Source code for evennia.contrib.tutorials.tutorial_world.mob

"""
This module implements a simple mobile object with
a very rudimentary AI as well as an aggressive enemy
object based on that mobile class.

"""

import random

from evennia import TICKER_HANDLER, CmdSet, Command, logger, search_object

from . import objects as tut_objects


[docs]class CmdMobOnOff(Command): """ Activates/deactivates Mob Usage: mobon <mob> moboff <mob> This turns the mob from active (alive) mode to inactive (dead) mode. It is used during building to activate the mob once it's prepared. """ key = "mobon" aliases = "moboff" locks = "cmd:superuser()"
[docs] def func(self): """ Uses the mob's set_alive/set_dead methods to turn on/off the mob." """ if not self.args: self.caller.msg("Usage: mobon||moboff <mob>") return mob = self.caller.search(self.args) if not mob: return if self.cmdstring == "mobon": mob.set_alive() else: mob.set_dead()
[docs]class MobCmdSet(CmdSet): """ Holds the admin command controlling the mob """
[docs] def at_cmdset_creation(self): self.add(CmdMobOnOff())
[docs]class Mob(tut_objects.TutorialObject): """ This is a state-machine AI mobile. It has several states which are controlled from setting various Attributes. All default to True: patrolling: if set, the mob will move randomly from room to room, but preferring to not return the way it came. If unset, the mob will remain stationary (idling) until attacked. aggressive: if set, will attack Characters in the same room using whatever Weapon it carries (see tutorial_world.objects.TutorialWeapon). if unset, the mob will never engage in combat no matter what. hunting: if set, the mob will pursue enemies trying to flee from it, so it can enter combat. If unset, it will return to patrolling/idling if fled from. immortal: If set, the mob cannot take any damage. irregular_echoes: list of strings the mob generates at irregular intervals. desc_alive: the physical description while alive desc_dead: the physical descripion while dead send_defeated_to: unique key/alias for location to send defeated enemies to defeat_msg: message to echo to defeated opponent defeat_msg_room: message to echo to room. Accepts %s as the name of the defeated. hit_msg: message to echo when this mob is hit. Accepts %s for the mob's key. weapon_ineffective_msg: message to echo for useless attacks death_msg: message to echo to room when this mob dies. patrolling_pace: how many seconds per tick, when patrolling aggressive_pace: -"- attacking hunting_pace: -"- hunting death_pace: -"- returning to life when dead field 'home' - the home location should set to someplace inside the patrolling area. The mob will use this if it should happen to roam into a room with no exits. """
[docs] def at_init(self): """ When initialized from cache (after a server reboot), set up the AI state. """ # The AI state machine (not persistent). self.ndb.is_patrolling = self.db.patrolling and not self.db.is_dead self.ndb.is_attacking = False self.ndb.is_hunting = False self.ndb.is_immortal = self.db.immortal or self.db.is_dead
[docs] def at_object_creation(self): """ Called the first time the object is created. We set up the base properties and flags here. """ self.cmdset.add(MobCmdSet, persistent=True) # Main AI flags. We start in dead mode so we don't have to # chase the mob around when building. self.db.patrolling = True self.db.aggressive = True self.db.immortal = False # db-store if it is dead or not self.db.is_dead = True # specifies how much damage we divide away from non-magic weapons self.db.damage_resistance = 100.0 # pace (number of seconds between ticks) for # the respective modes. self.db.patrolling_pace = 6 self.db.aggressive_pace = 2 self.db.hunting_pace = 1 self.db.death_pace = 100 # stay dead for 100 seconds # we store the call to the tickerhandler # so we can easily deactivate the last # ticker subscription when we switch. # since we will use the same idstring # throughout we only need to save the # previous interval we used. self.db.last_ticker_interval = None # store two separate descriptions, one for alive and # one for dead (corpse) self.db.desc_alive = "This is a moving object." self.db.desc_dead = "A dead body." # health stats self.db.full_health = 20 self.db.health = 20 # when this mob defeats