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Introduction

Life sims all seem to have two problems in common:

Too much world state

The number of variables the game is tracking -- just for game logic, not graphics or physics or anything -- is very large. Like how The Sims tracks sims' opinions of one another, their likes and dislikes and so forth, even for the ones you never talk to and have shown no interest in. If you streamline a life sim to where it doesn't have extraneous detail, you lose a huge part of what makes it lifelike. This causes trouble for developers when even they don't understand why sims hate each other

To address all those problems, LiSE provides a state container. Everything that ever happens in a game gets recorded, so that you can pick through the whole history and find out exactly when the butterfly flapped its wings to cause the cyclone. All of that history gets saved in a database, which is used in place of traditional save files. This means that if your testers discover something strange and want you to know about it, they can send you their database, and you'll know everything they did and everything that happened in their game.

Too many rules

Fans of life sims tend to appreciate complexity. Developers are best served by reducing complexity as much as possible. So LiSE makes it easy to compartmentalize complexity and choose what of it you want to deal with and when.

It is a rules engine, an old concept from business software that lets you determine what conditions cause what effects. Here, conditions are Triggers and effects are Actions, and they're both lists of Python functions. Actions make some change to the state of the world, while Triggers look at the world once-per-turn and return a Boolean to show whether their Actions should happen.

Concepts

LiSE is a tool for constructing turn-based simulations following rules in a directed graph-based world model. It has special affordances for the kinds of things you might need to simulate in the life simulation genre.

Rules are things the game should do in certain conditions. In LiSE, the "things to do" are called Actions, and are functions that can run arbitrary Python code. The conditions are divided into Triggers and Prereqs, of which only Triggers are truly necessary: they are also functions, but one of a rule's Triggers must return True for the Action to proceed.

A directed graph is made of nodes and edges. The nodes are points without fixed locations--when drawing a graph, you may arrange the nodes however you like, as long as the edges connect them the same way. Edges in a directed graph connect one node to another node, but not vice-versa, so you can have nodes A and B where A is connected to B, but B is not connected to A. But you can have edges going in both directions between A and B. They're usually drawn as arrows.

In LiSE, edges are called Portals, and nodes may be Places or Things. You can use these to represent whatever you want, but they have special properties to make it easier to model physical space: in particular, each Thing is located in exactly one node at a time (usually a Place), and may be travelling through one of the Portals leading out from there. Regardless, you can keep any data you like in a Thing, Place, or Portal by treating it like a dictionary.

LiSE's directed graphs are called Characters. Every time something about a Character changes, LiSE remembers when it happened -- that is, which turn of the simulation. This allows the developer to look up the state of the world at some point in the past. This time travel is nearly real-time in most cases, to make it convenient to flip back and forth between a correct world state and an incorrect one and use your intuition to spot exactly what went wrong.

See :doc:`LiSE/design` for details.

Usage

The only LiSE class that you should ever instantiate yourself is :class:`LiSE.engine.Engine`. All simulation objects should be created and accessed through it. By default, it keeps the simulation code and world state in the working directory, but you can pass in another directory if you prefer. Either use it with a context manager (with Engine() as eng:) or call its .close() method when you're done.

World Modelling

Start by calling the engine's new_character method with a string name to get a character object. Draw a graph by calling the method new_place with many different name s, then linking them together with the method new_portal(origin, destination).

To store data pertaining to some specific place, retrieve the place from the place mapping of the character: if the character is world and the place name is 'home', you might do it like home = world.place['home']. Portals are retrieved from the portal mapping, where you'll need the origin and the destination: if there's a portal from 'home' to 'narnia', you can get it like wardrobe = world.portal['home']['narnia'], but if you haven't also made another portal going the other way, world.portal['narnia']['home'] will raise KeyError.

Things, usually being located in places (but possibly in other things), are most conveniently created by the new_thing method of Place objects: alice = home.new_thing('alice') gets you a new Thing object located in home. Things can be retrieved like alice = world.thing['alice']. Ultimately, things and places are both just nodes, and both can be retrieved in a character's node mapping, but only things have methods like travel_to, which finds a path to a destination and schedules movement along it.

You can store data in things, places, and portals by treating them like dictionaries. If you want to store data in a character, use its stat property as a dictionary instead. Data stored in these objects, and in the universal property of the engine, can vary over time, and be rewound by setting turn to some time before. The engine's eternal property is not time-sensitive, and is mainly for storing settings, not simulation data.

Rule Creation

To create a rule, first decide what objects the rule should apply to. You can put a rule on a character, thing, place, or portal; and you can put a rule on a character's thing, place, and portal mappings, meaning the rule will be applied to every such entity within the character, even if it didn't exist when the rule was declared.

All these items have a property rule that can be used as a decorator. Use this to decorate a function that performs the rule's action by making some change to the world state. The function should take only one argument, the item itself.

At first, the rule object will not have any triggers, meaning the action will never happen. If you want it to run on every tick, pass the decorator always=True and think no more of it. But if you want to be more selective, use the rule's trigger decorator on another function with the same signature, and have it return True if the world is in such a state that the rule ought to run. Triggers must never mutate the world or use any randomness.

If you like, you can also add prerequisites. These are like triggers, but use the prereq decorator, and should return True unless the action should not happen; if a single prerequisite returns False, the action is cancelled. Prereqs may involve random elements. Use the engine property of any LiSE entity to get the engine, then use methods such as percent_chance and dice_check.

Time Control

The current time is always accessible from the engine's branch and turn properties. In the common case where time is advancing forward one tick at a time, it should be done with the engine's next_turn method, which polls all the game rules before going to the next turn; but you can also change the time whenever you want, as long as branch is a string and turn is an integer. The rules will never be followed in response to your changing the time "by hand".

It is possible to change the time as part of the action of a rule. This is how you would make something happen after a delay. Say you want a rule that puts the character alice to sleep, then wakes her up after eight turns (presumably hour-long).:

alice = engine.character['alice']

@alice.rule
def sleep(character):
        character.stat['awake'] = False
        start_turn = character.engine.turn
        with character.engine.plan() as plan_num:
                character.engine.turn += 8
                character.stat['awake'] = True
        character.stat['wake_plan'] = plan_num

At the end of a plan(): block, the game-time will be reset to its position at the start of that block. You can use the plan's ID number, plan_num in the above, to cancel it yourself -- some other rule could call engine.delete_plan(engine.character['alice'].stat['wake_plan']).

Input Prompts

LiSE itself doesn't know what a player is or how to accept input from them, but does use some conventions for communicating with a user interface such as ELiDE.

To ask the player to make a decision, first define a method for them to call, then return a menu description like this one.:

@engine.method
def wake_alice(self):
        self.character['alice'].stat['awake'] = True

alice = engine.character['alice']

@alice.rule
def wakeup(character):
        return "Wake up?", [("Yes", character.engine.wake_alice), ("No", None)]

Only methods defined with the @engine.method function store may be used in a menu.