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Condition Evaluator - Logic system for game config conditions and transitions.
Provides:
- ConditionEvaluator: Evaluate condition expressions against GameState
- TransitionResolver: Resolve dynamic transitions (random, conditional)
- EffectApplicator: Apply declarative effects to GameState
"""
from typing import Any, Dict, List, Optional, Union
import random
from game_state import GameState
class ConditionEvaluator:
"""
Evaluates condition expressions against GameState.
Supports:
- Atomic conditions: has_item, met_person, flag, visited, mission_*, money, counter, knowledge
- Compound conditions: and, or, not
- Numeric comparisons: gte, lte, gt, lt, eq
"""
def __init__(self, game_state: GameState):
self.state = game_state
def evaluate(self, condition: Any) -> bool:
"""
Evaluate a condition expression.
Args:
condition: Can be:
- None/empty dict: Always True (no condition)
- str: Flag name to check
- dict: Condition expression
Returns:
bool: Whether condition is satisfied
"""
# No condition = always true (backwards compatible)
if condition is None or condition == {}:
return True
# Simple string = flag check
if isinstance(condition, str):
return self.state.has_flag(condition)
if not isinstance(condition, dict):
return False
# Compound operators
if "and" in condition:
return all(self.evaluate(c) for c in condition["and"])
if "or" in condition:
return any(self.evaluate(c) for c in condition["or"])
if "not" in condition:
return not self.evaluate(condition["not"])
# Atomic conditions
return self._evaluate_atomic(condition)
def _evaluate_atomic(self, condition: Dict) -> bool:
"""Evaluate a single atomic condition."""
# ==================== Item Checks ====================
if "has_item" in condition:
return self.state.has_item(condition["has_item"])
if "not_has_item" in condition:
return not self.state.has_item(condition["not_has_item"])
# ==================== Person Checks ====================
if "met_person" in condition:
return self.state.has_met(condition["met_person"])
if "not_met_person" in condition:
return not self.state.has_met(condition["not_met_person"])
# ==================== Flag Checks ====================
if "flag" in condition:
return self.state.has_flag(condition["flag"])
if "not_flag" in condition:
return not self.state.has_flag(condition["not_flag"])
# ==================== Location Checks ====================
if "visited" in condition:
return self.state.has_visited(condition["visited"])
if "not_visited" in condition:
return not self.state.has_visited(condition["not_visited"])
if "discovered" in condition:
return self.state.has_discovered(condition["discovered"])
# ==================== Mission Checks ====================
if "mission_complete" in condition:
return self.state.is_mission_complete(condition["mission_complete"])
if "mission_active" in condition:
return self.state.is_mission_active(condition["mission_active"])
if "mission_failed" in condition:
return self.state.is_mission_failed(condition["mission_failed"])
# ==================== Money Comparison ====================
if "money" in condition:
return self._compare_numeric(self.state.money, condition["money"])
# ==================== Counter Comparison ====================
if "counter" in condition:
counter_cond = condition["counter"]
for counter_name, comparison in counter_cond.items():
value = self.state.get_counter(counter_name)
if not self._compare_numeric(value, comparison):
return False
return True
# ==================== Knowledge Checks ====================
if "knowledge" in condition:
return self.state.has_knowledge(condition["knowledge"])
if "knowledge_value" in condition:
kv = condition["knowledge_value"]
key = kv.get("key")
actual = self.state.get_knowledge(key)
if "eq" in kv:
return actual == kv["eq"]
if "neq" in kv:
return actual != kv["neq"]
return False
# ==================== Reputation Check ====================
if "reputation" in condition:
rep_cond = condition["reputation"]
npc = rep_cond.get("npc")
actual = self.state.get_reputation(npc)
return self._compare_numeric(actual, rep_cond)
# ==================== Visit Count Check ====================
if "visit_count" in condition:
vc = condition["visit_count"]
state_key = vc.get("state")
actual = self.state.get_visit_count(state_key)
return self._compare_numeric(actual, vc)
# Unknown condition type - return False (safe default)
return False
def _compare_numeric(self, actual: int, comparison: Any) -> bool:
"""
Evaluate numeric comparisons.
