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Kolja Lubitz
Published © GPL3+

Make Me an Omelette

Make me an omelette is a speech adventure. You are in a Kitchen and your quest is to make an omelette.

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Make Me an Omelette

Things used in this project

Story

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Schematics

walk through

Complete list of actions to complete the game.

Code

Make me an Omlett

Python
#!/usr/bin/python
# -*- coding: utf-8 -*-

"""
Make me an omelette. A Amazon Alexa Skill Game implementet as a AWS Lamda function.
You are in a virtual kitchen and your goal is to cook a omelette.

author: Kolja Lubitz
e-mail: pinguin999@gmail.com 
"""

from __future__ import print_function

#Lebewesesn
#Es könnte ein kleiner Troll in der Vorratskammer sein


#Verbesserungsmöglichkeit:
#Beim Raumwechsel wird der aktuelle Raum mit seinem Status in die DB geladen
#Der neue Raum wird aus der DB und den Session Informationen zusammen gesetzt und in die Session geladen
#Alle Operationen arbeiten dann auf der Session
#Look at sollte auch inventory bekommen und dann den inhalt vorlesen
#Merge Use und use_object zu einem Intend
#der cupboard ist Verschlossen wo ist der Schlüssel?
#Bei Counter events sollte obj und room nicht übergeben werden
#Event für zwischensequenzen. Das event wird immer angesprochen und muss selber checken ob es sich ausführt.
#Event types: all all_move all_use ...
#Raumverbindungen machen kein sinn. Man sollte immer von überall nach überall kommen können. Sonst müsste man dem spieler immer sagen wo man hin kann.

rooms = {"rooms": [\
    {"name": "kitchen", "objects": ["table", "fridge", "cupboard", "oven"]},
    {"name": "storeroom", "objects": ["cupboard"]},
]}

# Es fehlen noch die sätze für:
#Kann ich nicht aufheben
#Die description sollte optional eine Liste sein damit immer mal was anderes als antwort gegeben wird
#Die auflistung im inventar. Example: I have a recipe, eggs and a table.


objects = {"objects": [\
    {"name": "table", "description": "A dining table. Please put the final omelette on the table.", "collectable": False}, \
    {"name": "recipe", "description": "omelette recipe. For an omelette you need eggs, salt, pepper, and grated cheese. Mix all and fry it in a pan with a little bit oil", "collectable": False}, \
    {"name": "fridge", "description": "The fridge. Maybe you have some eggs and cheese in the fridge.", "collectable": False}, \
    {"name": "cupboard", "description": "A cupboard", "collectable": False}, \
    {"name": "eggs", "description": "Yea eggs. You need the aggs for the omelette.", "collectable": True}, \
    {"name": "salt", "description": "The salt. Do not put to much salt into the omelette.", "collectable": True}, \
    {"name": "pepper", "description": "The pepper. With the pepper your omelette get this special taste.", "collectable": True}, \
    {"name": "oil", "description": "The Oil. You need the oil to get your omelette crusty.", "collectable": True}, \
    {"name": "cheese", "description": "Delicious cheese. Every omelette needs cheese.", "collectable": True}, \
    {"name": "cheese grater", "description": "The cheese grater is needed to get the cheese into small peaces.", "collectable": True}, \
    {"name": "grated cheese", "description": "This cheese is nicely grated", "collectable": False}, \
    {"name": "pan", "description": "The pan. Fry the raw omelette in pan.", "collectable": True}, \
    {"name": "pasta", "description": "The pasta, Ohh this item is from an other game.", "collectable": False}, \
    {"name": "cookbook", "description": "The cookbook. In the cookbook you can find a lot of recipes. But you only have the ingredients for omelette.", "collectable": False}, \
    {"name": "stove", "description": "Use the stove if you have all ingredients for your omelette.", "collectable": False}, \
    {"name": "oven", "description": "On this oven I can fry my omelette.", "collectable": False}, \
    {"name": "omelette", "description": "Wow this omelette looks very delicious.", "collectable": False}, \
]}

combinations = { "combinations": [\
    {"in": ["cheese", "cheese grater"], "out": "grated cheese"},\
]}

