def make()

in textworld/challenges/tw_simple/simple.py [0:0]


def make(settings: Mapping[str, str], options: Optional[GameOptions] = None) -> textworld.Game:
    """ Make a simple game.

    Arguments:
        settings: Difficulty settings (see notes).
        options:
            For customizing the game generation (see
            :py:class:`textworld.GameOptions <textworld.generator.game.GameOptions>`
            for the list of available options).

    Returns:
        Generated game.

    Notes:
        The settings that can be provided are:

        * rewards : The reward frequency: dense, balanced, or sparse.
        * goal : The description of the game's objective shown at the
          beginning of the game: detailed, bried, or none.
        * test : Whether this game should be drawn from the test
          distributions of games.
    """
    # Load knowledge base specific to this challenge.
    options.kb = KnowledgeBase.load(KB_PATH)

    metadata = {}  # Collect infos for reproducibility.
    metadata["desc"] = "Simple game"
    metadata["seeds"] = options.seeds
    metadata["world_size"] = 6
    metadata["quest_length"] = None  # TBD

    rngs = options.rngs
    rng_quest = rngs['quest']

    # Make the generation process reproducible.
    textworld.g_rng.set_seed(2018)

    M = textworld.GameMaker(options)

    # Start by building the layout of the world.
    bedroom = M.new_room("bedroom")
    kitchen = M.new_room("kitchen")
    livingroom = M.new_room("living room")
    bathroom = M.new_room("bathroom")
    backyard = M.new_room("backyard")
    garden = M.new_room("garden")

    # Connect rooms together.
    bedroom_kitchen = M.connect(bedroom.east, kitchen.west)
    M.connect(kitchen.north, bathroom.south)
    M.connect(kitchen.south, livingroom.north)
    kitchen_backyard = M.connect(kitchen.east, backyard.west)
    M.connect(backyard.south, garden.north)

    # Add doors.
    bedroom_kitchen.door = M.new(type='d', name='wooden door')
    kitchen_backyard.door = M.new(type='d', name='screen door')

    kitchen_backyard.door.add_property("closed")

    # Design the bedroom.
    drawer = M.new(type='c', name='chest drawer')
    trunk = M.new(type='c', name='antique trunk')
    bed = M.new(type='s', name='king-size bed')
    bedroom.add(drawer, trunk, bed)

    # Close the trunk and drawer.
    trunk.add_property("closed")
    drawer.add_property("closed")

    # - The bedroom's door is locked
    bedroom_kitchen.door.add_property("locked")

    # Design the kitchen.
    counter = M.new(type='s', name='counter')
    stove = M.new(type='s', name='stove')
    kitchen_island = M.new(type='s', name='kitchen island')
    refrigerator = M.new(type='c', name='refrigerator')
    kitchen.add(counter, stove, kitchen_island, refrigerator)

    # - Add some food in the refrigerator.
    apple = M.new(type='f', name='apple')
    milk = M.new(type='f', name='milk')
    refrigerator.add(apple, milk)

    # Design the bathroom.
    toilet = M.new(type='c', name='toilet')
    sink = M.new(type='s', name='sink')
    bath = M.new(type='c', name='bath')
    bathroom.add(toilet, sink, bath)

    toothbrush = M.new(type='o', name='toothbrush')
    sink.add(toothbrush)
    soap_bar = M.new(type='o', name='soap bar')
    bath.add(soap_bar)

    # Design the living room.
    couch = M.new(type='s', name='couch')
    low_table = M.new(type='s', name='low table')
    tv = M.new(type='s', name='tv')
    livingroom.add(couch, low_table, tv)

    remote = M.new(type='o', name='remote')
    low_table.add(remote)
    bag_of_chips = M.new(type='f', name='half of a bag of chips')
    couch.add(bag_of_chips)

    # Design backyard.
    bbq = M.new(type='s', name='bbq')
    patio_table = M.new(type='s', name='patio table')
    chairs = M.new(type='s', name='set of chairs')
    backyard.add(bbq, patio_table, chairs)

    # Design garden.
    shovel = M.new(type='o', name='shovel')
    tomato = M.new(type='f', name='tomato plant')
    pepper = M.new(type='f', name='bell pepper')
    lettuce = M.new(type='f', name='lettuce')
    garden.add(shovel, tomato, pepper, lettuce)

    # Close all containers
    for container in M.findall(type='c'):
        container.add_property("closed")

    # Set uncooked property for to all food items.
    foods = M.findall(type='f')
    for food in foods:
        food.add_property("edible")

    food_names = [food.name for food in foods]

    # Shuffle the position of the food items.
    rng_quest.shuffle(food_names)

    for food, name in zip(foods, food_names):
        food.orig_name = food.name
        food.infos.name = name

    # The player starts in the bedroom.
    M.set_player(bedroom)

    # Quest
    walkthrough = []

    # Part I - Escaping the room.
    # Generate the key that unlocks the bedroom door.
    bedroom_key = M.new(type='k', name='old key')
    M.add_fact("match", bedroom_key, bedroom_kitchen.door)