comparison can be:
- int: exact match
- {"gte": n}: >=
- {"lte": n}: <=
- {"gt": n}: >
- {"lt": n}: <
- {"eq": n}: ==
- {"neq": n}: !=
"""
if isinstance(comparison, (int, float)):
return actual == comparison
if isinstance(comparison, dict):
if "gte" in comparison:
return actual >= comparison["gte"]
if "lte" in comparison:
return actual <= comparison["lte"]
if "gt" in comparison:
return actual > comparison["gt"]
if "lt" in comparison:
return actual < comparison["lt"]
if "eq" in comparison:
return actual == comparison["eq"]
if "neq" in comparison:
return actual != comparison["neq"]
return False
class TransitionResolver:
"""
Resolves transition specifications to concrete target states.
Handles deterministic, random, and conditional transitions.
"""
def __init__(self, game_state: GameState):
self.state = game_state
self.evaluator = ConditionEvaluator(game_state)
def resolve(self, transition: Any) -> str:
"""
Resolve a transition specification to a target state.
Args:
transition: Can be:
- str: Direct target (current behavior, deterministic)
- dict: Complex transition spec (random, conditional)
Returns:
str: Target state name
Raises:
ValueError: If transition format is invalid or no condition matches
"""
# Simple string = deterministic transition (backwards compatible)
if isinstance(transition, str):
return transition
if not isinstance(transition, dict):
raise ValueError(f"Invalid transition type: {type(transition)}")
# Weighted random: {"random": [["state_a", 0.7], ["state_b", 0.3]]}
if "random" in transition:
return self._resolve_weighted_random(transition["random"])
# Equal-weight pool: {"random_from": ["a", "b", "c"]}
if "random_from" in transition:
pool = transition["random_from"]
if not pool:
raise ValueError("random_from pool is empty")
return random.choice(pool)
# Simple conditional: {"if": condition, "then": target, "else": fallback}
if "if" in transition:
condition = transition["if"]
if self.evaluator.evaluate(condition):
then_target = transition.get("then")
if then_target:
return self.resolve(then_target)
else:
else_target = transition.get("else")
if else_target:
return self.resolve(else_target)
# If no matching branch, this is an error
raise ValueError("Conditional transition has no matching branch")
# Chained conditions: {"conditions": [{if, then}, {if, then}, {default}]}
if "conditions" in transition:
for cond_block in transition["conditions"]:
# Default case (no condition)
if "default" in cond_block:
return self.resolve(cond_block["default"])
# Conditional case
if "if" in cond_block and self.evaluator.evaluate(cond_block["if"]):
return self.resolve(cond_block["then"])
# No condition matched and no default
raise ValueError("No condition matched and no default provided")
raise ValueError(f"Unknown transition format: {transition}")
def _resolve_weighted_random(self, weights: List) -> str:
"""
Select from weighted random options.
Args:
weights: List of [state, probability] pairs
Returns:
Selected state name
"""
if not weights:
raise ValueError("Weighted random list is empty")
states = [w[0] for w in weights]
probs = [w[1] for w in weights]
# Normalize probabilities if they don't sum to 1
total = sum(probs)
if total <= 0:
raise ValueError("Weights must sum to positive number")
if abs(total - 1.0) > 0.001:
probs = [p / total for p in probs]
return random.choices(states, weights=probs, k=1)[0]
class EffectApplicator:
"""
Applies declarative effect specifications to GameState.
Supports:
- Items: add_item, remove_item
- Money: add_money, remove_money
- People: add_person
- Locations: add_location
- Flags: set_flag, clear_flag
- Counters: set_counter, increment, decrement
- Knowledge: set_knowledge
- Missions: start_mission, complete_mission, fail_mission
- Reputation: adjust_reputation
"""
def __init__(self, game_state: GameState):
self.state = game_state
def apply(self, effects: Dict) -> None:
"""
Apply a set of effects to the game state.
