Source code for evennia.contrib.grid.wilderness.wilderness

"""
Wilderness system

Evennia contrib - titeuf87 2017

This contrib provides a wilderness map. This is an area that can be huge where
the rooms are mostly similar, except for some small cosmetic changes like the
room name.

## Usage

This contrib does not provide any new commands. Instead the default `py` command
is used.

A wilderness map needs to created first. There can be different maps, all
with their own name. If no name is provided, then a default one is used. Internally,
the wilderness is stored as a Script with the name you specify. If you don't
specify the name, a script named "default" will be created and used.

    py from evennia.contrib.grid import wilderness; wilderness.create_wilderness()

Once created, it is possible to move into that wilderness map:

    py from evennia.contrib.grid import wilderness; wilderness.enter_wilderness(me)

All coordinates used by the wilderness map are in the format of `(x, y)`
tuples. x goes from left to right and y goes from bottom to top. So `(0, 0)`
is the bottom left corner of the map.


## Customisation

The defaults, while useable, are meant to be customised. When creating a
new wilderness map it is possible to give a "map provider": this is a
python object that is smart enough to create the map.

The default provider, `WildernessMapProvider`, creates a grid area that
is unlimited in size.

`WildernessMapProvider` can be subclassed to create more interesting maps
and also to customize the room/exit typeclass used.

There is also no command that allows players to enter the wilderness. This
still needs to be added: it can be a command or an exit, depending on your
needs.

## Example

    To give an example of how to customize, we will create a very simple (and
    small) wilderness map that is shaped like a pyramid. The map will be
    provided as a string: a "." symbol is a location we can walk on.

    Let's create a file world/pyramid.py:

```python
map_str = '''
     .
    ...
   .....
  .......
'''

from evennia.contrib.grid import wilderness

class PyramidMapProvider(wilderness.WildernessMapProvider):

    def is_valid_coordinates(self, wilderness, coordinates):
        "Validates if these coordinates are inside the map"
        x, y = coordinates
        try:
            lines = map_str.split("\n")
            # The reverse is needed because otherwise the pyramid will be
            # upside down
            lines.reverse()
            line = lines[y]
            column = line[x]
            return column == "."
        except IndexError:
            return False

    def get_location_name(self, coordinates):
        "Set the location name"
        x, y = coordinates
        if y == 3:
            return "Atop the pyramid."
        else:
            return "Inside a pyramid."

    def at_prepare_room(self, coordinates, caller, room):
        "Any other changes done to the room before showing it"
        x, y = coordinates
        desc = "This is a room in the pyramid."
        if y == 3 :
            desc = "You can see far and wide from the top of the pyramid."
        room.ndb.active_desc = desc
```

Note that the currently active description is stored as `.ndb.active_desc`. When
looking at the room, this is what will be pulled and shown.

> Exits on a room are always present, but locks hide those not used for a
> location. So make sure to `quell` if you are a superuser (since the superuser ignores
> locks, those exits will otherwise not be hidden)

Now we can use our new pyramid-shaped wilderness map. From inside Evennia we
create a new wilderness (with the name "default") but using our new map provider:

    py from world import pyramid as p; p.wilderness.create_wilderness(mapprovider=p.PyramidMapProvider())
    py from evennia.contrib import wilderness; wilderness.enter_wilderness(me, coordinates=(4, 1))

## Implementation details

    When a character moves into the wilderness, they get their own room. If
    they move, instead of moving the character, the room changes to match the
    new coordinates.

    If a character meets another character in the wilderness, then their room
    merges. When one of the character leaves again, they each get their own
    separate rooms.

    Rooms are created as needed. Unneeded rooms are stored away to avoid the
    overhead cost of creating new rooms again in the future.

