"""
Dungeon system
This creates a procedurally generated dungeon.
The dungone originates in an entrance room with exits that spawn a new dungeon connection every X
minutes. As long as characters go through the same exit within that time, they will all end up in
the same dungeon 'branch', otherwise they will go into separate, un-connected dungeon 'branches'.
They can always go back to the start room, but this will become a one-way exit back.
When moving through the dungeon, a new room is not generated until characters
decided to go in that direction. Each room is tagged with the specific 'instance'
id of that particular branch of dungon. When no characters remain in the branch,
the branch is deleted.
Each room in the dungeon starts with a Tag `not_clear`; while this is set, all exits out
of the room (not the one they came from) is blocked. When whatever problem the room
offers has been solved (such as a puzzle or a battle), the tag is removed and the player(s)
can choose which exit to leave through.
"""
from datetime import datetime, timedelta
from math import sqrt
from random import randint, random, shuffle
from evennia.objects.objects import DefaultExit
from evennia.scripts.scripts import DefaultScript
from evennia.typeclasses.attributes import AttributeProperty
from evennia.utils import create, search
from evennia.utils.utils import inherits_from
from .rooms import EvAdventureRoom
# aliases for cardinal directions
_AVAILABLE_DIRECTIONS = [
"north",
"east",
"south",
"west",
# commented out to make the dungeon simpler to navigate
# "northeast", "southeast", "southwest", "northwest",
]
_EXIT_ALIASES = {
"north": ("n",),
"east": ("e",),
"south": ("s",),
"west": ("w",),
"northeast": ("ne",),
"southeast": ("se",),
"southwest": ("sw",),
"northwest": ("nw",),
}
# finding the reverse cardinal direction
_EXIT_REVERSE_MAPPING = {
"north": "south",
"east": "west",
"south": "north",
"west": "east",
"northeast": "southwest",
"southeast": "northwest",
"southwest": "northeast",
"northwest": "southeast",
}
# how xy coordinate shifts by going in direction
_EXIT_GRID_SHIFT = {
"north": (0, 1),
"east": (1, 0),
"south": (0, -1),
"west": (-1, 0),
"northeast": (1, 1),
"southeast": (1, -1),
"southwest": (-1, -1),
"northwest": (-1, 1),
}
# --------------------------------------------------
# Dungeon orchestrator and room / exits
# --------------------------------------------------
[docs]class EvAdventureDungeonRoom(EvAdventureRoom):
"""
Dangerous dungeon room.
"""
allow_combat = True
allow_death = True
# dungeon generation attributes; set when room is created
back_exit = AttributeProperty(None, autocreate=False)
dungeon_orchestrator = AttributeProperty(None, autocreate=False)
xy_coords = AttributeProperty(None, autocreate=False)
@property
def is_room_clear(self):
return not bool(self.tags.get("not_clear", category="dungeon_room"))
[docs] def clear_room(self):
self.tags.remove("not_clear", category="dungeon_room")
[docs] def at_object_creation(self):
"""
Set the `not_clear` tag on the room. This is removed when the room is
'cleared', whatever that means for each room.
We put this here rather than in the room-creation code so we can override
easier (for example we may want an empty room which auto-clears).
"""
self.tags.add("not_clear", category="dungeon_room")
[docs]class EvAdventureDungeonExit(DefaultExit):
"""
Dungeon exit. This will not create the target room until it's traversed.
It must be created referencing the dungeon_orchestrator it belongs to.
"""
[docs] def at_object_creation(self):
"""
We want to block progressing forward unless the room is clear.
"""
self.locks.add("traverse:not objloctag(not_clear, dungeon_room)")
[docs] def at_traverse(self, traversing_object, target_location, **kwargs):
"""
Called when traversing. `target_location` will be None if the
target was not yet created.
"""
if target_location == self.location:
self.destination = target_location = self.location.db.dungeon_orchestrator.new_room(
self
)
if self.id in self.location.dungeon_orchestrator.unvisited_exits:
self.location.dungeon_orchestrator.unvisited_exits.remove(self.id)
super().at_traverse(traversing_object, target_location, **kwargs)
[docs] def at_failed_traverse(self, traversing_object, **kwargs):
"""
Called when failing to traverse.
"""
traversing_object.msg("You can't get through this way yet!")
[docs]def room_generator(dungeon_orchestrator, depth, coords):
"""
Plugin room generator
This default one returns the same empty room.
Args:
dungeon_orchestrator (EvAdventureDungeonOrchestrator): The current orchestrator.
depth (int): The 'depth' of the dungeon (radial distance from start room) this
new room will be placed at.
coords (tuple): The `(x,y)` coords that the new room will be created at.
