annotate demos/rpg/scripts/actors/baseactor.py @ 534:65a92a2449d5

Doing some re-factoring. Minor change to the way the console commands are parsed. Added the spawn command to the help file.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Mon, 31 May 2010 17:45:04 +0000
parents d0bce896a526
children 9fbe3dce925a
rev   line source
513
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1 #!/usr/bin/env python
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2
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3 # -*- coding: utf-8 -*-
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4
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5 # ####################################################################
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6 # Copyright (C) 2005-2010 by the FIFE team
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7 # http://www.fifengine.net
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8 # This file is part of FIFE.
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9 #
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10 # FIFE is free software; you can redistribute it and/or
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11 # modify it under the terms of the GNU Lesser General Public
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12 # License as published by the Free Software Foundation; either
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13 # version 2.1 of the License, or (at your option) any later version.
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14 #
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15 # This library is distributed in the hope that it will be useful,
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16 # but WITHOUT ANY WARRANTY; without even the implied warranty of
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17 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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18 # Lesser General Public License for more details.
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19 #
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20 # You should have received a copy of the GNU Lesser General Public
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21 # License along with this library; if not, write to the
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22 # Free Software Foundation, Inc.,
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23 # 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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24 # ####################################################################
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25 # This is the rio de hola client for FIFE.
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26
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27 import sys, os, re, math, random, shutil
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28
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29 from fife import fife
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30 from fife.extensions.loaders import loadMapFile
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31
520
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32 from scripts.objects.baseobject import ObjectActionListener, BaseGameObject, GameObjectTypes
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33
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34 Actions = {'NONE':0,
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35 'PICKUP':1,
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36 'TALK':2,
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37 'HIT':3,
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38 'OPEN':4,
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39 'ENTER':5}
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40
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41 class BaseAction(object):
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42 def __init__(self):
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43 self._actiontype = Actions['NONE']
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44
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45 def execute(self):
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46 pass
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47
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48 class TalkAction(BaseAction):
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49 def __init__(self, sourceobj, destobj):
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50 self._actiontype = Actions['TALK']
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51 self._source = sourceobj
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52 self._dest = destobj
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53
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54 def execute(self):
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55 print "talking to: " + self._dest.instance.getId()
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56
524
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57 if self._dest.type == GameObjectTypes["QUESTGIVER"]:
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58 if self._dest.haveQuest():
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59 if not self._dest.activequest:
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60 self._dest.offerNextQuest()
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61 else:
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62 self._dest.completeQuest()
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63 else:
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64 self._dest.say("I've got nothing for you... leave me alone.")
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65 else:
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66 self._dest.instance.say("Hello there!")
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67
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68 class PickUpItemAction(BaseAction):
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69 def __init__(self, actor, item):
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70 self._actiontype = Actions['PICKUP']
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71 self._actor = actor
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72 self._item = item
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73
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74 def execute(self):
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75 self._actor.pickUpItem(self._item)
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76
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77 ActorStates = {'STAND':0,
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78 'WALK':1,
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79 'ATTACK':2}
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80
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81 class ActorActionListener(ObjectActionListener):
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82 def __init__(self, gamecontroller, obj):
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83 super(ActorActionListener, self).__init__(gamecontroller, obj)
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84
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85 def onInstanceActionFinished(self, instance, action):
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86 if action.getId() == 'walk':
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87 self._object.stand()
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88 self._object.performNextAction()
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89
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90 class Actor(BaseGameObject):
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91 def __init__(self, gamecontroller, instancename, instanceid=None, createInstance=False):
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92
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93 if not hasattr(self, "_type"):
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94 self._type = GameObjectTypes["NPC"]
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95
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96 super(Actor, self).__init__(gamecontroller, instancename, instanceid, createInstance)
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97
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98 self._walkspeed = self._gamecontroller.settings.get("RPG", "DefaultActorWalkSpeed", 4.0)
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99
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100 self._actionlistener = ActorActionListener(self._gamecontroller, self)
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101
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102 self._nextaction = None
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103 self._inventory = []
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104 self._maxinventoryitems = 20
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105
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106 self._gold = 0
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107
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108 self.stand()
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109
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110 def stand(self):
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111 self._state = ActorStates["STAND"]
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112 self._instance.act('stand', self._instance.getFacingLocation())
513
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113
516
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114 def walk(self, location):
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115 self._state = ActorStates["WALK"]
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116 self._instance.move('walk', location, self._walkspeed)
517
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117
529
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118 def say(self, text):
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119 self._instance.say(text, 2500)
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120
519
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121 def performNextAction(self):
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122 if self._nextaction:
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123 self._nextaction.execute()
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124 self._nextaction = None
528
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125
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126 def pickUpItem(self, item):
529
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127 if len(self._inventory) >= self._maxinventoryitems:
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128 return
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129 else:
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130 if item.modelname == "goldstack":
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131 self._gold += item.value
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132 else:
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133 self._inventory.append(item)
528
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134
529
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135 item.onPickUp()
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136
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137 def removeItemFromInventory(self, itemid):
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138 itemtoremove = None
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139 for item in self._inventory:
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140 if item.id == itemid:
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141 itemtoremove = item
528
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142
529
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143 if itemtoremove:
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144 self._inventory.remove(itemtoremove)
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145
519
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146
517
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147 def _getState(self):
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148 return self._state
513
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149
517
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150 def _setState(self, state):
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151 self._state = state
519
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152
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153 def _getNextAction(self):
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154 return self._nextaction
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155
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156 def _setNextAction(self, action):
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157 self._nextaction = action
517
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158
529
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159 def _getGold(self):
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160 return self._gold
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161
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162 def _setGold(self, gold):
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163 self._gold = gold
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164
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165 def _getInventory(self):
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166 return self._inventory
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167
517
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diff changeset
168 state = property(_getState, _setState)
519
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diff changeset
169 nextaction = property(_getNextAction, _setNextAction)
529
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170 gold = property(_getGold, _setGold)
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171 inventory = property(_getInventory)