Mercurial > fife-parpg
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 |
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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)