2024-05-02 11:56:57 +00:00
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from logging import getLogger
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from random import choice, randint
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2024-05-09 02:11:16 +00:00
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from typing import List
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2024-05-02 11:56:57 +00:00
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from packit.agent import Agent
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2024-05-04 22:17:56 +00:00
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from packit.loops import loop_retry
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2024-05-16 04:12:06 +00:00
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from packit.utils import could_be_json
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2024-05-18 21:58:11 +00:00
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from adventure.context import broadcast
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2024-05-16 04:12:06 +00:00
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from adventure.game_system import GameSystem
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from adventure.models.entity import (
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Actor,
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Effect,
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Item,
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NumberAttributeEffect,
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Room,
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StringAttributeEffect,
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World,
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WorldEntity,
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)
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2024-05-18 21:58:11 +00:00
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from adventure.models.event import GenerateEvent
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2024-05-02 11:56:57 +00:00
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logger = getLogger(__name__)
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2024-05-04 22:57:24 +00:00
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OPPOSITE_DIRECTIONS = {
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"north": "south",
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"south": "north",
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"east": "west",
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"west": "east",
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}
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2024-05-02 11:56:57 +00:00
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2024-05-13 04:33:47 +00:00
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def duplicate_name_parser(existing_names: List[str]):
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2024-05-16 04:12:06 +00:00
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def name_parser(value: str, **kwargs):
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2024-05-18 21:58:11 +00:00
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logger.debug(f"validating generated name: {value}")
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2024-05-16 04:12:06 +00:00
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if value in existing_names:
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raise ValueError(f'"{value}" has already been used.')
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2024-05-14 01:08:19 +00:00
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2024-05-16 04:12:06 +00:00
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if could_be_json(value):
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raise ValueError("The name cannot contain JSON or other commands.")
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2024-05-13 04:33:47 +00:00
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2024-05-16 04:12:06 +00:00
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if '"' in value or ":" in value:
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raise ValueError("The name cannot contain quotes or colons.")
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2024-05-16 04:12:06 +00:00
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if len(value) > 50:
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raise ValueError("The name cannot be longer than 50 characters.")
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2024-05-16 04:12:06 +00:00
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return value
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2024-05-13 04:33:47 +00:00
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return name_parser
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2024-05-18 21:58:11 +00:00
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def broadcast_generated(
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2024-05-13 04:33:47 +00:00
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message: str | None = None,
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entity: WorldEntity | None = None,
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):
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if message:
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event = GenerateEvent.from_name(message)
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elif entity:
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event = GenerateEvent.from_entity(entity)
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else:
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raise ValueError("Either message or entity must be provided")
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2024-05-18 21:58:11 +00:00
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broadcast(event)
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2024-05-13 04:33:47 +00:00
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2024-05-04 20:35:42 +00:00
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def generate_room(
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2024-05-05 14:14:54 +00:00
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agent: Agent,
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world_theme: str,
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existing_rooms: List[str] = [],
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2024-05-04 20:35:42 +00:00
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) -> Room:
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2024-05-04 22:17:56 +00:00
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name = loop_retry(
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agent,
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2024-05-02 11:56:57 +00:00
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"Generate one room, area, or location that would make sense in the world of {world_theme}. "
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2024-05-08 01:39:58 +00:00
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"Only respond with the room name in title case, do not include the description or any other text. "
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2024-05-02 11:56:57 +00:00
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'Do not prefix the name with "the", do not wrap it in quotes. The existing rooms are: {existing_rooms}',
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2024-05-04 22:17:56 +00:00
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context={
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"world_theme": world_theme,
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"existing_rooms": existing_rooms,
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},
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2024-05-13 04:33:47 +00:00
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result_parser=duplicate_name_parser(existing_rooms),
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2024-05-02 11:56:57 +00:00
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)
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2024-05-05 14:14:54 +00:00
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2024-05-18 21:58:11 +00:00
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broadcast_generated(message=f"Generating room: {name}")
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2024-05-02 11:56:57 +00:00
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desc = agent(
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"Generate a detailed description of the {name} area. What does it look like? "
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"What does it smell like? What can be seen or heard?",
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name=name,
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)
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items = []
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actors = []
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actions = {}
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return Room(
