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taleweave-ai/adventure/logic.py

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from functools import partial, wraps
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from logging import getLogger
from random import random
from typing import Callable, Dict, List, Optional
from pydantic import Field
from rule_engine import Rule
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from yaml import Loader, load
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from adventure.models.entity import (
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Actor,
Attributes,
AttributeValue,
Item,
Room,
World,
dataclass,
)
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from adventure.plugins import get_plugin_function
logger = getLogger(__name__)
@dataclass
class LogicLabel:
backstory: str
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description: str | None = None
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@dataclass
class LogicRule:
chance: float = 1.0
group: Optional[str] = None
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match: Optional[Attributes] = None
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remove: Optional[List[str]] = None
rule: Optional[str] = None
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set: Optional[Attributes] = None
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trigger: Optional[List[str]] = None
@dataclass
class LogicTable:
rules: List[LogicRule]
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labels: Dict[str, Dict[AttributeValue, LogicLabel]] = Field(default_factory=dict)
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LogicTrigger = Callable[[Room | Actor | Item, Attributes], Attributes]
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TriggerTable = Dict[str, LogicTrigger]
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def update_attributes(
entity: Room | Actor | Item,
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attributes: Attributes,
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rules: LogicTable,
triggers: TriggerTable,
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) -> Attributes:
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entity_type = entity.__class__.__name__.lower()
skip_groups = set()
for rule in rules.rules:
if rule.group:
if rule.group in skip_groups:
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logger.debug("already ran a rule from group %s, skipping", rule.group)
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continue
typed_attributes = {
**attributes,
"type": entity_type,
}
if rule.rule:
# TODO: pre-compile rules
rule_impl = Rule(rule.rule)
if not rule_impl.matches(
{
"attributes": typed_attributes,
}
):
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logger.debug("logic rule did not match attributes: %s", rule.rule)
continue
if rule.match and not (rule.match.items() <= typed_attributes.items()):
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logger.debug("logic did not match attributes: %s", rule.match)
continue
logger.info("matched logic: %s", rule.match)
if rule.chance < 1:
if random() > rule.chance:
logger.info("logic skipped by chance: %s", rule.chance)
continue
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if rule.group:
skip_groups.add(rule.group)
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for key in rule.remove or []:
attributes.pop(key, None)
if rule.set:
attributes.update(rule.set)
logger.info("logic set state: %s", rule.set)
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if rule.trigger:
for trigger in rule.trigger:
if trigger in triggers:
attributes = triggers[trigger](entity, attributes)
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return attributes
def update_logic(
world: World, step: int, rules: LogicTable, triggers: TriggerTable
) -> None:
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for room in world.rooms:
room.attributes = update_attributes(
room, room.attributes, rules=rules, triggers=triggers
)
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for actor in room.actors:
actor.attributes = update_attributes(
actor, actor.attributes, rules=rules, triggers=triggers
)
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for item in actor.items:
item.attributes = update_attributes(
item, item.attributes, rules=rules, triggers=triggers
)
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for item in room.items:
item.attributes = update_attributes(
item, item.attributes, rules=rules, triggers=triggers
)
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logger.info("updated world attributes")
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def format_logic(attributes: Attributes, rules: LogicTable, self=True) -> str:
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labels = []
for attribute, value in attributes.items():
if attribute in rules.labels and value in rules.labels[attribute]:
label = rules.labels[attribute][value]
if self:
labels.append(label.backstory)
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elif label.description:
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labels.append(label.description)
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else:
logger.debug("label has no relevant description: %s", label)
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if len(labels) > 0:
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logger.info("adding attribute labels: %s", labels)
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return " ".join(labels)
def init_from_file(filename: str):
logger.info("loading logic from file: %s", filename)
with open(filename) as file:
logic_rules = LogicTable(**load(file, Loader=Loader))
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logic_triggers = {}
for rule in logic_rules.rules:
if rule.trigger:
for trigger in rule.trigger:
logic_triggers[trigger] = get_plugin_function(trigger)
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logger.info("initialized logic system")
return (
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wraps(update_logic)(
partial(update_logic, rules=logic_rules, triggers=logic_triggers)
),
wraps(format_logic)(partial(format_logic, rules=logic_rules)),
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)