# Events 
# A event hast two speech_outs one for sucsess and fail.

events = { "events": [\
    {"object": "fridge", "room": "kitchen", "event_name": "", "event":"open_fridge", "sucsess": "Oh I found eggs and cheese. I will take them with me.", "fail": ""},\
    {"object": "cupboard", "room": "kitchen", "event_name": "", "event":"open_cupboard_kitchen", "sucsess": "Oh I found a pan. I will take it with me.", "fail": ""},\
    {"object": "cupboard", "room": "storeroom", "event_name": "", "event":"open_cupboard_storeroom", "sucsess": "There is a old cookbook and a pack of pasta. I don't need that stuff to cook an omelette. Maybe thats part of an other game... But there is also a cheese grater that looks handy. I will take it with me.", "fail": "There is a old cookbook and a pack of pasta. I don't need that stuff to cook an omelette. Maybe thats part of an other game..."},\
    {"object": "", "room": "", "event_name": "look_at_table", "event":"look_at_table", "sucsess": "Oh, there is also salt and pepper ", "fail": "And yes, I already have the salt and pepper."},\
    {"object": "", "room": "", "event_name": "combine_tabele_omelette", "event":"finish_game", "sucsess": "You made it. You master the game. Now you can exit the game by saying 'exit game' or you can stay in the game and continue exploring it.", "fail": "Oh no the omelette ist still raw."},\
    {"object": "", "room": "", "event_name": "combine_omelette_table", "event":"finish_game", "sucsess": "You made it. You master the game. Now you can exit the game by saying 'exit game' or you can stay in the game and continue exploring it.", "fail": "Oh no the omelette ist still raw."},\
    {"object": "", "room": "", "event_name": "combine_pan_oven", "event":"cook", "sucsess": "You are cooking an omelette.", "fail": "I still need ingredients, look in your recipe how to cook a omelette."},\
    {"object": "", "room": "", "event_name": "combine_oven_pen", "event":"cook", "sucsess": "You are cooking an omelette.", "fail": "I still need ingredients, look in your recipe how to cook a omelette."},\
]}

def lambda_handler(event, context):
    """ Route the incoming request based on type (LaunchRequest, IntentRequest,
    etc.) The JSON body of the request is provided in the event parameter.
    """
    #print("event.session.application.applicationId=" +
    #      event['session']['application']['applicationId'])

    """
    Uncomment this if statement and populate with your skill's application ID to
    prevent someone else from configuring a skill that sends requests to this
    function.
    """
    #if (event['session']['application']['applicationId'] != "amzn1.echo-sdk-ams.app.ec0546ac-0d52-407c-af91-8da82b083c60"):
    #    raise ValueError("Invalid Application ID")

    if event['request'] == None or event['session'] == None:
        session_attributes = session['attributes']
        should_end_session = False
        
        speech_output = "Sorry I don't understnd what do you try to do."
        reprompt_text = "Sorry I don't understnd what do you try to do."
        
        return build_response(session_attributes, build_speechlet_response(
            intent['name'], speech_output, reprompt_text, should_end_session))
    
    if event['session']['new']:
        on_session_started({'requestId': event['request']['requestId']},
                           event['session'])

    if event['request']['type'] == "LaunchRequest":
        return on_launch(event['request'], event['session'])
    elif event['request']['type'] == "IntentRequest":
        return on_intent(event['request'], event['session'])
    elif event['request']['type'] == "SessionEndedRequest":
        return on_session_ended(event['request'], event['session'])
        



def on_session_started(session_started_request, session):
    """ Called when the session starts """

    print("on_session_started requestId=" + session_started_request['requestId']
          + ", sessionId=" + session['sessionId'])


def on_launch(launch_request, session):
    """ Called when the user launches the skill without specifying what they
    want
    """

    print("on_launch requestId=" + launch_request['requestId'] +
          ", sessionId=" + session['sessionId'])
    # Dispatch to your skill's launch
    return get_welcome_response()


def on_intent(intent_request, session):
    """ Called when the user specifies an intent for this skill """

    print("on_intent requestId=" + intent_request['requestId'] +
          ", sessionId=" + session['sessionId'])

    try:
        session['attributes']['event_counter']
    except:
        session['attributes'] = {"room": "kitchen", "inventory": ["recipe"], "event_counter": {"welcome": 1} }

    intent = intent_request['intent']
    intent_name = intent_request['intent']['name']

