Source code for evennia.contrib.full_systems.evscaperoom.utils
"""
Helper functions and classes for the evscaperoom contrib.
Most of these are available directly from wrappers in state/object/room classes
and does not need to be imported from here.
"""
import re
from random import choice
from evennia import create_object, search_object
from evennia.utils import inherits_from, justify
_BASE_TYPECLASS_PATH = "evscaperoom.objects."
_RE_PERSPECTIVE = re.compile(r"~(\w+)", re.I + re.U + re.M)
_RE_THING = re.compile(r"\*(\w+)", re.I + re.U + re.M)
[docs]def create_evscaperoom_object(
typeclass=None, key="testobj", location=None, delete_duplicates=True, **kwargs
):
"""
This is a convenience-wrapper for quickly building EvscapeRoom objects. This
is called from the helper-method create_object on states, but is also useful
for the object-create admin command.
Note that for the purpose of the Evscaperoom, we only allow one instance
of each *name*, deleting the old version if it already exists.
Keyword Args:
typeclass (str): This can take just the class-name in the evscaperoom's
objects.py module. Otherwise, a full path is needed.
key (str): Name of object.
location (Object): The location to create new object.
delete_duplicates (bool): Delete old object with same key.
kwargs (any): Will be passed into create_object.
Returns:
new_obj (Object): The newly created object, if any.
"""
if not (
callable(typeclass)
or typeclass.startswith("evennia")
or typeclass.startswith("typeclasses")
or typeclass.startswith("evscaperoom")
):
# unless we specify a full typeclass path or the class itself,
# auto-complete it
typeclass = _BASE_TYPECLASS_PATH + typeclass
if delete_duplicates:
old_objs = [
obj
for obj in search_object(key)
if not inherits_from(obj, "evennia.objects.objects.DefaultCharacter")
]
if location:
# delete only matching objects in the given location
[obj.delete() for obj in old_objs if obj.location == location]
else:
[obj.delete() for obj in old_objs]
new_obj = create_object(typeclass=typeclass, key=key, location=location, **kwargs)
return new_obj
[docs]def create_fantasy_word(length=5, capitalize=True):
"""
Create a random semi-pronouncable 'word'.
Keyword Args:
length (int): The desired length of the 'word'.
capitalize (bool): If the return should be capitalized or not
Returns:
word (str): The fictous word of given length.
"""
if not length:
return ""
phonemes = (
"ea oh ae aa eh ah ao aw ai er ey ow ia ih iy oy ua "
"uh uw a e i u y p b t d f v t dh "
"s z sh zh ch jh k ng g m n l r w"
).split()
word = [choice(phonemes)]
while len(word) < length:
word.append(choice(phonemes))
# it's possible to exceed length limit due to double consonants
word = "".join(word)[:length]
return word.capitalize() if capitalize else word
# special word mappings when going from 2nd person to 3rd
irregulars = {
"were": "was",
"are": "is",
"mix": "mixes",
"push": "pushes",
"have": "has",
"focus": "focuses",
}
[docs]def parse_for_perspectives(string, you=None):
"""
Parse a string with special markers to produce versions both
intended for the person doing the action ('you') and for those
seeing the person doing that action. Also marks 'things'
according to style. See example below.
Args:
string (str): String on 2nd person form with ~ markers ('~you ~open ...')
you (str): What others should see instead of you (Bob opens)
Returns:
second, third_person (tuple): Strings replace to be shown in 2nd and 3rd person
perspective
Example:
"~You ~open"
-> "You open", "Bob opens"
"""
def _replace_third_person(match):
match = match.group(1)
lmatch = match.lower()
if lmatch == "you":
return "|c{}|n".format(you)
elif lmatch in irregulars:
if match[0].isupper():
return irregulars[lmatch].capitalize()
return irregulars[lmatch]
elif lmatch[-1] == "s":
return match + "es"
else:
return match + "s" # simple, most normal form
you = "They" if you is None else you
first_person = _RE_PERSPECTIVE.sub(r"\1", string)
third_person = _RE_PERSPECTIVE.sub(_replace_third_person, string)
return first_person, third_person
[docs]def parse_for_things(string, things_style=2, clr="|y"):
"""
Parse string for special *thing markers and decorate
it.
Args:
string (str): The string to parse.
things_style (int): The style to handle `*things` marked:
0 - no marking (remove `*`)
1 - mark with color
2 - mark with color and [] (default)
clr (str): Which color to use for marker..
Example:
You open *door -> You open [door].
"""
if not things_style:
# hardcore mode - no marking of focus targets
return _RE_THING.sub(r"\1", string)
elif things_style == 1:
# only colors
return _RE_THING.sub(r"{}\1|n".format(clr), string)
else:
# colors and brackets
return _RE_THING.sub(r"{}[\1]|n".format(clr), string)
[docs]def add_msg_borders(text):
"Add borders above/below text block"
maxwidth = max(len(line) for line in text.split("\n"))
sep = "|w" + "~" * maxwidth + "|n"
text = f"{sep}\n{text}\n{sep}"
return text
[docs]def msg_cinematic(text, borders=True):
"""
Display a text as a 'cinematic' - centered and
surrounded by borders.
Args:
text (str): Text to format.
borders (bool, optional): Put borders above and below text.
Returns:
text (str): Pretty-formatted text.
"""
text = text.strip()
text = justify(text, align="c", indent=1)
if borders:
text = add_msg_borders(text)
return text