Mercurial > fife-parpg
view demos/rpg/scripts/actors/questgiver.py @ 534:65a92a2449d5
Doing some re-factoring.
Minor change to the way the console commands are parsed.
Added the spawn command to the help file.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 31 May 2010 17:45:04 +0000 |
parents | |
children | 2e739ae9a8bc |
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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 scripts.objects.baseobject import BaseGameObject, GameObjectTypes from scripts.actors.baseactor import Actor 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)