    # Dispatch to your skill's intent handlers
    if intent_name == "move":
        return move(intent, session)
    elif intent_name == "look_around":
        return look_around(intent, session)
    elif intent_name == "look_at":
        return look_at(intent, session)
    elif intent_name == "pick_up":
        return pick_up(intent, session)
    elif intent_name == "use":
        return use(intent, session)
    elif intent_name == "inventory":
        return inventory(intent, session)
    elif intent_name == "combine":
        return combine(intent, session)
    elif intent_name == "use_object":
        return use_object(intent, session)
    elif intent_name == "AMAZON.HelpIntent":
        return get_help_response(intent, session)
    elif intent_name == "AMAZON.CancelIntent" or intent_name == "AMAZON.StopIntent":
        return handle_session_end_request()
    else:
        raise ValueError("Invalid intent")


def on_session_ended(session_ended_request, session):
    """ Called when the user ends the session.

    Is not called when the skill returns should_end_session=true
    """
    print("on_session_ended requestId=" + session_ended_request['requestId'] +
          ", sessionId=" + session['sessionId'])
    # add cleanup logic here
    #TODO Save session to DB

# --------------------------------- Events -------------------------------------
#Salz und Pfeffer stehen auf dem Tisch. Um die nehmen zu können muss man einmal look at auf den Tisch aufgerufen haben.

def open_fridge(intent, session, obj, room):
    if not "cheese" in session['attributes']['inventory'] and not "grated cheese" in session['attributes']['inventory']:
        session['attributes']['inventory'].append("cheese")
    if not "eggs" in session['attributes']['inventory']:
        session['attributes']['inventory'].append("eggs")
    return True
    

def open_cupboard_kitchen(intent, session, obj, room):
    if not "pan" in session['attributes']['inventory']:
        session['attributes']['inventory'].append("pan")
    return True
    
    
def open_cupboard_storeroom(intent, session, obj, room):
    if not "cheese grater" in session['attributes']['inventory']:
        session['attributes']['inventory'].append("cheese grater")
        return True
    return False
    
def look_at_table(intent, session, obj, room):
    if not "salt" in session['inventory'] and not "pepper" in session['inventory']:Complete list of actions to complete the game.
        session['inventory'].append("salt")
        session['inventory'].append("pepper")
        return True
    return False
    
def finish_game(intent, session, obj, room):
    
    return True
    
def cook(intent, session, obj, room):
    if "salt" in session['inventory'] \
        and "pepper" in session['inventory'] \
        and "eggs" in session['inventory'] \
        and "pan" in session['inventory'] \
        and "grated cheese" in session['inventory']:
        session['inventory'].append("omelette")
        session['inventory'].remove("salt")
        session['inventory'].remove("pepper")
        session['inventory'].remove("eggs")
        session['inventory'].remove("pan")
        session['inventory'].remove("grated cheese")
        return True
    return False

# ---------------------------------- Logic -------------------------------------

def is_object_in_room(room_in, obj_in):
    for room in rooms['rooms']:
        if (room['name']) == room_in:
            for obj in room['objects']:
                if (obj) == obj_in:
                    return True
    return False
    
    
def is_object_in_inventory(inventory, obj_in):
    for obj in inventory:
        if obj == obj_in:
            return True
    return False
    
def object_description(obj_in):
    for obj in objects['objects']:
        if (obj['name']) == obj_in:
            return obj['description']
    return None
    
def is_object_collectable(room_in, obj_in):
    if is_object_in_room(room_in, obj_in):
        for obj in objects['objects']:
            if (obj['name']) == obj_in: 
                if obj['collectable'] == True:
                    return True
    return False