"""

from evennia import (
    DefaultExit,
    DefaultRoom,
    DefaultScript,
    create_object,
    create_script,
)
from evennia.typeclasses.attributes import AttributeProperty
from evennia.utils import inherits_from


[docs]def create_wilderness(name="default", mapprovider=None, preserve_items=False): """ Creates a new wilderness map. Does nothing if a wilderness map already exists with the same name. Args: name (str, optional): the name to use for that wilderness map mapprovider (WildernessMap instance, optional): an instance of a WildernessMap class (or subclass) that will be used to provide the layout of this wilderness map. If none is provided, the default infinite grid map will be used. """ if WildernessScript.objects.filter(db_key=name).exists(): # Don't create two wildernesses with the same name return if not mapprovider: mapprovider = WildernessMapProvider() script = create_script(WildernessScript, key=name) script.db.mapprovider = mapprovider if preserve_items: script.preserve_items = True
[docs]def enter_wilderness(obj, coordinates=(0, 0), name="default"): """ Moves obj into the wilderness. The wilderness needs to exist first and the provided coordinates needs to be valid inside that wilderness. Args: obj (object): the object to move into the wilderness coordinates (tuple), optional): the coordinates to move obj to into the wilderness. If not provided, defaults (0, 0) name (str, optional): name of the wilderness map, if not using the default one Returns: bool: True if obj successfully moved into the wilderness. """ script = WildernessScript.objects.filter(db_key=name) if not script.exists(): return False else: script = script[0] if script.is_valid_coordinates(coordinates): script.move_obj(obj, coordinates) return True else: return False
[docs]def get_new_coordinates(coordinates, direction): """ Returns the coordinates of direction applied to the provided coordinates. Args: coordinates: tuple of (x, y) direction: a direction string (like "northeast") Returns: tuple: tuple of (x, y) coordinates """ x, y = coordinates if direction in ("north", "northwest", "northeast"): y += 1 if direction in ("south", "southwest", "southeast"): y -= 1 if direction in ("northwest", "west", "southwest"): x -= 1 if direction in ("northeast", "east", "southeast"): x += 1 return (x, y)
[docs]class WildernessScript(DefaultScript): """ This is the main "handler" for the wilderness system: inside here the coordinates of every item currently inside the wilderness is stored. This script is responsible for creating rooms as needed and storing rooms away into storage when they are not needed anymore. """ # Stores the MapProvider class mapprovider = AttributeProperty() # Stores a dictionary of items on the map with their coordinates # The key is the item, the value are the coordinates as (x, y) tuple. itemcoordinates = AttributeProperty() # Determines whether or not rooms are recycled despite containing non-player objects # True means that leaving behind a non-player object will prevent the room from being recycled # in order to preserve the object preserve_items = AttributeProperty(default=False)
[docs] def at_script_creation(self): """ Only called once, when the script is created. This is a default Evennia hook. """ self.persistent = True # Store the coordinates of every item that is inside the wilderness # Key: object, Value: (x, y) self.db.itemcoordinates = {} # Store the rooms that are used as views into the wilderness # Key: (x, y), Value: room object self.db.rooms = {} # Created rooms that are not needed anymore are stored there. This # allows quick retrieval if a new room is needed without having to # create it. self.db.unused_rooms = []
[docs] def at_server_start(self): """ Called after the server is started or reloaded. """ for coordinates, room in self.db.rooms.items(): room.ndb.wildernessscript = self room.ndb.active_coordinates = coordinates for item in self.db.itemcoordinates.keys(): # Items deleted while in the wilderness can leave None-type 'ghosts' # These need to be cleaned up if item is None: del self.db.itemcoordinates[item] continue item.ndb.wilderness = self
[docs] def is_valid_coordinates(self, coordinates): """ Returns True if coordinates are valid (and can be travelled to). Otherwise returns False Args: coordinates (tuple): coordinates as (x, y) tuple Returns: bool: True if the coordinates are valid """ return self.mapprovider.is_valid_coordinates(self, coordinates)
[docs] def get_obj_coordinates(self, obj): """ Returns the coordinates of obj in the wilderness. Returns (x, y) Args: obj (object): an object inside the wilderness Returns: tuple: (x, y) tuple of where obj is located """ return self.itemcoordinates[obj]
