Mercurial > fife-parpg
annotate demos/rpg/scripts/objects/items.py @ 550:d0282579668c
Added QuestManager. The player can now move from map to map and the state of the quests remains persistent. Both quests the NPC gives you are now completable. Still have to clean up the quest loading code.
Started adding more comments.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 15 Jun 2010 17:53:20 +0000 |
parents | e59ece21ab3e |
children | 69d50e751c9a |
rev | line source |
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520
b6bd314df28a
Added a quest dialog.
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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 |
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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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31 from scripts.objects.baseobject import BaseGameObject, GameObjectTypes, getModuleByType |
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32 |
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33 |
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34 class BaseItem(BaseGameObject): |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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35 def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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36 super(BaseItem, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname, True) |
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37 |
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38 def _getItemType(self): |
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39 return self._name |
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40 |
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41 def _getItemName(self): |
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42 return self._id |
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43 |
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44 itemtype = property(_getItemType) |
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45 itemname = property(_getItemName) |
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46 |
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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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47 class PickableItem(BaseItem): |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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48 def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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49 super(PickableItem, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname) |
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50 self._type = GameObjectTypes["ITEM"] |
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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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51 |
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.
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52 def onPickUp(self): |
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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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53 #remove item from the scene |
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54 self._gamecontroller.scene.removeObjectFromScene(self) |
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55 |
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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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56 def onDrop(self, dropx, dropy): |
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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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57 #recreate object |
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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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58 self._createFIFEInstance(self, self._gamecontroller.scene.itemlayer) |
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59 self.setMapPosition(dropx, dropy) |
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60 |
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.
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61 self._gamecontroller.scene.addObjectToScene(self) |
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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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62 |
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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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63 class GoldStack(PickableItem): |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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64 def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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65 super(GoldStack, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname) |
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66 |
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67 self._value = 0 |
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68 |
546
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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69 def serialize(self): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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70 lvars = super(GoldStack, self).serialize() |
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71 lvars['value'] = self._value |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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72 |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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73 return lvars |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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74 |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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75 def deserialize(self, valuedict): |
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76 super(GoldStack, self).deserialize(valuedict) |
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77 |
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78 if valuedict.has_key("value"): |
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79 self._value = int(valuedict['value']) |
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80 else: |
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81 self._value = 0 |
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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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82 |
525
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83 def _getValue(self): |
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84 return self._value |
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Added the GoldStack item class. The scene now loads the goldstack and assigns it's value based on the maps objects file.
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85 |
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86 def _setValue(self, value): |
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87 self._value = int(value) |
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88 |
19db5a8619a4
Added the GoldStack item class. The scene now loads the goldstack and assigns it's value based on the maps objects file.
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89 value = property(_getValue, _setValue) |
540
2e739ae9a8bc
Some misc code cleanup.
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90 |
2e739ae9a8bc
Some misc code cleanup.
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91 class Portal(BaseItem): |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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92 def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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93 super(Portal, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname) |
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.
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94 self._type = GameObjectTypes["PORTAL"] |
540
2e739ae9a8bc
Some misc code cleanup.
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95 |
2e739ae9a8bc
Some misc code cleanup.
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96 self._dest = None |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
540
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97 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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98 def serialize(self): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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99 lvars = super(Portal, self).serialize() |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
540
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100 lvars['dest'] = self._dest |
540
2e739ae9a8bc
Some misc code cleanup.
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101 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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102 return lvars |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
540
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103 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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104 def deserialize(self, valuedict): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
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105 super(Portal, self).deserialize(valuedict) |
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.
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parents:
540
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106 |
547
e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
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107 if valuedict.has_key("dest"): |
e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
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108 self._dest = valuedict['dest'] |
e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
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109 else: |
e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
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110 self._dest = "town" |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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111 |
540
2e739ae9a8bc
Some misc code cleanup.
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112 def _getDest(self): |
2e739ae9a8bc
Some misc code cleanup.
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113 return self._dest |
2e739ae9a8bc
Some misc code cleanup.
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114 |
2e739ae9a8bc
Some misc code cleanup.
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115 def _setDest(self, dest): |
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Some misc code cleanup.
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116 self._dest = dest |
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Some misc code cleanup.
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117 |
2e739ae9a8bc
Some misc code cleanup.
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118 dest = property(_getDest, _setDest) |