add combat and environmental systems
This commit is contained in:
parent
778f94c0aa
commit
3e27dfb129
|
@ -0,0 +1,86 @@
|
||||||
|
from adventure.context import get_dungeon_master, get_agent_for_actor, get_current_context, broadcast
|
||||||
|
|
||||||
|
|
||||||
|
def action_attack(target: str) -> str:
|
||||||
|
"""
|
||||||
|
Attack a character or item in the room.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
target: The name of the character or item to attack.
|
||||||
|
"""
|
||||||
|
|
||||||
|
_, action_room, action_actor = get_current_context()
|
||||||
|
|
||||||
|
# make sure the target is in the room
|
||||||
|
target_actor = next((actor for actor in action_room.actors if actor.name == target), None)
|
||||||
|
target_item = next((item for item in action_room.items if item.name == target), None)
|
||||||
|
|
||||||
|
dungeon_master = get_dungeon_master()
|
||||||
|
if target_actor:
|
||||||
|
target_agent = get_agent_for_actor(target_actor)
|
||||||
|
if not target_agent:
|
||||||
|
raise ValueError(f"no agent found for actor {target_actor.name}")
|
||||||
|
|
||||||
|
reaction = target_agent(
|
||||||
|
f"{action_actor.name} is attacking you in the {action_room.name}. How do you react?"
|
||||||
|
"Respond with 'fighting', 'fleeing', or 'surrendering'."
|
||||||
|
)
|
||||||
|
|
||||||
|
outcome = dungeon_master(
|
||||||
|
f"{action_actor.name} attacks {target} in the {action_room.name}. {action_room.description}."
|
||||||
|
f"{action_actor.description}. {target_actor.description}."
|
||||||
|
f"{target} reacts by {reaction}. What is the outcome of the attack? Describe the result in detail."
|
||||||
|
)
|
||||||
|
|
||||||
|
description = (
|
||||||
|
f"{action_actor.name} attacks the {target} in the {action_room.name}."
|
||||||
|
f"{target} reacts by {reaction}. {outcome}"
|
||||||
|
)
|
||||||
|
broadcast(description)
|
||||||
|
return description
|
||||||
|
elif target_item:
|
||||||
|
outcome = dungeon_master(
|
||||||
|
f"{action_actor.name} attacks {target} in the {action_room.name}. {action_room.description}."
|
||||||
|
f"{action_actor.description}. {target_item.description}."
|
||||||
|
f"What is the outcome of the attack? Describe the result in detail."
|
||||||
|
)
|
||||||
|
|
||||||
|
description = (
|
||||||
|
f"{action_actor.name} attacks the {target} in the {action_room.name}. {outcome}"
|
||||||
|
)
|
||||||
|
broadcast(description)
|
||||||
|
return description
|
||||||
|
else:
|
||||||
|
return f"{target} is not in the {action_room.name}."
|
||||||
|
|
||||||
|
|
||||||
|
def action_cast(target: str, spell: str) -> str:
|
||||||
|
"""
|
||||||
|
Cast a spell on a character or item in the room.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
target: The name of the character or item to cast the spell on.
|
||||||
|
spell: The name of the spell to cast.
|
||||||
|
"""
|
||||||
|
|
||||||
|
_, action_room, action_actor = get_current_context()
|
||||||
|
|
||||||
|
# make sure the target is in the room
|
||||||
|
target_actor = next((actor for actor in action_room.actors if actor.name == target), None)
|
||||||
|
target_item = next((item for item in action_room.items if item.name == target), None)
|
||||||
|
|
||||||
|
if not target_actor and not target_item:
|
||||||
|
return f"{target} is not in the {action_room.name}."
|
||||||
|
|
||||||
|
dungeon_master = get_dungeon_master()
|
||||||
|
outcome = dungeon_master(
|
||||||
|
f"{action_actor.name} casts {spell} on {target} in the {action_room.name}. {action_room.description}."
|
||||||
|
f"{action_actor.description}. {target_actor.description if target_actor else target_item.description}."
|
||||||
|
f"What is the outcome of the spell? Describe the result in detail."
|
||||||
|
)
|
||||||
|
|
||||||
|
description = (
|
||||||
|
f"{action_actor.name} casts {spell} on the {target} in the {action_room.name}. {outcome}"
|
||||||
|
)
|
||||||
|
broadcast(description)
|
||||||
|
return description
|
|
@ -0,0 +1,39 @@
|
||||||
|
rules:
|
||||||
|
# wet/dry logic
|
||||||
|
- group: environment-moisture
|
||||||
|
match:
|
||||||
|
type: actor
|
||||||
|
wet: true
|
||||||
|
chance: 0.2
|
||||||
|
set:
|
||||||
|
wet: false
|
||||||
|
|
||||||
|
- group: environment-moisture
|
||||||
|
match:
|
||||||
|
type: actor
|
||||||
|
wet: true
|
||||||
|
temperature: hot
|
||||||
|
chance: 0.5
|
||||||
|
set:
|
||||||
|
wet: false
|
||||||
|
|
||||||
|
- group: environment-temperature
|
||||||
|
match:
|
||||||
|
type: room
|
||||||
|
temperature: hot
|
||||||
|
chance: 0.5
|
||||||
|
trigger: adventure.sim_systems.environment_triggers:hot_room
|
||||||
|
|
||||||
|
- group: environment-temperature
|
||||||
|
match:
|
||||||
|
type: room
|
||||||
|
temperature: cold
|
||||||
|
chance: 0.5
|
||||||
|
trigger: adventure.sim_systems.environment_triggers:cold_room
|
||||||
|
|
||||||
|
labels:
|
||||||
|
wet:
|
||||||
|
true:
|
||||||
|
backstory: You are soaking wet.
|
||||||
|
description: They are soaking wet and dripping water.
|
||||||
|
# false intentionally omitted
|
|
@ -0,0 +1,23 @@
|
||||||
|
from adventure.models import Attributes, Room
|
||||||
|
|
||||||
|
|
||||||
|
def hot_room(room: Room, attributes: Attributes):
|
||||||
|
"""
|
||||||
|
If the room is hot, actors should get hotter.
|
||||||
|
"""
|
||||||
|
|
||||||
|
for actor in room.actors:
|
||||||
|
actor.attributes["hot"] = "hot"
|
||||||
|
|
||||||
|
return attributes
|
||||||
|
|
||||||
|
|
||||||
|
def cold_room(room: Room, attributes: Attributes):
|
||||||
|
"""
|
||||||
|
If the room is cold, actors should get colder.
|
||||||
|
"""
|
||||||
|
|
||||||
|
for actor in room.actors:
|
||||||
|
actor.attributes["cold"] = "cold"
|
||||||
|
|
||||||
|
return attributes
|
Loading…
Reference in New Issue