[docs] def get_objs_at_coordinates(self, coordinates): """ Returns a list of every object at certain coordinates. Imeplementation detail: this uses a naive iteration through every object inside the wilderness which could cause slow downs when there are a lot of objects in the map. Args: coordinates (tuple): a coordinate tuple like (x, y) Returns: [Object, ]: list of Objects at coordinates """ result = [ item for item, item_coords in self.itemcoordinates.items() if item_coords == coordinates and item is not None ] return list(result)
[docs] def move_obj(self, obj, new_coordinates): """ Moves obj to new coordinates in this wilderness. Args: obj (object): the object to move new_coordinates (tuple): tuple of (x, y) where to move obj to. """ # Update the position of this obj in the wilderness self.itemcoordinates[obj] = new_coordinates old_room = obj.location # Remove the obj's location. This is needed so that the object does not # appear in its old room should that room be deleted. obj.location = None # we will need to do special handling if the old room is a different location # check that here, so we only need to do it once if self == getattr(old_room, "wilderness", None): # it is our own room from_outside = False else: # it's from another wilderness, or no wilderness from_outside = True # check if we have a room at the new coordinates already room = self.db.rooms.get(new_coordinates) if not from_outside: # the old room is in the same wilderness # free up the old room if it's no longer needed self._destroy_room(old_room) if not room: # we need claim a new room room = self._create_room(new_coordinates, obj) # Now that we have a valid room, run the leave hook on the previous location if necessary if from_outside and old_room: old_room.at_object_leave(obj, room) # Put obj back, now in the correct room obj.location = room obj.ndb.wilderness = self
def _create_room(self, coordinates, report_to): """ Gets a new WildernessRoom to be used for the provided coordinates. It first tries to retrieve a room out of storage. If there are no rooms left a new one will be created. Args: coordinates (tuple): coordinate tuple of (x, y) report_to (object): the obj to return error messages to """ if self.db.unused_rooms: # There is still unused rooms stored in storage, let's get one of # those room = self.db.unused_rooms.pop() else: # No more unused rooms...time to make a new one. # First, create the room room = create_object( typeclass=self.mapprovider.room_typeclass, key="Wilderness", report_to=report_to ) # Then the exits exits = [ ("north", "n"), ("northeast", "ne"), ("east", "e"), ("southeast", "se"), ("south", "s"), ("southwest", "sw"), ("west", "w"), ("northwest", "nw"), ] for key, alias in exits: create_object( typeclass=self.mapprovider.exit_typeclass, key=key, aliases=[alias], location=room, destination=room, report_to=report_to, ) room.ndb.wildernessscript = self room.set_active_coordinates(coordinates, report_to) return room def _destroy_room(self, room): """ Moves a room back to storage. If room is not a WildernessRoom or there is something left inside the room, then this does nothing. Implementation note: If `preserve_items` is False (the default) then any objects left in the rooms will be moved to None. You may want to implement your own cleanup or recycling routine for these objects. Args: room (WildernessRoom): the room to put in storage """ if not room or not inherits_from(room, WildernessRoom): return # Check the contents of the room before recycling for item in room.contents: if item.has_account: # There is still a player in this room, we can't delete it yet. return if not (item.destination and item.destination == room): # There is still a non-exit object in the room. Should we preserve it? if self.preserve_items: # Yes, so we can't get rid of the room just yet return # If we get here, the room can be recycled # Clear the location of any objects left in that room first for item in room.contents: if item.destination and item.destination == room: # Ignore the exits, they stay in the room continue item.location = None # Then delete its coordinate reference del self.db.rooms[room.ndb.active_coordinates] # ...on both sides del room.ndb.active_coordinates # And finally put this room away in storage self.db.unused_rooms.append(room)