Args:
effects: Dict of effect specifications
"""
if not effects:
return
# ==================== Item Effects ====================
if "add_item" in effects:
item = effects["add_item"]
if isinstance(item, list):
self.state.add_items(item)
else:
self.state.add_item(item)
if "remove_item" in effects:
item = effects["remove_item"]
if isinstance(item, list):
for i in item:
self.state.remove_item(i)
else:
self.state.remove_item(item)
# ==================== Money Effects ====================
if "add_money" in effects:
self.state.add_money(effects["add_money"])
if "remove_money" in effects:
self.state.remove_money(effects["remove_money"])
if "set_money" in effects:
self.state.money = effects["set_money"]
# ==================== Person Effects ====================
if "add_person" in effects:
person = effects["add_person"]
if isinstance(person, list):
for p in person:
self.state.meet_person(p)
else:
self.state.meet_person(person)
# ==================== Location Effects ====================
if "add_location" in effects:
location = effects["add_location"]
if isinstance(location, list):
for loc in location:
self.state.discover_location(loc)
else:
self.state.discover_location(location)
if "visit_location" in effects:
location = effects["visit_location"]
if isinstance(location, list):
for loc in location:
self.state.visit_location(loc)
else:
self.state.visit_location(location)
# ==================== Flag Effects ====================
if "set_flag" in effects:
flag = effects["set_flag"]
if isinstance(flag, list):
for f in flag:
self.state.set_flag(f, True)
elif isinstance(flag, dict):
for f, v in flag.items():
self.state.set_flag(f, v)
else:
self.state.set_flag(flag, True)
if "clear_flag" in effects:
flag = effects["clear_flag"]
if isinstance(flag, list):
for f in flag:
self.state.clear_flag(f)
else:
self.state.clear_flag(flag)
if "toggle_flag" in effects:
flag = effects["toggle_flag"]
if isinstance(flag, list):
for f in flag:
self.state.toggle_flag(f)
else:
self.state.toggle_flag(flag)
# ==================== Counter Effects ====================
if "set_counter" in effects:
for name, value in effects["set_counter"].items():
self.state.set_counter(name, value)
if "increment" in effects:
for name, amount in effects["increment"].items():
self.state.increment_counter(name, amount)
if "decrement" in effects:
for name, amount in effects["decrement"].items():
self.state.decrement_counter(name, amount)
# ==================== Knowledge Effects ====================
if "set_knowledge" in effects:
for key, value in effects["set_knowledge"].items():
self.state.update_knowledge(key, value)
if "remove_knowledge" in effects:
key = effects["remove_knowledge"]
if isinstance(key, list):
for k in key:
self.state.remove_knowledge(k)
else:
self.state.remove_knowledge(key)
# ==================== Mission Effects ====================
if "start_mission" in effects:
mission = effects["start_mission"]
if isinstance(mission, str):
self.state.start_mission(mission)
elif isinstance(mission, dict):
for m_id, m_data in mission.items():
self.state.start_mission(m_id, m_data if isinstance(m_data, dict) else None)
elif isinstance(mission, list):
for m in mission:
self.state.start_mission(m)
if "complete_mission" in effects:
mission = effects["complete_mission"]
if isinstance(mission, list):
for m in mission:
self.state.complete_mission(m)
else:
self.state.complete_mission(mission)
if "fail_mission" in effects:
mission = effects["fail_mission"]
if isinstance(mission, list):
for m in mission:
self.state.fail_mission(m)
else:
self.state.fail_mission(mission)
if "update_mission" in effects:
for mission_id, updates in effects["update_mission"].items():
self.state.update_mission(mission_id, updates)
# ==================== Reputation Effects ====================
if "adjust_reputation" in effects:
for npc, change in effects["adjust_reputation"].items():
self.state.adjust_reputation(npc, change)
if "set_reputation" in effects:
for npc, value in effects["set_reputation"].items():
self.state.npc_reputation[npc] = value
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