Mercurial > fife-parpg
view demos/rpg/scripts/actors/baseactor.py @ 528:796d49ab9380
Cleaned up the createScene function.
Items can now be picked up.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 28 May 2010 14:52:56 +0000 |
parents | 6037f79b0dcf |
children | d0bce896a526 |
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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.instance.say("I've got nothing for you... leave me alone.", 2500) 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.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 performNextAction(self): if self._nextaction: self._nextaction.execute() self._nextaction = None def pickUpItem(self, item): self._inventory.append(item) #removes it from FIFE (to stop rendering the item) item.destroy() #remove it from the scene del self._gamecontroller.scene.objectlist[item.id] 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 state = property(_getState, _setState) nextaction = property(_getNextAction, _setNextAction) class Quest(object): def __init__(self, owner, questname, questtext): self._owner = owner self._name = questname self._text = questtext 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 owner = property(_getOwner) name = property(_getName, _setName) text = property(_getText, _setText) 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): #@todo check to see if requirements are met if self._activequest in self._quests: print "quest completed" self._quests.remove(self._activequest) self._activequest = None else: #something went wrong self._activequest = None def haveQuest(self): return len(self._quests) > 0 def _getActiveQuest(self): return self._activequest activequest = property(_getActiveQuest)