Mercurial > fife-parpg
annotate demos/rpg/scripts/actors/baseactor.py @ 547:e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
The 'spawn' console command can now spawn items with default values.
Cleaned up some print statements.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 04 Jun 2010 21:01:34 +0000 |
parents | 8fee2d2286e9 |
children | 69d50e751c9a |
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 |
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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 |
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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, |
535
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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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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 |
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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, baseobjectname, instancename, instanceid=None, createInstance=False): |
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100 super(Actor, self).__init__(gamecontroller, layer, typename, baseobjectname, 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 |
519
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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 |
517
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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 |
516
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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 |
529
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122 def say(self, text): |
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123 self._instance.say(text, 2500) |
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124 |
519
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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 |
543
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139 item.onPickUp() |
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140 |
540
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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 |
529
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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) |
547
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155 |
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156 def serialize(self): |
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157 lvars = super(Actor, self).serialize() |
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158 |
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159 lvars['gold'] = self._gold |
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160 |
547
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161 return lvars |
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162 |
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163 def deserialize(self, valuedict): |
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164 super(Actor, self).deserialize(valuedict) |
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165 |
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166 if valuedict.has_key("gold"): |
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167 self._gold = int(valuedict['gold']) |
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168 else: |
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169 self._gold = 0 |
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170 |
517
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171 def _getState(self): |
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172 return self._state |
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edf5c0cf52f3
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173 |
517
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174 def _setState(self, state): |
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175 self._state = state |
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176 |
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177 def _getNextAction(self): |
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178 return self._nextaction |
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179 |
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180 def _setNextAction(self, action): |
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181 self._nextaction = action |
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182 |
529
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183 def _getGold(self): |
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184 return self._gold |
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185 |
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186 def _setGold(self, gold): |
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187 self._gold = gold |
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188 |
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189 def _getInventory(self): |
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190 return self._inventory |
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191 |
517
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192 state = property(_getState, _setState) |
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193 nextaction = property(_getNextAction, _setNextAction) |
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194 gold = property(_getGold, _setGold) |
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195 inventory = property(_getInventory) |