[docs] def at_post_object_leave(self, obj): """ Called after an object left this wilderness map. Used for cleaning up. Args: obj (object): the object that left """ # Try removing the object from the coordinates system if loc := self.db.itemcoordinates.pop(obj, None): # The object was removed successfully # Make sure there was a room at that location if room := self.db.rooms.get(loc): # If so, try to clean up the room self._destroy_room(room)
[docs]class WildernessRoom(DefaultRoom): """ This is a single room inside the wilderness. This room provides a "view" into the wilderness map. When an account moves around, instead of going to another room as with traditional rooms, they stay in the same room but the room itself changes to display another area of the wilderness. """ @property def wilderness(self): """ Shortcut property to the wilderness script this room belongs to. Returns: WildernessScript: the WildernessScript attached to this room """ return self.ndb.wildernessscript @property def location_name(self): """ Returns the name of the wilderness at this room's coordinates. Returns: name (str) """ return self.wilderness.mapprovider.get_location_name(self.coordinates) @property def coordinates(self): """ Returns the coordinates of this room into the wilderness. Returns: tuple: (x, y) coordinates of where this room is inside the wilderness. """ return self.ndb.active_coordinates
[docs] def at_object_receive(self, moved_obj, source_location): """ Called after an object has been moved into this object. This is a default Evennia hook. Args: moved_obj (Object): The object moved into this one. source_location (Object): Where `moved_obj` came from. """ if isinstance(moved_obj, WildernessExit): # Ignore exits looping back to themselves: those are the regular # n, ne, ... exits. return itemcoords = self.wilderness.itemcoordinates if moved_obj in itemcoords: # This object was already in the wilderness. We need to make sure # it goes to the correct room it belongs to. coordinates = itemcoords[moved_obj] # Setting the location to None is important here so that we always # get a "fresh" room if it was in the wrong place moved_obj.location = None self.wilderness.move_obj(moved_obj, coordinates) else: # This object wasn't in the wilderness yet. Let's add it. itemcoords[moved_obj] = self.coordinates
[docs] def at_object_leave(self, moved_obj, target_location, move_type="move", **kwargs): """ Called just before an object leaves from inside this object. This is a default Evennia hook. Args: moved_obj (Object): The object leaving target_location (Object): Where `moved_obj` is going. """ self.wilderness.at_post_object_leave(moved_obj)
[docs] def set_active_coordinates(self, new_coordinates, obj): """ Changes this room to show the wilderness map from other coordinates. Args: new_coordinates (tuple): coordinates as tuple of (x, y) obj (Object): the object that moved into this room and caused the coordinates to change """ # Remove any reference for the old coordinates... rooms = self.wilderness.db.rooms if self.coordinates: del rooms[self.coordinates] # ...and add it for the new coordinates. self.ndb.active_coordinates = new_coordinates rooms[self.coordinates] = self # Any object inside this room will get its location set to None # unless it's a wilderness exit for item in self.contents: if not item.destination or item.destination != item.location: item.location = None # And every obj matching the new coordinates will get its location set # to this room for item in self.wilderness.get_objs_at_coordinates(new_coordinates): item.location = self # Fix the lockfuncs for the exit so we can't go where we're not # supposed to go for exit in self.exits: if exit.destination != self: continue x, y = get_new_coordinates(new_coordinates, exit.key) valid = self.wilderness.is_valid_coordinates((x, y)) if valid: exit.locks.add("traverse:true();view:true()") else: exit.locks.add("traverse:false();view:false()") # Finally call the at_prepare_room hook to give a chance to further # customise it self.wilderness.mapprovider.at_prepare_room(new_coordinates, obj, self)
[docs] def get_display_name(self, looker, **kwargs): """ Displays the name of the object in a viewer-aware manner. This is a core evennia hook. Args: looker (TypedObject): The object or account that is looking at/getting inforamtion for this object. Returns: name (str): A string containing the name of the object, including the DBREF if this user is privileged to control said object and also its coordinates into the wilderness map. Notes: This function could be extended to change how object names appear to users in character, but be wary. This function does not change an object's keys or aliases when searching, and is expected to produce something useful for builders. """ if self.locks.check_lockstring(looker, "perm(Builder)"): name = "{}(#{})".format(self.location_name, self.id) else: name = self.location_name name += " {0}".format(self.coordinates) return name