someone, we move the character off to # some other place (Dark Cell in the tutorial). self.db.send_defeated_to = "dark cell" # text to echo to the defeated foe. self.db.defeat_msg = "You fall to the ground." self.db.defeat_msg_room = "%s falls to the ground." self.db.weapon_ineffective_msg = ( "Your weapon just passes through your enemy, causing almost no effect!" ) self.db.death_msg = "After the last hit %s evaporates." % self.key self.db.hit_msg = "%s wails, shudders and writhes." % self.key self.db.irregular_msgs = ["the enemy looks about.", "the enemy changes stance."] self.db.tutorial_info = "This is an object with simple state AI, using a ticker to move."
def _set_ticker(self, interval, hook_key, stop=False): """ Set how often the given hook key should be "ticked". Args: interval (int or None): The number of seconds between ticks hook_key (str or None): The name of the method (on this mob) to call every interval seconds. stop (bool, optional): Just stop the last ticker without starting a new one. With this set, the interval and hook_key arguments are unused. In order to only have one ticker running at a time, we make sure to store the previous ticker subscription so that we can easily find and stop it before setting a new one. The tickerhandler is persistent so we need to remember this across reloads. """ idstring = "tutorial_mob" # this doesn't change last_interval = self.db.last_ticker_interval last_hook_key = self.db.last_hook_key if last_interval and last_hook_key: # we have a previous subscription, kill this first. TICKER_HANDLER.remove( interval=last_interval, callback=getattr(self, last_hook_key), idstring=idstring ) self.db.last_ticker_interval = interval self.db.last_hook_key = hook_key if not stop: # set the new ticker TICKER_HANDLER.add( interval=interval, callback=getattr(self, hook_key), idstring=idstring ) def _find_target(self, location): """ Scan the given location for suitable targets (this is defined as Characters) to attack. Will ignore superusers. Args: location (Object): the room to scan. Returns: The first suitable target found. """ targets = [ obj for obj in location.contents_get(exclude=self) if obj.has_account and not obj.is_superuser ] return targets[0] if targets else None
[docs] def set_alive(self, *args, **kwargs): """ Set the mob to "alive" mode. This effectively resurrects it from the dead state. """ self.db.health = self.db.full_health self.db.is_dead = False self.db.desc = self.db.desc_alive self.ndb.is_immortal = self.db.immortal self.ndb.is_patrolling = self.db.patrolling if not self.location: self.move_to(self.home) if self.db.patrolling: self.start_patrolling()
[docs] def set_dead(self): """ Set the mob to "dead" mode. This turns it off and makes sure it can take no more damage. It also starts a ticker for when it will return. """ self.db.is_dead = True self.location = None self.ndb.is_patrolling = False self.ndb.is_attacking = False self.ndb.is_hunting = False self.ndb.is_immortal = True # we shall return after some time self._set_ticker(self.db.death_pace, "set_alive")
[docs] def start_idle(self): """ Starts just standing around. This will kill the ticker and do nothing more. """ self._set_ticker(None, None, stop=True)
[docs] def start_patrolling(self): """ Start the patrolling state by registering us with the ticker-handler at a leasurely pace. """ if not self.db.patrolling: self.start_idle() return self._set_ticker(self.db.patrolling_pace, "do_patrol") self.ndb.is_patrolling = True self.ndb.is_hunting = False self.ndb.is_attacking = False # for the tutorial, we also heal the mob in this mode self.db.health = self.db.full_health
[docs] def start_hunting(self): """ Start the hunting state """ if not self.db.hunting: self.start_patrolling() return self._set_ticker(self.db.hunting_pace, "do_hunt") self.ndb.is_patrolling = False self.ndb.is_hunting = True self.ndb.is_attacking = False
[docs] def start_attacking(self): """ Start the attacking state """ if not self.db.aggressive: self.start_hunting() return self._set_ticker(self.db.aggressive_pace, "do_attack") self.ndb.is_patrolling = False self.ndb.is_hunting = False self.ndb.is_attacking = True