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name=name, description=desc, items=items, actors=actors, actions=actions
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)
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def generate_item(
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agent: Agent,
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world_theme: str,
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dest_room: str | None = None,
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dest_actor: str | None = None,
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2024-05-05 14:14:54 +00:00
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existing_items: List[str] = [],
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2024-05-02 11:56:57 +00:00
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) -> Item:
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if dest_actor:
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2024-05-13 04:33:47 +00:00
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dest_note = f"The item will be held by the {dest_actor} character"
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2024-05-02 11:56:57 +00:00
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elif dest_room:
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2024-05-13 04:33:47 +00:00
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dest_note = f"The item will be placed in the {dest_room} room"
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2024-05-02 11:56:57 +00:00
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else:
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dest_note = "The item will be placed in the world"
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2024-05-04 22:17:56 +00:00
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name = loop_retry(
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agent,
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2024-05-02 11:56:57 +00:00
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"Generate one item or object that would make sense in the world of {world_theme}. {dest_note}. "
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2024-05-08 01:39:58 +00:00
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"Only respond with the item name in title case, do not include a description or any other text. Do not prefix the "
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'name with "the", do not wrap it in quotes. Do not include the name of the room. Use a unique name. '
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"Do not create any duplicate items in the same room. Do not give characters any duplicate items. "
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"The existing items are: {existing_items}",
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2024-05-04 22:17:56 +00:00
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context={
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"dest_note": dest_note,
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"existing_items": existing_items,
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"world_theme": world_theme,
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},
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2024-05-13 04:33:47 +00:00
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result_parser=duplicate_name_parser(existing_items),
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2024-05-02 11:56:57 +00:00
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)
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2024-05-05 14:14:54 +00:00
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2024-05-18 21:58:11 +00:00
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broadcast_generated(message=f"Generating item: {name}")
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2024-05-02 11:56:57 +00:00
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desc = agent(
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"Generate a detailed description of the {name} item. What does it look like? What is it made of? What does it do?",
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name=name,
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)
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actions = {}
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2024-05-16 04:12:06 +00:00
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item = Item(name=name, description=desc, actions=actions)
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2024-05-02 11:56:57 +00:00
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2024-05-16 04:12:06 +00:00
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effect_count = randint(1, 2)
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2024-05-18 21:58:11 +00:00
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broadcast_generated(message=f"Generating {effect_count} effects for item: {name}")
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2024-05-16 04:12:06 +00:00
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effects = []
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for i in range(effect_count):
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try:
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2024-05-18 21:58:11 +00:00
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effect = generate_effect(agent, world_theme, entity=item)
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2024-05-16 04:12:06 +00:00
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effects.append(effect)
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except Exception:
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logger.exception("error generating effect")
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item.effects = effects
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return item
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2024-05-02 11:56:57 +00:00
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def generate_actor(
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2024-05-05 14:14:54 +00:00
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agent: Agent,
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world_theme: str,
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dest_room: str,
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existing_actors: List[str] = [],
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2024-05-02 11:56:57 +00:00
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) -> Actor:
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2024-05-04 22:17:56 +00:00
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name = loop_retry(
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agent,
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2024-05-08 01:39:58 +00:00
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"Generate one person or creature that would make sense in the world of {world_theme}. "
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"The character will be placed in the {dest_room} room. "
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"Only respond with the character name in title case, do not include a description or any other text. "
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'Do not prefix the name with "the", do not wrap it in quotes. '
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2024-05-04 04:18:21 +00:00
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"Do not include the name of the room. Do not give characters any duplicate names."
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"Do not create any duplicate characters. The existing characters are: {existing_actors}",
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2024-05-04 22:17:56 +00:00
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context={
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"dest_room": dest_room,
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"existing_actors": existing_actors,
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"world_theme": world_theme,
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},
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2024-05-13 04:33:47 +00:00
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result_parser=duplicate_name_parser(existing_actors),
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2024-05-02 11:56:57 +00:00
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)
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2024-05-05 14:14:54 +00:00
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2024-05-18 21:58:11 +00:00
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broadcast_generated(message=f"Generating actor: {name}")
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2024-05-02 11:56:57 +00:00
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description = agent(
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"Generate a detailed description of the {name} character. What do they look like? What are they wearing? "
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2024-05-03 01:57:11 +00:00
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"What are they doing? Describe their appearance from the perspective of an outside observer."
