view demos/rpg/scripts/actors/baseactor.py @ 532:4da56756a617

Fixed a small bug that didn't allow to use xml files as gui input for the setting extension
author nihathrael@33b003aa-7bff-0310-803a-e67f0ece8222
date Sat, 29 May 2010 17:27:49 +0000
parents d0bce896a526
children 65a92a2449d5
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#!/usr/bin/env python

# -*- coding: utf-8 -*-

# ####################################################################
#  Copyright (C) 2005-2010 by the FIFE team
#  http://www.fifengine.net
#  This file is part of FIFE.
#
#  FIFE is free software; you can redistribute it and/or
#  modify it under the terms of the GNU Lesser General Public
#  License as published by the Free Software Foundation; either
#  version 2.1 of the License, or (at your option) any later version.
#
#  This library is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
#  Lesser General Public License for more details.
#
#  You should have received a copy of the GNU Lesser General Public
#  License along with this library; if not, write to the
#  Free Software Foundation, Inc.,
#  51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
# ####################################################################
# This is the rio de hola client for FIFE.

import sys, os, re, math, random, shutil

from fife import fife
from fife.extensions.loaders import loadMapFile

from scripts.objects.baseobject import ObjectActionListener, BaseGameObject, GameObjectTypes

Actions = {'NONE':0,
		   'PICKUP':1,
		   'TALK':2,
		   'HIT':3,
		   'OPEN':4,
		   'ENTER':5}

class BaseAction(object):
	def __init__(self):
		self._actiontype = Actions['NONE']
		
	def execute(self):
		pass
		
class TalkAction(BaseAction):
	def __init__(self, sourceobj, destobj):
		self._actiontype = Actions['TALK']
		self._source = sourceobj
		self._dest = destobj
		
	def execute(self):
		print "talking to: " + self._dest.instance.getId()
		
		if self._dest.type == GameObjectTypes["QUESTGIVER"]:
			if self._dest.haveQuest():
				if not self._dest.activequest:
					self._dest.offerNextQuest()
				else:
					self._dest.completeQuest()
			else:
				self._dest.say("I've got nothing for you...  leave me alone.")
		else:
			self._dest.instance.say("Hello there!")
			
class PickUpItemAction(BaseAction):
	def __init__(self, actor, item):
		self._actiontype = Actions['PICKUP']
		self._actor = actor
		self._item = item
		
	def execute(self):
		self._actor.pickUpItem(self._item)

ActorStates = {'STAND':0,
			   'WALK':1,
			   'ATTACK':2}

class ActorActionListener(ObjectActionListener):
	def __init__(self, gamecontroller, obj):
		super(ActorActionListener, self).__init__(gamecontroller, obj)

	def onInstanceActionFinished(self, instance, action):
		if action.getId() == 'walk':
			self._object.stand()
			self._object.performNextAction()

class Actor(BaseGameObject):
	def __init__(self, gamecontroller, instancename, instanceid=None, createInstance=False):

		if not hasattr(self, "_type"):
			self._type = GameObjectTypes["NPC"]
			
		super(Actor, self).__init__(gamecontroller, instancename, instanceid, createInstance)

		self._walkspeed = self._gamecontroller.settings.get("RPG", "DefaultActorWalkSpeed", 4.0)
		
		self._actionlistener = ActorActionListener(self._gamecontroller, self)
		
		self._nextaction = None
		self._inventory = []
		self._maxinventoryitems = 20
		
		self._gold = 0
		
		self.stand()

	def stand(self):
		self._state = ActorStates["STAND"]
		self._instance.act('stand', self._instance.getFacingLocation())
		
	def walk(self, location):
		self._state = ActorStates["WALK"]
		self._instance.move('walk', location, self._walkspeed)
		
	def say(self, text):
		self._instance.say(text, 2500)
		
	def performNextAction(self):
		if self._nextaction:
			self._nextaction.execute()
			self._nextaction = None
			
	def pickUpItem(self, item):
		if len(self._inventory) >= self._maxinventoryitems:
			return
		else:
			if item.modelname == "goldstack":
				self._gold += item.value
			else:
				self._inventory.append(item)
		
			item.onPickUp()
			
	def removeItemFromInventory(self, itemid):
		itemtoremove = None
		for item in self._inventory:
			if item.id == itemid:
				itemtoremove = item
		
		if itemtoremove:
			self._inventory.remove(itemtoremove)
		
		
	def _getState(self):
		return self._state
		
	def _setState(self, state):
		self._state = state
		
	def _getNextAction(self):
		return self._nextaction
		
	def _setNextAction(self, action):
		self._nextaction = action
	
	def _getGold(self):
		return self._gold
		
	def _setGold(self, gold):
		self._gold = gold
		
	def _getInventory(self):	
		return self._inventory
	
	state = property(_getState, _setState)
	nextaction = property(_getNextAction, _setNextAction)
	gold = property(_getGold, _setGold)
	inventory = property(_getInventory)

class Quest(object):
	def __init__(self, owner, questname, questtext):
		self._owner = owner
		self._name = questname
		self._text = questtext
		self._requireditems = []
		self._requiredgold = 0
		
	def addRequiredItem(self, itemid):
		self._requireditems.append(itemid)
		
	def addRequiredGold(self, goldcount):
		self._requiredgold += goldcount
		
	def checkQuestCompleted(self, actor):
		completed = False
		
		if self._requiredgold > 0:
			if actor.gold >= self._requiredgold:
				completed = True
				
		for item in self._requireditems:
			if item in actor.inventory:
				completed = True
				
		return completed
	
	def _getOwner(self):
		return self._owner
	
	def _getName(self):
		return self._name
		
	def _setName(self, questname):
		self._name = questname
		
	def _getText(self):
		return self._text
		
	def _setText(self, questtext):
		self._text = questtext
	
	def _getRequiredGold(self):
		return self._requiredgold
	
	def _getRequiredItems(self):
		return self._requireditems
	
	owner = property(_getOwner)
	name = property(_getName, _setName)
	text = property(_getText, _setText)
	requiredgold = property(_getRequiredGold)
	requireditems = property(_getRequiredItems)

class QuestGiver(Actor):
	def __init__(self, gamecontroller, instancename, instanceid=None, createInstance=False):
		self._type = GameObjectTypes["QUESTGIVER"]
		super(QuestGiver, self).__init__(gamecontroller, instancename, instanceid, createInstance)
	
		self._quests = []
		
		self._activequest = None
	
	def addQuest(self, quest):
		self._quests.append(quest)
		
	def offerNextQuest(self):
		if self._activequest:
			return
	
		if len(self._quests) > 0:
			self._gamecontroller.guicontroller.showQuestDialog(self)
		
	def getNextQuest(self):
		if len(self._quests) > 0:
			return self._quests[0]
		
		return None
		
	def activateQuest(self, quest):
		self._activequest = quest
			
	def completeQuest(self):
		if self._activequest in self._quests:
			if self._activequest.checkQuestCompleted(self._gamecontroller.scene.player):
				self.say("That everything I need.  Thank you!")
				self._gamecontroller.scene.player.gold = self._gamecontroller.scene.player.gold - self._activequest.requiredgold
				
				for itemid in self._activequest.requireditems:
					self._gamecontroller.scene.player.removeItemFromInventory(itemid)
					
				self._quests.remove(self._activequest)
				self._activequest = None
			else:
				self.say("Come back when you have all the items I requested!")
		else:
			#something went wrong
			self._activequest = None
	
	def haveQuest(self):
		return len(self._quests) > 0
	
	def _getActiveQuest(self):
		return self._activequest
		
	activequest = property(_getActiveQuest)