[docs] def do_patrol(self, *args, **kwargs): """ Called repeatedly during patrolling mode. In this mode, the mob scans its surroundings and randomly chooses a viable exit. One should lock exits with the traverse:has_account() lock in order to block the mob from moving outside its area while allowing account-controlled characters to move normally. """ if random.random() < 0.01 and self.db.irregular_msgs: self.location.msg_contents(random.choice(self.db.irregular_msgs)) if self.db.aggressive: # first check if there are any targets in the room. target = self._find_target(self.location) if target: self.start_attacking() return # no target found, look for an exit. exits = [exi for exi in self.location.exits if exi.access(self, "traverse")] if exits: # randomly pick an exit exit = random.choice(exits) # move there. self.move_to(exit.destination) else: # no exits! teleport to home to get away. self.move_to(self.home)
[docs] def do_hunting(self, *args, **kwargs): """ Called regularly when in hunting mode. In hunting mode the mob scans adjacent rooms for enemies and moves towards them to attack if possible. """ if random.random() < 0.01 and self.db.irregular_msgs: self.location.msg_contents(random.choice(self.db.irregular_msgs)) if self.db.aggressive: # first check if there are any targets in the room. target = self._find_target(self.location) if target: self.start_attacking() return # no targets found, scan surrounding rooms exits = [exi for exi in self.location.exits if exi.access(self, "traverse")] if exits: # scan the exits destination for targets for exit in exits: target = self._find_target(exit.destination) if target: # a target found. Move there. self.move_to(exit.destination) return # if we get to this point we lost our # prey. Resume patrolling. self.start_patrolling() else: # no exits! teleport to home to get away. self.move_to(self.home)
[docs] def do_attack(self, *args, **kwargs): """ Called regularly when in attacking mode. In attacking mode the mob will bring its weapons to bear on any targets in the room. """ if random.random() < 0.01 and self.db.irregular_msgs: self.location.msg_contents(random.choice(self.db.irregular_msgs)) # first make sure we have a target target = self._find_target(self.location) if not target: # no target, start looking for one self.start_hunting() return # we use the same attack commands as defined in # tutorial_world.objects.TutorialWeapon, assuming that # the mob is given a Weapon to attack with. attack_cmd = random.choice(("thrust", "pierce", "stab", "slash", "chop")) self.execute_cmd("%s %s" % (attack_cmd, target)) # analyze the current state if target.db.health <= 0: # we reduced the target to <= 0 health. Move them to the # defeated room target.msg(self.db.defeat_msg) self.location.msg_contents(self.db.defeat_msg_room % target.key, exclude=target) send_defeated_to = search_object(self.db.send_defeated_to) if send_defeated_to: target.move_to(send_defeated_to[0], quiet=True) else: logger.log_err( "Mob: mob.db.send_defeated_to not found: %s" % self.db.send_defeated_to )
# response methods - called by other objects
[docs] def at_hit(self, weapon, attacker, damage): """ Someone landed a hit on us. Check our status and start attacking if not already doing so. """ if self.db.health is None: # health not set - this can't be damaged. attacker.msg(self.db.weapon_ineffective_msg) return if not self.ndb.is_immortal: if not weapon.db.magic: # not a magic weapon - divide away magic resistance damage /= self.db.damage_resistance attacker.msg(self.db.weapon_ineffective_msg) else: self.location.msg_contents(self.db.hit_msg) self.db.health -= damage # analyze the result if self.db.health <= 0: # we are dead! attacker.msg(self.db.death_msg) self.set_dead() else: # still alive, start attack if not already attacking if self.db.aggressive and not self.ndb.is_attacking: self.start_attacking()
[docs] def at_new_arrival(self, new_character): """ This is triggered whenever a new character enters the room. This is called by the TutorialRoom the mob stands in and allows it to be aware of changes immediately without needing to poll for them all the time. For example, the mob can react right away, also when patrolling on a very slow ticker. """ # the room actually already checked all we need, so # we know it is a valid target. if self.db.aggressive and not self.ndb.is_attacking: self.start_attacking()