def handle_event(intent, session, event, obj = None, room = None):
    event_handler = None
    try:
        #print (locals())
        #print ("------------------")
        #print (globals())
        event_handler = globals().get(event['event'])
    except AttributeError:
        raise NotImplementedError("Event '{}' is not implemented.".format(event_name))

    if event_handler(intent, session, obj, room):
        return event["sucsess"]
    else:
        return event["fail"]
    
def use_object_in_room(intent, session, obj, room):
    for event in events['events']:
        if event['object'] == obj and event['room'] == room:
            return handle_event(intent, session, event, obj, room)
    return False
    
def event_counter(intent, session, action, value = ''):
    event_value = action + '_' + value
    #print(intent)
    #print(session)
    #print(event_value)
    try:
        session['event_counter'][event_value] = int(session['event_counter'][event_value]) + 1
    except KeyError:
        session['event_counter'][event_value] = 1
    for event in events['events']:
        if event['event_name'] == event_value:
            return handle_event(intent, session, event)
    return ""
            

def get_event_count(session, event, value = ''):
    try:
        return session['event_counter'][event + '_' + value]
    except KeyError:
        return 0


# --------------- Functions that control the skill's behavior ------------------

def get_welcome_response():
    """ Init the session with start room and inventory items."""

    session_attributes = {"room": "kitchen", "inventory": ["recipe"], "event_counter": {"welcome": 1} }
    card_title = "Welcome to 'Make me an omelette'."Complete list of actions to complete the game.
    speech_output = "Welcome to make me an omelette. " \
                    "You are in a kitchen and your quest is to make an omeltt. " \
                    "You should look around to learn more about the enviroment, "\
                    "you can also move to the storeroom by saying 'move to storeroom' or back by saying 'move to kitchen'. " \
                    "Please command all aktions until you fullfill the quest. The game will not ask you every time for your next step."
    # If the user either does not reply to the welcome message or says something
    # that is not understood, they will be prompted again with this text.
    reprompt_text = "Welcome to make me a omelette."
    should_end_session = False
    return build_response(session_attributes, build_speechlet_response(
        card_title, speech_output, reprompt_text, should_end_session))


def get_help_response(intent, session):
    card_title = "How to play"
    speech_output = "'Make me an omelette' is a speach adventure game. In this game your quest is to make an omelette and place it at the dining table in the kitchen. " \
                    "You are in a kitchen and next to the kitchen is a storeroom. If you want to learn more about your envirement just say 'look around'. " \
                    "If you are not sure how to cook an omelette just look at the recipe in your inventory, by saying 'look at recipe'. " \
                    
    # Setting this to true ends the session and exits the skill.
    should_end_session = False
    return build_response({}, build_speechlet_response(
        card_title, speech_output, None, should_end_session))


def handle_session_end_request():
    card_title = "Game End"
    speech_output = "Thank you for playing 'Make me an omelette'. At the moment there" \
                    " is no possibility to save the game, so you have to start from the beginning next time."
    # Setting this to true ends the session and exits the skill.
    should_end_session = True
    return build_response({}, build_speechlet_response(
        card_title, speech_output, None, should_end_session))


def move(intent, session):
    session_attributes = session['attributes']
    if 'value' in intent['slots']['room']:Complete list of actions to complete the game.
        event_speech = event_counter(intent, session_attributes, "move", intent['slots']['room']['value'])
    else:
        event_speech = event_counter(intent, session_attributes, "move", 'None')
    should_end_session = False
    if 'room' in intent['slots']:
        room = intent['slots']['room']['value']
        session_attributes['room'] = room
        speech_output = "You are moving to the  " + room + "."
        reprompt_text = "You can move to an other room by saying, " \
                        "move to, plus the rooms name?"
    else:
        speech_output = "I'm not sure where you want to go. " \
                        "Here are only the kitchen and the storeroom."
        reprompt_text = "I'm not sure wher you want to go. " \
                        "You can move to an other room by saying, " \
                        "move to, plus the rooms name?"