"""
room_typeclass = EvAdventureDungeonRoom
# simple map of depth to name and desc of room
name_depth_map = {
1: ("Water-logged passage", "This earth-walled passage is dripping of water."),
2: ("Passage with roots", "Roots are pushing through the earth walls."),
3: ("Hardened clay passage", "The walls of this passage is of hardened clay."),
4: ("Clay with stones", "This passage has clay with pieces of stone embedded."),
5: ("Stone passage", "Walls are crumbling stone, with roots passing through it."),
6: ("Stone hallway", "Walls are cut from rough stone."),
7: ("Stone rooms", "A stone room, built from crude and heavy blocks."),
8: ("Granite hall", "The walls are of well-fitted granite blocks."),
9: ("Marble passages", "The walls are blank and shiny marble."),
10: ("Furnished rooms", "The marble walls have tapestries and furnishings."),
}
key, desc = name_depth_map.get(depth, ("Dark rooms", "There is very dark here."))
new_room = create.create_object(
room_typeclass,
key=key,
attributes=(
("desc", desc),
("xy_coords", coords),
("dungeon_orchestrator", dungeon_orchestrator),
),
)
return new_room
[docs]class EvAdventureDungeonOrchestrator(DefaultScript):
"""
One script is created per dungeon 'branch' created. The orchestrator is
responsible for determining what is created next when a character enters an
exit within the dungeon.
"""
# this determines how branching the dungeon will be
max_unexplored_exits = 2
max_new_exits_per_room = 2
rooms = AttributeProperty(list())
unvisited_exits = AttributeProperty(list())
highest_depth = AttributeProperty(0)
last_updated = AttributeProperty(datetime.utcnow())
# the room-generator function; copied from the same-name value on the start-room when the
# orchestrator is first created
room_generator = AttributeProperty(None, autocreate=False)
# (x,y): room coordinates used up by orchestrator
xy_grid = AttributeProperty(dict())
start_room = AttributeProperty(None, autocreate=False)
[docs] def register_exit_traversed(self, exit):
"""
Tell the system the given exit was traversed. This allows us to track how many unvisited
paths we have so as to not have it grow exponentially.
"""
if exit.id in self.unvisited_exits:
self.unvisited_exits.remove(exit.id)
[docs] def create_out_exit(self, location, exit_direction="north"):
"""
Create outgoing exit from a room. The target room is not yet created.
"""
out_exit = create.create_object(
EvAdventureDungeonExit,
key=exit_direction,
location=location,
aliases=_EXIT_ALIASES[exit_direction],
)
self.unvisited_exits.append(out_exit.id)
[docs] def delete(self):
"""
Clean up the entire dungeon along with the orchestrator.
"""
# first secure all characters in this branch back to the start room
characters = search.search_object_by_tag(self.key, category="dungeon_character")
start_room = self.start_room
for character in characters:
start_room.msg_contents(
"Suddenly someone stumbles out of a dark exit, covered in dust!"
)
character.location = start_room
character.msg(
"|rAfter a long time of silence, the room suddenly rumbles and then collapses! "
"All turns dark ...|n\n\nThen you realize you are back where you started."
)
character.tags.remove(self.key, category="dungeon_character")
# next delete all rooms in the dungeon (this will also delete exits)
rooms = search.search_object_by_tag(self.key, category="dungeon_room")
for room in rooms:
room.delete()
# finally delete the orchestrator itself
super().delete()
[docs] def new_room(self, from_exit):
"""
Create a new Dungeon room leading from the provided exit.
Args:
from_exit (Exit): The exit leading to this new room.
"""
self.last_updated = datetime.utcnow()
# figure out coordinate of old room and figure out what coord the
# new one would get
source_location = from_exit.location
x, y = source_location.attributes.get("xy_coords", default=(0, 0))
dx, dy = _EXIT_GRID_SHIFT.get(from_exit.key, (0, 1))
new_x, new_y = (x + dx, y + dy)