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"Do not include the room or any other characters in the description, because they will move around.",
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2024-05-02 11:56:57 +00:00
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name=name,
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)
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backstory = agent(
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"Generate a backstory for the {name} actor. Where are they from? What are they doing here? What are their "
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'goals? Make sure to phrase the backstory in the second person, starting with "you are" and speaking directly to {name}.',
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name=name,
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)
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return Actor(
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name=name,
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backstory=backstory,
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description=description,
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2024-05-04 04:18:21 +00:00
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actions={},
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2024-05-02 11:56:57 +00:00
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)
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2024-05-18 21:58:11 +00:00
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def generate_effect(agent: Agent, theme: str, entity: Item) -> Effect:
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2024-05-16 04:12:06 +00:00
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entity_type = entity.type
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existing_effects = [effect.name for effect in entity.effects]
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name = loop_retry(
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agent,
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2024-05-18 21:20:47 +00:00
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"Generate one effect for an {entity_type} named {entity_name} that would make sense in the world of {theme}. "
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2024-05-16 04:12:06 +00:00
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"Only respond with the effect name in title case, do not include a description or any other text. "
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'Do not prefix the name with "the", do not wrap it in quotes. Use a unique name. '
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"Do not create any duplicate effects on the same item. The existing effects are: {existing_effects}. "
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"Some example effects are: 'fire', 'poison', 'frost', 'haste', 'slow', and 'heal'.",
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context={
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2024-05-18 21:20:47 +00:00
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"entity_name": entity.name,
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2024-05-16 04:12:06 +00:00
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"entity_type": entity_type,
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"existing_effects": existing_effects,
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"theme": theme,
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},
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result_parser=duplicate_name_parser(existing_effects),
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)
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2024-05-18 21:58:11 +00:00
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broadcast_generated(message=f"Generating effect: {name}")
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2024-05-16 04:12:06 +00:00
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description = agent(
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"Generate a detailed description of the {name} effect. What does it look like? What does it do? "
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"How does it affect the target? Describe the effect from the perspective of an outside observer.",
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name=name,
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)
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attribute_names = agent(
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"Generate a list of attributes that the {name} effect modifies. "
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"For example, 'heal' increases the target's 'health' attribute, while 'poison' decreases it. "
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"Use a comma-separated list of attribute names, such as 'health, strength, speed'. "
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"Only include the attribute names, do not include the question or any JSON.",
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name=name,
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)
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attributes = []
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for attribute_name in attribute_names.split(","):
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attribute_name = attribute_name.strip()
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if attribute_name:
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operation = agent(
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f"How does the {name} effect modify the {attribute_name} attribute? "
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"For example, 'heal' might 'add' to the 'health' attribute, while 'poison' might 'subtract' from it."
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"Another example is 'writing' might 'set' the 'text' attribute, while 'break' might 'set' the 'condition' attribute."
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2024-05-18 21:20:47 +00:00
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"Reply with the operation only, without any other text. Give a single word."
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2024-05-16 04:12:06 +00:00
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"Choose from the following operations: {operations}",
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name=name,
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attribute_name=attribute_name,
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operations=[
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"set",
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"add",
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"subtract",
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"multiply",
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"divide",
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"append",
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"prepend",
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],
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)
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value = agent(
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f"How much does the {name} effect modify the {attribute_name} attribute? "
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2024-05-18 21:20:47 +00:00
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"For example, heal might add '10' to the health attribute, while poison might subtract '5' from it."