    return build_response(session_attributes, build_speechlet_response(
        'Move', speech_output, reprompt_text, should_end_session))


def look_around(intent, session):
    session_attributes = session['attributes']
    event_counter(intent, session_attributes, "look_around")
    should_end_session = False
    
    items = "You can see "
    for room in rooms['rooms']:
        if (room['name']) == session_attributes['room']:
            objects = room['objects']
            
    for obj in objects[:-1]:
        items += obj + " "
    if len(objects) > 1:
        items += "and " + objects[-1:][0]
    else:
        items += objects[-1:][0]
    
    
    speech_output = "You are in the " + session_attributes['room'] + ". " + items
    reprompt_text = "Say where am I to learn more about your enviroment."
    
    return build_response(session_attributes, build_speechlet_response(
        'Look around', speech_output, reprompt_text, should_end_session))


def look_at(intent, session):
    session_attributes = session['attributes']
    if 'value' in intent['slots']['object']:
        event_speech = event_counter(intent, session_attributes, "look_at", intent['slots']['object']['value'])
    else:
        event_speech = event_counter(intent, session_attributes, "look_at", 'None')
    should_end_session = False
    
    if 'object' in intent['slots'] and 'value' in intent['slots']['pick_up']:
        obj = intent['slots']['object']['value']
        if is_object_in_room(session_attributes['room'], obj) or is_object_in_inventory(session_attributes['inventory'], obj):
            discription = object_description( obj)
            if discription:
                speech_output = discription + " " + event_speech
            else:
                speech_output = "I have no idea what that is, jet?"
        else:
            speech_output = "There is no " + obj + " here."
        reprompt_text = "You can look at all objects in the room you are in and the objects in your inventory."
    else:
        speech_output = "I'm not sure where you want to look at. " \
                        "Please try again."
        reprompt_text = "I'm not sure where you want to look at. " \
                        "You can look at all objects in the room you are in and the objects in your inventory by saying, " \
                        "look at, plus the objects name?"
    
    return build_response(session_attributes, build_speechlet_response(
        'Look at', speech_output, reprompt_text, should_end_session))


def pick_up(intent, session):
    session_attributes = session['attributes']
    if 'value' in intent['slots']['object']:
        event_counter(intent, session_attributes, "pick_up", intent['slots']['object']['value'])
    else:
        event_counter(intent, session_attributes, "pick_up", 'None')
    should_end_session = False
    
    if 'object' in intent['slots'] and 'value' in intent['slots']['object']:
        obj = intent['slots']['object']['value']
        if is_object_collectable(session_attributes['room'], obj):
            session_attributes['inventory'].append(obj)
            speech_output = "I put that to good ues."
        else:
            speech_output = "I can not take " + obj + " with me."
        reprompt_text = "You can pick up objects in the room you are in."
    else:
        speech_output = "I'm not sure what you want to pick up. " \
                        "Please try again."
        reprompt_text = "I'm not sure what you want to pick up. " \
                        "You can pick up all objects in the room you are in by saying: " \
                        "'pick up plus the objects name'"
    
    return build_response(session_attributes, build_speechlet_response(
        'Pick up', speech_output, reprompt_text, should_end_session))


def use(intent, session):
    session_attributes = session['attributes']
    if 'value' in intent['slots']['object']:
        event_counter(intent, session_attributes, "use", intent['slots']['object']['value'])
    else:
        event_counter(intent, session_attributes, "use", 'None')
    should_end_session = False
    
    if 'object' in intent['slots'] and 'value' in intent['slots']['object']:
        obj = intent['slots']['object']['value']
        room = session_attributes['room']
        if is_object_in_room(room, obj) or is_object_in_inventory(session_attributes['inventory'], obj):
            speech_output = use_object_in_room(intent, session, obj, room)
        else:
            speech_output = "I can not find " + obj + " here."
        reprompt_text = "You can use all objects in the room you are in."
    else:
        speech_output = "I'm not sure what you want to use. " \
                        "Please try again."
        reprompt_text = "I'm not sure what you want to use. " \
                        "You can use all objects in the room you are in by saying, " \
                        "use, plus the objects name?"
    