# the dungeon's depth acts as a measure of the current difficulty level. This is the radial
# distance from the (0, 0) (the entrance). The Orchestrator also tracks the highest
# depth achieved.
depth = int(sqrt(new_x**2 + new_y**2))
new_room = self.room_generator(self, depth, (new_x, new_y))
self.xy_grid[(new_x, new_y)] = new_room
# always make a return exit back to where we came from
back_exit_key = _EXIT_REVERSE_MAPPING.get(from_exit.key, "back")
create.create_object(
EvAdventureDungeonExit,
key=back_exit_key,
aliases=_EXIT_ALIASES.get(back_exit_key, ()),
location=new_room,
destination=from_exit.location,
attributes=(
(
"desc",
"A dark passage.",
),
),
# we default to allowing back-tracking (also used for fleeing)
locks=("traverse: true()",),
)
# figure out what other exits should be here, if any
n_unexplored = len(self.unvisited_exits)
if n_unexplored < self.max_unexplored_exits:
# we have a budget of unexplored exits to open
n_exits = min(self.max_new_exits_per_room, self.max_unexplored_exits)
if n_exits > 1:
n_exits = randint(1, n_exits)
available_directions = [
direction for direction in _AVAILABLE_DIRECTIONS if direction != back_exit_key
]
# randomize order of exits
shuffle(available_directions)
for _ in range(n_exits):
while available_directions:
# get a random direction and check so there isn't a room already
# created in that direction
direction = available_directions.pop(0)
dx, dy = _EXIT_GRID_SHIFT[direction]
target_coord = (new_x + dx, new_y + dy)
if target_coord not in self.xy_grid and target_coord != (0, 0):
# no room there (and not back to start room) - make an exit to it
self.create_out_exit(new_room, direction)
# we create this to avoid other rooms linking here, but don't create the
# room yet
self.xy_grid[target_coord] = None
break
self.highest_depth = max(self.highest_depth, depth)
return new_room
# --------------------------------------------------
# Start room
# --------------------------------------------------
[docs]class EvAdventureDungeonStartRoomExit(DefaultExit):
"""
Traversing this exit will either lead to an existing dungeon branch or create
a new one.
Since exits need to have a destination, we start out having them loop back to
the same location and change this whenever someone actually traverse them. The
act of passing through creates a room on the other side.
"""
[docs] def reset_exit(self):
"""
Flush the exit, so next traversal creates a new dungeon branch.
"""
self.destination = self.location
[docs] def at_traverse(self, traversing_object, target_location, **kwargs):
"""
When traversing create a new orchestrator if one is not already assigned.
"""
if target_location == self.location:
# make a global orchestrator script for this dungeon branch
self.location.room_generator
dungeon_orchestrator = create.create_script(
EvAdventureDungeonOrchestrator,
key=f"dungeon_orchestrator_{self.key}_{datetime.utcnow()}",
attributes=(
("start_room", self.location),
("room_generator", self.location.room_generator),
),
)
self.destination = target_location = dungeon_orchestrator.new_room(self)
# make sure to tag character when entering so we can find them again later
traversing_object.tags.add(dungeon_orchestrator.key, category="dungeon_character")
super().at_traverse(traversing_object, target_location, **kwargs)
[docs]class EvAdventureStartRoomResetter(DefaultScript):
"""
Simple ticker-script. Introduces a chance of the room's exits cycling every interval.
"""
[docs] def at_script_creation(self):
self.key = "evadventure_dungeon_startroom_resetter"
[docs] def at_repeat(self):
"""
Called every time the script repeats.
"""
room = self.obj
for exi in room.exits:
if inherits_from(exi, EvAdventureDungeonStartRoomExit) and random() < 0.5:
exi.reset_exit()
[docs]class EvAdventureDungeonBranchDeleter(DefaultScript):
"""
Cleanup script. After some time a dungeon branch will 'collapse', forcing all players in it
back to the start room.
"""
# set at creation time when the start room is created
branch_max_life = AttributeProperty(0, autocreate=False)
[docs] def at_script_creation(self):
self.key = "evadventure_dungeon_branch_deleter"
[docs] def at_repeat(self):
"""
Go through all dungeon-orchestrators and find which ones are too old.
"""
max_dt = timedelta(seconds=self.branch_max_life)
max_allowed_date = datetime.utcnow() - max_dt
for orchestrator in EvAdventureDungeonOrchestrator.objects.all():
if orchestrator.last_updated < max_allowed_date:
# orchestrator is too old; tell it to clean up and delete itself
orchestrator.delete()
[docs]class EvAdventureDungeonStartRoom(EvAdventureDungeonRoom):
"""
The start room is the only permanent part of the dungeon. Exits leading from this room (except
one leading back outside) each create/links to a separate dungeon branch/instance.
- A script will reset each exit every 5 mins; after that time, entering the exit will spawn
a new branch-instance instead of leading to the one before.
- Another script will check age of branch instance every hour; once an instance has been
inactive for a week, it will 'collapse', forcing everyone inside back to the start room.
The actual exits should be created in the build script.
"""
recycle_time = 60 * 5 # 5 mins
branch_check_time = 60 * 60 # one hour
branch_max_life = 60 * 60 * 24 * 7 # 1 week
# allow for a custom room_generator function
room_generator = AttributeProperty(lambda: room_generator, autocreate=False)
[docs] def at_object_creation(self):
# want to set the script interval on creation time, so we use create_script with obj=self
# instead of self.scripts.add() here
create.create_script(
EvAdventureStartRoomResetter, obj=self, interval=self.recycle_time, autostart=True
)
create.create_script(
EvAdventureDungeonBranchDeleter,
obj=self,
interval=self.branch_check_time,
autostart=True,
attributes=(("branch_max_life", self.branch_max_life),),
)
[docs] def at_object_receive(self, obj, source_location, **kwargs):
"""
Make sure to clean the dungeon branch-tag from characters when leaving a dungeon branch.
"""
obj.tags.remove(category="dungeon_character")