    # Decide where to hide the key.
    if rng_quest.rand() > 0.5:
        drawer.add(bedroom_key)
        walkthrough.append("open chest drawer")
        walkthrough.append("take old key from chest drawer")
        bedroom_key_holder = drawer
    else:
        trunk.add(bedroom_key)
        walkthrough.append("open antique trunk")
        walkthrough.append("take old key from antique trunk")
        bedroom_key_holder = trunk

    # Unlock the door, open it and leave the room.
    walkthrough.append("unlock wooden door with old key")
    walkthrough.append("open wooden door")
    walkthrough.append("go east")

    # Part II - Find food item.
    # 1. Randomly pick a food item to cook.
    food = rng_quest.choice(foods)

    if settings["test"]:
        TEST_FOODS = ["garlic", "kiwi", "carrot"]
        food.infos.name = rng_quest.choice(TEST_FOODS)

    # Retrieve the food item and get back in the kitchen.
    # HACK: handcrafting the walkthrough.
    if food.orig_name in ["apple", "milk"]:
        rooms_to_visit = []
        doors_to_open = []
        walkthrough.append("open refrigerator")
        walkthrough.append("take {} from refrigerator".format(food.name))
    elif food.orig_name == "half of a bag of chips":
        rooms_to_visit = [livingroom]
        doors_to_open = []
        walkthrough.append("go south")
        walkthrough.append("take {} from couch".format(food.name))
        walkthrough.append("go north")
    elif food.orig_name in ["bell pepper", "lettuce", "tomato plant"]:
        rooms_to_visit = [backyard, garden]
        doors_to_open = [kitchen_backyard.door]
        walkthrough.append("open screen door")
        walkthrough.append("go east")
        walkthrough.append("go south")
        walkthrough.append("take {}".format(food.name))
        walkthrough.append("go north")
        walkthrough.append("go west")

    # Part II - Cooking the food item.
    walkthrough.append("put {} on stove".format(food.name))
    # walkthrough.append("cook {}".format(food.name))
    # walkthrough.append("eat {}".format(food.name))

    # 2. Determine the winning condition(s) of the subgoals.
    quests = []
    bedroom_key_holder

    if settings["rewards"] == "dense":
        # Finding the bedroom key and opening the bedroom door.
        # 1. Opening the container.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("open", bedroom_key_holder)})
            ])
        )

        # 2. Getting the key.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("in", bedroom_key, M.inventory)})
            ])
        )

        # 3. Unlocking the bedroom door.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("closed", bedroom_kitchen.door)})
            ])
        )

        # 4. Opening the bedroom door.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("open", bedroom_kitchen.door)})
            ])
        )

    if settings["rewards"] in ["dense", "balanced"]:
        # Escaping out of the bedroom.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("at", M.player, kitchen)})
            ])
        )

    if settings["rewards"] in ["dense", "balanced"]:
        # Opening doors.
        for door in doors_to_open:
            quests.append(
                Quest(win_events=[
                    Event(conditions={M.new_fact("open", door)})
                ])
            )

    if settings["rewards"] == "dense":
        # Moving through places.
        for room in rooms_to_visit:
            quests.append(
                Quest(win_events=[
                    Event(conditions={M.new_fact("at", M.player, room)})
                ])
            )

    if settings["rewards"] in ["dense", "balanced"]:
        # Retrieving the food item.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("in", food, M.inventory)})
            ])
        )

    if settings["rewards"] in ["dense", "balanced", "sparse"]:
        # Putting the food on the stove.
        quests.append(
            Quest(win_events=[
                Event(conditions={M.new_fact("on", food, stove)})
            ])
        )

    # 3. Determine the losing condition(s) of the game.
    quests.append(
        Quest(fail_events=[
            Event(conditions={M.new_fact("eaten", food)})
        ])
    )

    # Set the subquest(s).
    M.quests = quests

    # - Add a hint of what needs to be done in this game.
    objective = "The dinner is almost ready! It's only missing a grilled {}."
    objective = objective.format(food.name)
    note = M.new(type='o', name='note', desc=objective)
    kitchen_island.add(note)

    M.set_walkthrough(walkthrough)
    game = M.build()

    if settings["goal"] == "detailed":
        # Use the detailed version of the objective.
        pass
    elif settings["goal"] == "brief":
        # Use a very high-level description of the objective.
        game.objective = objective
    elif settings["goal"] == "none":
        # No description of the objective.
        game.objective = ""

    game.metadata.update(metadata)
    uuid = "tw-simple-r{rewards}+g{goal}+{dataset}-{flags}-{seeds}"
    uuid = uuid.format(rewards=str.title(settings["rewards"]), goal=str.title(settings["goal"]),
                       dataset="test" if settings["test"] else "train",
                       flags=options.grammar.uuid,
                       seeds=encode_seeds([options.seeds[k] for k in sorted(options.seeds)]))
    game.metadata["uuid"] = uuid
    game.metadata["walkthrough"] = walkthrough
    return game