Mercurial > fife-parpg
annotate demos/rpg/scripts/actors/baseactor.py @ 543:cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 02 Jun 2010 21:43:03 +0000 |
parents | 2e739ae9a8bc |
children | 8fee2d2286e9 |
rev | line source |
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513
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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1 #!/usr/bin/env python |
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Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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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 |
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Added a quest dialog.
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32 from scripts.objects.baseobject import ObjectActionListener, BaseGameObject, GameObjectTypes |
543
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Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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33 from scripts.objects.items import GoldStack |
517
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34 |
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35 Actions = {'NONE':0, |
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36 'PICKUP':1, |
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37 'TALK':2, |
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Added custom exceptions.
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38 'ATTACK':3, |
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39 'OPEN':4, |
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40 'ENTER':5} |
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41 |
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42 class BaseAction(object): |
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43 def __init__(self): |
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44 self._actiontype = Actions['NONE'] |
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45 |
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46 def execute(self): |
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47 pass |
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48 |
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49 class TalkAction(BaseAction): |
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50 def __init__(self, sourceobj, destobj): |
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51 self._actiontype = Actions['TALK'] |
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52 self._source = sourceobj |
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53 self._dest = destobj |
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54 |
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55 def execute(self): |
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56 if self._dest.type == GameObjectTypes["QUESTGIVER"]: |
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57 if self._dest.haveQuest(): |
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58 if not self._dest.activequest: |
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59 self._dest.offerNextQuest() |
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60 else: |
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61 self._dest.completeQuest() |
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Player can now receive a quest, accept it, and complete it. Quests do not have any requirements (i.e. bring me back an item.. etc etc) to be completed at this time.
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62 else: |
529
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Changed the quest format in the object xml file.
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63 self._dest.say("I've got nothing for you... leave me alone.") |
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Enabling the FloatingTextRenderer for the RPG demo. The NPC now complains at you if he doesn't have a quest to give you.
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64 else: |
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65 self._dest.instance.say("Hello there!") |
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66 |
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67 class PickUpItemAction(BaseAction): |
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68 def __init__(self, actor, item): |
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69 self._actiontype = Actions['PICKUP'] |
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70 self._actor = actor |
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71 self._item = item |
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72 |
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73 def execute(self): |
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74 self._actor.pickUpItem(self._item) |
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75 |
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76 class EnterPortalAction(BaseAction): |
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77 def __init__(self, actor, portal): |
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78 self._actiontype = Actions["ENTER"] |
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79 self._actor = actor |
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80 self._portal = portal |
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81 |
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82 def execute(self): |
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83 self._actor.enterPortal(self._portal) |
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84 |
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85 ActorStates = {'STAND':0, |
516
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86 'WALK':1, |
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87 'ATTACK':2} |
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88 |
517
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89 class ActorActionListener(ObjectActionListener): |
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90 def __init__(self, gamecontroller, obj): |
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91 super(ActorActionListener, self).__init__(gamecontroller, obj) |
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92 |
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93 def onInstanceActionFinished(self, instance, action): |
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94 if action.getId() == 'walk': |
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95 self._object.stand() |
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96 self._object.performNextAction() |
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97 |
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98 class Actor(BaseGameObject): |
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99 def __init__(self, gamecontroller, layer, typename, instancename, instanceid=None, createInstance=False): |
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100 super(Actor, self).__init__(gamecontroller, layer, typename, instancename, instanceid, createInstance) |
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101 |
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102 self._type = GameObjectTypes["DEFAULT"] |
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103 |
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104 self._walkspeed = self._gamecontroller.settings.get("RPG", "DefaultActorWalkSpeed", 4.0) |
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105 |
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106 self._nextaction = None |
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107 self._inventory = [] |
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108 self._maxinventoryitems = 20 |
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109 |
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110 self._gold = 0 |
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111 |
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112 self.stand() |
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113 |
517
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114 def stand(self): |
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115 self._state = ActorStates["STAND"] |
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116 self._instance.act('stand', self._instance.getFacingLocation()) |
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117 |
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118 def walk(self, location): |
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119 self._state = ActorStates["WALK"] |
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120 self._instance.move('walk', location, self._walkspeed) |
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121 |
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122 def say(self, text): |
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123 self._instance.say(text, 2500) |
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124 |
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125 def performNextAction(self): |
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126 if self._nextaction: |
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127 self._nextaction.execute() |
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128 self._nextaction = None |
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129 |
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130 def pickUpItem(self, item): |
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131 if len(self._inventory) >= self._maxinventoryitems: |
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132 return |
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133 else: |
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134 if type(item) == GoldStack: |
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135 self._gold += item.value |
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136 else: |
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137 self._inventory.append(item) |
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138 |
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139 item.onPickUp() |
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140 |
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141 def enterPortal(self, portal): |
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142 if self._id == "player": |
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143 self._gamecontroller.switchMap(portal.dest) |
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144 else: |
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145 self._gamecontroller.scene.removeObjectFromScene(self._id) |
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146 |
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147 def removeItemFromInventory(self, itemid): |
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148 itemtoremove = None |
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149 for item in self._inventory: |
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150 if item.id == itemid: |
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151 itemtoremove = item |
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152 |
529
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153 if itemtoremove: |
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154 self._inventory.remove(itemtoremove) |
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155 |
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156 |
517
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157 def _getState(self): |
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158 return self._state |
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159 |
517
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160 def _setState(self, state): |
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161 self._state = state |
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162 |
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163 def _getNextAction(self): |
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164 return self._nextaction |
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165 |
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166 def _setNextAction(self, action): |
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167 self._nextaction = action |
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168 |
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169 def _getGold(self): |
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170 return self._gold |
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171 |
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172 def _setGold(self, gold): |
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173 self._gold = gold |
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174 |
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175 def _getInventory(self): |
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176 return self._inventory |
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177 |
517
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178 state = property(_getState, _setState) |
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179 nextaction = property(_getNextAction, _setNextAction) |
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180 gold = property(_getGold, _setGold) |
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181 inventory = property(_getInventory) |