    return build_response(session_attributes, build_speechlet_response(
        'Use', speech_output, reprompt_text, should_end_session))Complete list of actions to complete the game.

def inventory(intent, session):
    session_attributes = session['attributes']
    if 'value' in intent['slots']['status']:
        event_counter(intent, session_attributes, "inventory", intent['slots']['status']['value'])
    else:
        event_counter(intent, session_attributes, "inventory", 'None')
    should_end_session = False
    
    #if 'status' in intent['slots']:
        #status = intent['slots']['status']['value']
        #if status == 'open':
    speech_output = "I have a "
    inventory = session_attributes['inventory']
    for obj in inventory[:-1]:
        speech_output += obj + " "
    if len(inventory) > 1:
        speech_output += "and " + inventory[-1:][0]
    else:
        speech_output += inventory[-1:][0]
    speech_output = speech_output + "."

    reprompt_text = speech_output
    return build_response(session_attributes, build_speechlet_response(
        'Inventory', speech_output, reprompt_text, should_end_session)) 
        
    
def combine(intent, session):
    session_attributes = session['attributes']
    should_end_session = False
    
    speech_output = "Please tell me which objects you like to combine."
    reprompt_text = "Please tell me which objects you like to combine."
    
    if 'objectone' in intent['slots'] and 'objecttwo' in intent['slots'] and 'value' in intent['slots']['objectone'] and 'value' in intent['slots']['objectone']:
        objectone = intent['slots']['objectone']['value']
        objecttwo = intent['slots']['objecttwo']['value']
        #TODO Sort combine values nach alphabet damit das event eindeutig ist
        event_speech = event_counter(intent, session_attributes, "combine", objectone + "_" + objecttwo) 
        
        if event_speech == "":
            speech_output = "I can not combind " + objectone + " with " + objecttwo + "."
            reprompt_text = "I'm not sure how to combind " + objectone + " with " + objecttComplete list of actions to complete the game.wo + "."
        else:
            speech_output = event_speech
            reprompt_text = event_speech
        
        if (is_object_in_room(session_attributes['room'], objectone) \
           or is_object_in_inventory(session_attributes['inventory'], objectone)) \
           and (is_object_in_room(session_attributes['room'], objecttwo) \
           or is_object_in_inventory(session_attributes['inventory'], objecttwo)):
            for combination in combinations['combinations']:
                if objectone in combination['in'] and objecttwo in combination['in']:
                    session_attributes['inventory'].remove(objectone)
                    session_attributes['inventory'].remove(objecttwo)
                    session_attributes['inventory'].append(combination['out'])

                    speech_output = "I now have " + combination['out'] + "."
                    reprompt_text = "I now have " + combination['out'] + "."
    
    return build_response(session_attributes, build_speechlet_response(
        'Combine', speech_output, reprompt_text, should_end_session))


# --------------- Helpers that build all of the responses ----------------------


def build_speechlet_response(title, output, reprompt_text, should_end_session):
    return {
        'outputSpeech': {
            'type': 'PlainText',
            'text': output
        },
        'card': {
            'type': 'Simple',
            'title': title,Complete list of actions to complete the game.
            'content': output
        },
        'reprompt': {
            'outputSpeech': {
                'type': 'PlainText',
                'text': reprompt_text
            }
        },
        'shouldEndSession': should_end_session
    }


def build_response(session_attributes, speechlet_response):
    return {
        'version': '1.0',
        'sessionAttributes': session_attributes,
        'response': speechlet_response
    }
    
    
# -----------------------------Test --------------------------------------------

def test():
    #Custom Slot Types
    print("OBJECTS")
    for obj in objects["objects"]:
        print (obj["name"])

    print ("")
    print ("ROOMS")
    for room in rooms["rooms"]:
        print (room["name"])

    print("") #Only 'open' as an INVENTORYSTATUS
    print("INVENTORYSTATUS")
    print("open")


if __name__ == "__main__":
    test()

Credits

Kolja Lubitz

Kolja Lubitz

1 project • 0 followers

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