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"Enter a positive or negative number, or a string value. Do not include any other text. Do not use JSON.",
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2024-05-16 04:12:06 +00:00
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name=name,
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attribute_name=attribute_name,
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)
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value = value.strip()
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if value.isdigit():
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value = int(value)
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attribute_effect = NumberAttributeEffect(
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name=attribute_name, operation=operation, value=value
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)
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elif value.isdecimal():
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value = float(value)
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attribute_effect = NumberAttributeEffect(
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name=attribute_name, operation=operation, value=value
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)
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else:
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attribute_effect = StringAttributeEffect(
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name=attribute_name, operation=operation, value=value
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)
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attributes.append(attribute_effect)
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2024-05-18 21:20:47 +00:00
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return Effect(name=name, description=description, attributes=attributes)
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2024-05-16 04:12:06 +00:00
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def generate_system_attributes(
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agent: Agent, theme: str, entity: WorldEntity, systems: List[GameSystem] = []
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) -> None:
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for system in systems:
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if system.generate:
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system.generate(agent, theme, entity)
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2024-05-03 01:57:11 +00:00
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def generate_world(
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2024-05-04 04:18:21 +00:00
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agent: Agent,
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name: str,
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theme: str,
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room_count: int | None = None,
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max_rooms: int = 5,
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2024-05-16 04:12:06 +00:00
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systems: List[GameSystem] = [],
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2024-05-03 01:57:11 +00:00
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) -> World:
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2024-05-04 04:18:21 +00:00
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room_count = room_count or randint(3, max_rooms)
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2024-05-05 14:14:54 +00:00
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2024-05-18 21:58:11 +00:00
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broadcast_generated(message=f"Generating a {theme} with {room_count} rooms")
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2024-05-02 11:56:57 +00:00
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|
existing_actors: List[str] = []
|
|
|
|
existing_items: List[str] = []
|
2024-05-04 22:57:24 +00:00
|
|
|
existing_rooms: List[str] = []
|
2024-05-02 11:56:57 +00:00
|
|
|
|
|
|
|
# generate the rooms
|
|
|
|
rooms = []
|
|
|
|
for i in range(room_count):
|
2024-05-13 04:33:47 +00:00
|
|
|
try:
|
2024-05-18 21:58:11 +00:00
|
|
|
room = generate_room(agent, theme, existing_rooms=existing_rooms)
|
