143 lines
4.3 KiB
Python
143 lines
4.3 KiB
Python
from logging import getLogger
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from random import random
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from typing import Callable, Dict, List, Optional
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from functools import partial
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from rule_engine import Rule
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from pydantic import Field
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from yaml import Loader, load
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from adventure.models import Actor, Item, Room, World, dataclass
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from adventure.plugins import get_plugin_function
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logger = getLogger(__name__)
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@dataclass
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class LogicLabel:
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backstory: str
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description: str
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@dataclass
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class LogicRule:
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chance: float = 1.0
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group: Optional[str] = None
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match: Optional[Dict[str, str]] = None
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remove: Optional[List[str]] = None
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rule: Optional[str] = None
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set: Optional[Dict[str, str]] = None
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trigger: Optional[List[str]] = None
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@dataclass
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class LogicTable:
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rules: List[LogicRule]
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labels: Dict[str, Dict[str, LogicLabel]] = Field(default_factory=dict)
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LogicTrigger = Callable[[Room | Actor | Item, Dict[str, str]], Dict[str, str]]
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TriggerTable = Dict[LogicRule, List[LogicTrigger]]
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def update_attributes(
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entity: Room | Actor | Item,
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attributes: Dict[str, str],
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rules: LogicTable,
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triggers: TriggerTable,
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) -> Dict[str, str]:
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entity_type = entity.__class__.__name__.lower()
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skip_groups = set()
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for rule in rules.rules:
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if rule.group:
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if rule.group in skip_groups:
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logger.debug("skipping logic group: %s", rule.group)
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continue
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skip_groups.add(rule.group)
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typed_attributes = {
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**attributes,
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"type": entity_type,
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}
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if rule.rule:
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# TODO: pre-compile rules
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rule_impl = Rule(rule.rule)
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if not rule_impl.matches({
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"attributes": typed_attributes,
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}):
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logger.debug("logic rule did not match attributes: %s", rule.rule)
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continue
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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)
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continue
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logger.info("matched logic: %s", rule.match)
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if rule.chance < 1:
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if random() > rule.chance:
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logger.info("logic skipped by chance: %s", rule.chance)
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continue
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for key in rule.remove or []:
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attributes.pop(key, None)
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if rule.set:
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attributes.update(rule.set)
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logger.info("logic set state: %s", rule.set)
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if rule in triggers:
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for trigger in triggers[rule]:
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attributes = trigger(entity, attributes)
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return attributes
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def update_logic(world: World, step: int, rules: LogicTable, triggers: TriggerTable) -> None:
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for room in world.rooms:
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room.attributes = update_attributes(room, room.attributes, rules=rules, triggers=triggers)
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for actor in room.actors:
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actor.attributes = update_attributes(actor, actor.attributes, rules=rules, triggers=triggers)
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for item in actor.items:
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item.attributes = update_attributes(item, item.attributes, rules=rules, triggers=triggers)
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for item in room.items:
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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: Dict[str, str], rules: LogicTable, self=True) -> str:
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labels = []
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for attribute, value in attributes.items():
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if attribute in rules.labels and value in rules.labels[attribute]:
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label = rules.labels[attribute][value]
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if self:
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labels.append(label.backstory)
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else:
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labels.append(label.description)
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if len(labels) > 0:
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logger.info("adding labels: %s", labels)
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return " ".join(labels)
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def init_from_file(filename: str):
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logger.info("loading logic from file: %s", filename)
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with open(filename) as file:
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logic_rules = LogicTable(**load(file, Loader=Loader))
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logic_triggers = {
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rule: [get_plugin_function(trigger) for trigger in rule.trigger]
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for rule in logic_rules.rules
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if rule.trigger
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}
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logger.info("initialized logic system")
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return (
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partial(update_logic, rules=logic_rules, triggers=logic_triggers),
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partial(format_logic, rules=logic_rules)
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)
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