[docs] def get_display_desc(self, looker, **kwargs): """ Displays the description of the room. This is a core evennia hook. Allows the room's description to be customized in an ndb value, avoiding having to write to the database on moving. """ # Check if a new description was prepared by the map provider if self.ndb.active_desc: # There is one: use it return self.ndb.active_desc # Otherwise, use the normal description hook. return super().get_display_desc(looker, **kwargs)
[docs]class WildernessExit(DefaultExit): """ This is an Exit object used inside a WildernessRoom. Instead of changing the location of an Object traversing through it (like a traditional exit would do) it changes the coordinates of that traversing Object inside the wilderness map. """ @property def wilderness(self): """ Shortcut property to the wilderness script. Returns: WildernessScript: the WildernessScript attached to this exit's room """ return self.location.wilderness @property def mapprovider(self): """ Shortcut property to the map provider. Returns: MapProvider object: the mapprovider object used with this wilderness map. """ return self.wilderness.mapprovider
[docs] def at_traverse_coordinates(self, traversing_object, current_coordinates, new_coordinates): """ Called when an object wants to travel from one place inside the wilderness to another place inside the wilderness. If this returns True, then the traversing can happen. Otherwise it will be blocked. This method is similar how the `at_traverse` works on normal exits. Args: traversing_object (Object): The object doing the travelling. current_coordinates (tuple): (x, y) coordinates where `traversing_object` currently is. new_coordinates (tuple): (x, y) coordinates of where `traversing_object` wants to travel to. Returns: bool: True if traversing_object is allowed to traverse """ return True
[docs] def at_traverse(self, traversing_object, target_location): """ This implements the actual traversal. The traverse lock has already been checked (in the Exit command) at this point. Args: traversing_object (Object): Object traversing us. target_location (Object): Where target is going. Returns: bool: True if the traverse is allowed to happen """ itemcoordinates = self.location.wilderness.db.itemcoordinates current_coordinates = itemcoordinates[traversing_object] new_coordinates = get_new_coordinates(current_coordinates, self.key) if not self.at_traverse_coordinates( traversing_object, current_coordinates, new_coordinates ): return False if not traversing_object.at_pre_move(None): return False traversing_object.location.msg_contents( "{} leaves to {}".format(traversing_object.key, new_coordinates), exclude=[traversing_object], ) self.location.wilderness.move_obj(traversing_object, new_coordinates) traversing_object.location.msg_contents( "{} arrives from {}".format(traversing_object.key, current_coordinates), exclude=[traversing_object], ) traversing_object.at_post_move(None) return True
[docs]class WildernessMapProvider(object): """ Default Wilderness Map provider. This is a simple provider that just creates an infinite large grid area. """ room_typeclass = WildernessRoom exit_typeclass = WildernessExit
[docs] def is_valid_coordinates(self, wilderness, coordinates): """Returns True if coordinates is valid and can be walked to. Args: wilderness: the wilderness script coordinates (tuple): the coordinates to check as (x, y) tuple. Returns: bool: True if the coordinates are valid """ x, y = coordinates if x < 0: return False if y < 0: return False return True
[docs] def get_location_name(self, coordinates): """ Returns a name for the position at coordinates. Args: coordinates (tuple): the coordinates as (x, y) tuple. Returns: name (str) """ return "The wilderness"
[docs] def at_prepare_room(self, coordinates, caller, room): """ Called when a room gets activated for certain coordinates. This happens after every object is moved in it. This can be used to set a custom room desc for instance or run other customisations on the room. Args: coordinates (tuple): the coordinates as (x, y) where room is located at caller (Object): the object that moved into this room room (WildernessRoom): the room object that will be used at that wilderness location Example: An example use of this would to plug in a randomizer to show different descriptions for different coordinates, or place a treasure at a special coordinate. """ pass