script. The script will continue from the paused timer (but at_start() will be called). time_until_next_repeat() - if a timed script (interval>0), returns time until next tick * Hook methods (should also include self as the first argument): at_script_creation() - called only once, when an object of this class is first created. is_valid() - is called to check if the script is valid to be running at the current time. If is_valid() returns False, the running script is stopped and removed from the game. You can use this to check state changes (i.e. an script tracking some combat stats at regular intervals is only valid to run while there is actual combat going on). at_start() - Called every time the script is started, which for persistent scripts is at least once every server start. Note that this is unaffected by self.delay_start, which only delays the first call to at_repeat(). at_repeat() - Called every self.interval seconds. It will be called immediately upon launch unless self.delay_start is True, which will delay the first call of this method by self.interval seconds. If self.interval==0, this method will never be called. at_pause() at_stop() - Called as the script object is stopped and is about to be removed from the game, e.g. because is_valid() returned False. at_script_delete() at_server_reload() - Called when server reloads. Can be used to save temporary variables you want should survive a reload. at_server_shutdown() - called at a full server shutdown. at_server_start() """ class KnockScript(Script): """ A script to wake the dead. """ def at_start(self, **kwargs): knocker = self.attributes.get("knocker") if knocker: room = search_object(self.attributes.get("room")).first() if room: room.msg_contents("Someone is knocking on the door...") gnome = search_object("Dabbler").first() if gnome: delay(3, gnome.msg, f"With your seer stone, you see the knocker is {knocker.key}, the {knocker.db._sdesc}.") def at_repeat(self, **kwargs): waker = self.attributes.get("waker") if waker: waker.knocked_timed_out() self.delete() class CreateSticks(Script): """ Script to create sticks. """ def at_repeat(self, **kwargs): woods = self.attributes.get("destination") results = woods.search('stick') if results and len(results) > 0 and results[0].location == woods: pass else: stick = spawn({ "typeclass": "typeclasses.things.Stick", "key": "stick", "desc": """Its brown and sticky.""", })[0] stick.location = woods woods.msg_contents("A stick falls from one of the trees and lands on the ground near your feet.") class CreateHorns(Script): """ Script to create calling horns. """ def at_start(self, **kwargs): self.at_repeat() def at_repeat(self, **kwargs): hut = self.attributes.get("destination") results = hut.search('horn', location=hut, quiet=True) if len(results) < 1: horn = spawn({ "typeclass": "typeclasses.sailing.CallingHorn", "key": "horn", "desc": "While physical, this curved horn seems to be made from sea mist, as it has an amorphous quality. Wonder what would happen if you |gblow|n this horn?", })[0] horn.location = hut hut.msg_contents("The misty smell of brine wafts in through a window. The mists congeal to form a horn, hanging on a hook near the window.") class Spell(Script): """ A script to clean up the effects of a spell. """ def at_stop(self, **kwargs): target = self.attributes.get("target") target.attributes.clear(category="effect") self.delete() class DonkeyHeadSpell(Spell): def at_start(self, **kwargs): target = self.attributes.get("target") target.attributes.add( "donkied", "Heehaw! ;; Heehaw, heehaw!", category="effect") target.attributes.add( "post_desc", "\nOh, and |s has a donkey's head!", category="effect") target.msg("You suddenly feel quite peculiar.") def at_repeat(self, **kwargs): self.stop() class Muttering(Script): """ Script to have an objects 'emote' phrases in sequence. First add settings to the 'npc', for instance: @set npc/muttering_interval = 120 # for 2 minutes @set npc/muttering_gap = 5 # for 5 seconds per sequence @set npc/muttering_formats = [ "sings to |oself as if no one is listening, \"{0}\"", "continues to sing to |oself, \"{0}\"", "croons to |oself, \"{0}\"", "finishes |p verse, \"{0}\"|/", ] @set npc/muttering_file = "song-lyrics.txt" Then start the script by running the following: @script npc = typeclasses.scripts.Muttering """ def at_script_creation(self): self.key = "muttering" self.desc = "NPCs that Mutter" self.interval = self.obj.db.muttering_interval or 300 # seconds self.start_delay = False self.persistent = True self.reload() def reload(self): self.db.mutter_delay_gap = self.obj.db.muttering_gap or 7 self.db.mutter_sequence_index = 0 mutter_file = self.obj.db.muttering_file if mutter_file: logger.info(f"Reading muttering file, {mutter_file}") self.db.mutters = self.load_mutter(mutter_file) def at_repeat(self, **kwargs): """ Time to mutter something... """ self.mutter_sequence() def mutter_sequence(self): # if not hasattr(self, 'mutter_sequence_index'): # self.db.mutter_sequence_index = 0 if self.db.mutter_sequence_index < len(self.db.mutters): sequences = self.db.mutters[self.db.mutter_sequence_index] self.db.mutter_sequence_index += 1 else: sequences = self.db.mutters[0] self.db.mutter_sequence_index = 1 formats = self.refresh_mutter_formats() zip_list = zip(sequences, cycle(formats)) \ if len(sequences) > len(formats) \ else zip(sequences, formats[:len(sequences)]) for idx, tup in enumerate(zip_list): # logger.info(f"delay({idx} * {self.db.mutter_delay_gap}, self.mutter, {tup[0]}, {tup[1]})") delay(idx * self.db.mutter_delay_gap, self.mutter, tup[0], tup[1]) def mutter(self, phrase, msg_format): """ Mutter something aloud to the room the NPC resides. Why wait for input from other characters when the NPC can pretend to be real. """ thing = self.obj room = thing.location name = choice([ thing.key, thing.db._sdesc or thing.name, thing.key.split(" ")[-1] ]) if thing.db.article: prefix = f"{thing.db.article} {name} {msg_format}" else: prefix = f"{name} {msg_format}" if phrase: room.msg_contents( prefix.format(phrase), from_obj=self.obj) def refresh_mutter_formats(self): return self.obj.db.muttering_formats or [ "mutters as if no one is listening, \"{0}\"", "grumbles to |oself, \"{0}\"", "continues to mutter to |oself, \"{0}\"", "murmurs to |oself, \"{0}\"", "mutters to |oself, \"{0}\"|/", ] def load_mutter(self, data_file): """ Return 'data_file' and return a list of lists. Where a blank line in the data file separates the list of lines from others. """ path = Path(__file__).with_name(data_file) mutters = [] with open(path) as file: curr_mutter = [] for line in file: if line.strip() == "": mutters = mutters + [curr_mutter] curr_mutter = [] else: curr_mutter.append(line.strip()) return mutters