2024-05-16 04:12:06 +00:00
|
|
|
generate_system_attributes(agent, theme, room, systems)
|
2024-05-18 21:58:11 +00:00
|
|
|
broadcast_generated(entity=room)
|
2024-05-13 04:33:47 +00:00
|
|
|
rooms.append(room)
|
|
|
|
existing_rooms.append(room.name)
|
|
|
|
except Exception:
|
|
|
|
logger.exception("error generating room")
|
|
|
|
continue
|
2024-05-02 11:56:57 +00:00
|
|
|
|
2024-05-08 01:39:58 +00:00
|
|
|
item_count = randint(1, 3)
|
2024-05-18 21:58:11 +00:00
|
|
|
broadcast_generated(f"Generating {item_count} items for room: {room.name}")
|
2024-05-04 20:35:42 +00:00
|
|
|
|
2024-05-02 11:56:57 +00:00
|
|
|
for j in range(item_count):
|
2024-05-13 04:33:47 +00:00
|
|
|
try:
|
|
|
|
item = generate_item(
|
|
|
|
agent,
|
|
|
|
theme,
|
|
|
|
dest_room=room.name,
|
|
|
|
existing_items=existing_items,
|
|
|
|
)
|
2024-05-16 04:12:06 +00:00
|
|
|
generate_system_attributes(agent, theme, item, systems)
|
2024-05-18 21:58:11 +00:00
|
|
|
broadcast_generated(entity=item)
|
2024-05-12 20:47:18 +00:00
|
|
|
|
2024-05-13 04:33:47 +00:00
|
|
|
room.items.append(item)
|
|
|
|
existing_items.append(item.name)
|
|
|
|
except Exception:
|
|
|
|
logger.exception("error generating item")
|
2024-05-02 11:56:57 +00:00
|
|
|
|
2024-05-08 01:39:58 +00:00
|
|
|
actor_count = randint(1, 3)
|
2024-05-18 21:58:11 +00:00
|
|
|
broadcast_generated(
|
|
|
|
message=f"Generating {actor_count} actors for room: {room.name}"
|
2024-05-12 20:47:18 +00:00
|
|
|
)
|
2024-05-04 20:35:42 +00:00
|
|
|
|
2024-05-02 11:56:57 +00:00
|
|
|
for j in range(actor_count):
|
2024-05-13 04:33:47 +00:00
|
|
|
try:
|
|
|
|
actor = generate_actor(
|
2024-05-04 20:35:42 +00:00
|
|
|
agent,
|
|
|
|
theme,
|
|
|
|
dest_room=room.name,
|
2024-05-13 04:33:47 +00:00
|
|
|
existing_actors=existing_actors,
|
2024-05-02 11:56:57 +00:00
|
|
|
)
|
2024-05-16 04:12:06 +00:00
|
|
|
generate_system_attributes(agent, theme, actor, systems)
|
2024-05-18 21:58:11 +00:00
|
|
|
broadcast_generated(entity=actor)
|
2024-05-12 20:47:18 +00:00
|
|
|
|
2024-05-13 04:33:47 +00:00
|
|
|
room.actors.append(actor)
|
|
|
|
existing_actors.append(actor.name)
|
|
|
|
except Exception:
|
|
|
|
logger.exception("error generating actor")
|
|
|
|
continue
|
|
|
|
|
|
|
|
# generate the actor's inventory
|
|
|
|
item_count = randint(0, 2)
|
2024-05-18 21:58:11 +00:00
|
|
|
broadcast_generated(f"Generating {item_count} items for actor {actor.name}")
|
2024-05-13 04:33:47 +00:00
|
|
|
|
|
|
|
for k in range(item_count):
|
|
|
|
try:
|
|
|
|
item = generate_item(
|
|
|
|
agent,
|
|
|
|
theme,
|
|
|
|
dest_room=room.name,
|
|
|
|
existing_items=existing_items,
|
|
|
|
)
|
2024-05-16 04:12:06 +00:00
|
|
|
generate_system_attributes(agent, theme, item, systems)
|
2024-05-18 21:58:11 +00:00
|
|
|
broadcast_generated(entity=item)
|
2024-05-13 04:33:47 +00:00
|
|
|
|
|
|
|
actor.items.append(item)
|
|
|
|
existing_items.append(item.name)
|
|
|
|
except Exception:
|
|
|
|
logger.exception("error generating item")
|
2024-05-02 11:56:57 +00:00
|
|
|
|
2024-05-04 04:18:21 +00:00
|
|
|
# generate portals to link the rooms together
|
2024-05-02 11:56:57 +00:00
|
|
|
for room in rooms:
|
|
|
|
directions = ["north", "south", "east", "west"]
|
|
|
|
for direction in directions:
|
|
|
|
if direction in room.portals:
|
|
|
|
logger.debug(f"Room {room.name} already has a {direction} portal")
|
|
|
|
continue
|
|
|
|
|
2024-05-04 22:57:24 +00:00
|
|
|
opposite_direction = OPPOSITE_DIRECTIONS[direction]
|
2024-05-02 11:56:57 +00:00
|
|
|
|
|
|
|
if randint(0, 1):
|
|
|
|
dest_room = choice([r for r in rooms if r.name != room.name])
|
|
|
|
|
|
|
|
# make sure not to create duplicate links
|
|
|
|
if room.name in dest_room.portals.values():
|
|
|
|
logger.debug(
|
|
|
|
f"Room {dest_room.name} already has a portal to {room.name}"
|
|
|
|
)
|
|
|
|
continue
|
|
|
|
|
|
|
|
if opposite_direction in dest_room.portals:
|
|
|
|
logger.debug(
|
|
|
|
f"Room {dest_room.name} already has a {opposite_direction} portal"
|
|
|
|
)
|
|
|
|
continue
|
|
|
|
|
|
|
|
# create bidirectional links
|
|
|
|
room.portals[direction] = dest_room.name
|
2024-05-04 22:57:24 +00:00
|
|
|
dest_room.portals[OPPOSITE_DIRECTIONS[direction]] = room.name
|
2024-05-02 11:56:57 +00:00
|
|
|
|
2024-05-04 04:18:21 +00:00
|
|
|
# ensure actors act in a stable order
|
|
|
|
order = [actor.name for room in rooms for actor in room.actors]
|
|
|
|
return World(name=name, rooms=rooms, theme=theme, order=order)
|