moss-n-puddles/typeclasses/characters.py
2025-04-21 21:55:13 -07:00

228 lines
8.3 KiB
Python

"""
Characters
Characters are (by default) Objects setup to be puppeted by Accounts.
They are what you "see" in game. The Character class in this module
is setup to be the "default" character type created by the default
creation commands.
"""
from re import match
from evennia.objects.objects import DefaultCharacter
from evennia.contrib.game_systems.gendersub import GenderCharacter
from evennia.prototypes.spawner import spawn
from evennia.utils import delay, logger
from commands.wizards import CmdSetWizardSpells
from utils.word_list import routput
from .objects import Object
from .tutorial import TutorBird, TutorialState
INTRO = """
As the surrounding mists dissipate, you find yourself in an ancient, halcyon forest dripping with moss. You see an envelope of parchment wedged under a scaly protrusion of bark...inside, a letter in familiar penmanship, personally addressed to you, which you pick up.
A little gray bird flies by you, almost grazing your ear!"""
READ_LETTER = """You read a letter with an oddly familiar penmanship:
My dearest {0},
If you are reading this, you've found the world I was overly excited in relaying to you over drinks in Marsivan. Most excellent. Enjoy this halcyon world, unspoiled and idyllic.
I would suggest seeing/doing these:
- Jump in a puddle
- Sit on some moss
- Feed the beast until it is friendly
- Catch an obnoxious fish
- Get and read a book
- Have some tea and scones
I'm here, so join me in a cup of tea and we can reconnect and reminisce of glorious days gone by, and the utter curiosity that surrounds us.
Your friend,
Dabbler
(Type 'help start' for details on playing this game)"""
class Character(Object, GenderCharacter):
"""
The Character just re-implements some of the Object's methods and hooks
to represent a Character entity in-game.
See mygame/typeclasses/objects.py for a list of
properties and methods available on all Object child classes like this.
"""
def at_object_creation(self):
"called when a character is first created."
self.db.tutorstate = 0
if self.dbref != "#1":
self.create_letter()
TutorBird.do_start_tutorial(self)
def at_post_puppet(self, **kwargs):
if self.db.visited:
self.msg(f"""\n“Welcome back, {self.key.capitalize()}.”\n""")
self.execute_cmd("look")
else:
self.db.visited = True
self.db.tutorstate = 0
self.msg(INTRO)
self.account.db._last_puppet = self
def msg(self, text=None, from_obj=None, session=None, **kwargs):
"""
Capitalizes messages sent to the user.
This just looks better to me.
"""
if text and isinstance(text, str) and len(text) > 0:
text = text[0].upper() + text[1:]
super().msg(text, from_obj=from_obj, session=session, **kwargs)
def create_letter(self):
"create a welcome letter in a character's inventory"
letter = spawn({
"typeclass": "typeclasses.readables.Letter",
"key": "letter",
"desc": "A letter of familiar penmanship stuffed in an envelope.",
})[0]
letter.db.inside = READ_LETTER.format(self.name.capitalize())
letter.location = self
def do_take(self, to_take, from_whom):
"""
A character has a _steal_command. What are the limitations?
"""
victim = self.search(from_whom)
if victim:
thing = victim.has(to_take)
if thing and thing.db.can_take:
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} you can take.")
def at_pre_move(self, destination, **kwargs):
"""
Called by self.move_to when trying to move somewhere. If this returns
False, the move is immediately canceled.
"""
self.db.tutorstate = self.db.tutorstate | TutorialState.MOVE.value
if self.db.is_sitting:
self.msg("You stand up first...")
self.db.is_sitting = False
# @lock thing = tethered:id(#19)
# @set thing/tethered_msg = "Let's put that back"
for thing in self.contents:
to = thing.locks.get('tethered')
if to:
m = match(r".*:id\((.*)\)", to)
if m:
id_num = m.group(1)
dest = self.search(f"{id_num}")
msg = thing.db.tethered_msg
if dest and msg:
thing.location = dest
self.msg(msg)
else:
print(f"Found tethered, {thing} to #{id_num}, but dest is {dest} and msg is '{msg}'. Set both.")
else:
print(f"Found tethered, {thing} to #{to}, but that needs to be 'tethered:id(num) where num is the ID# of an object/place.")
return super().at_pre_move(destination)
def at_pre_say(self, message, **kwargs):
"While we could/should do 'at_say', this should be easier."
self.db.tutorstate = self.db.tutorstate | TutorialState.SAY.value
return super().at_pre_say(message)
def at_look(self, target, **kwargs):
"""
When we look at something that _might_ be hidden, we check
if we are looking at something that _is_ hidden, i.e. has a
view lock of a particular tag, and if so, we interpret this as
'you are looking at something by name', therefore you see it.
So we give ourselves the right to see it from now on.
To use this, simply add the following lock:
@set thing/hidden_tag = target
@lock thing = view:tag(hidden_target)
Where thing is the single name of the hidden object.
And 'target' is some label. If not given, this defaults
to the name of the thing.
"""
# If they 'look' at a target with tags, they get those locks:
# For instance: @set waterfall/hidden_tag = "hidden_cave"
if target.db.hidden_tag:
for hidden_tag in target.db.hidden_tag.split(';'):
self.tags.add(hidden_tag)
if target.is_typeclass("typeclasses.rooms.Room"):
self.db.tutorstate = self.db.tutorstate | TutorialState.LOOK.value
else:
self.db.tutorstate = self.db.tutorstate | TutorialState.LOOKAT.value
# Regardless of what happened before, we return the normal
# function call.
return super().at_look(target)
class Wizard(Character):
"""
Upgrade a character with the following features:
@update self = typeclasses.character.Wizard
"""
def at_object_creation(self):
"""
Called when character is getting promoted to wizardy.
"""
self.cmdset.add(CmdSetWizardSpells)
def spell_sequence(self, location, messages, time_delay):
"""
Send one or more messages to 'location' with a delay.
"""
location.msg_contents("\n" + routput(messages[0]))
for idx, msg in enumerate(messages[1:]):
delay(time_delay * (idx + 1),
location.msg_contents, "\n" + routput(msg))
def do_fly(self, location):
"""
Allow a wizard to arrive thematically into a new location.
"""
if location == "home":
dest = self.home
else:
dest = self.global_search(location)
if dest and dest.is_typeclass("typeclasses.characters.Character"):
dest = dest.location
elif not dest or not dest.is_typeclass("typeclasses.rooms.Room"):
self.msg(f"Not sure where, '{location}' is.")
return
if self.db.disappear_msg:
self.spell_sequence(self.location,
self.db.disappear_msg.split(';;'),
self.db.appear_delay or 2)
self.move_to(dest, move_type="magic", quiet=True)
if self.db.reappear_msg:
self.spell_sequence(self.location,
self.db.reappear_msg.split(';;'),
self.db.appear_delay or 2)