Mercurial > fife-parpg
view demos/rpg/scripts/actors/baseactor.py @ 546:8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 03 Jun 2010 21:35:06 +0000 |
parents | cb7ec12214a9 |
children | e59ece21ab3e |
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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 from scripts.objects.items import GoldStack Actions = {'NONE':0, 'PICKUP':1, 'TALK':2, 'ATTACK':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): 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) class EnterPortalAction(BaseAction): def __init__(self, actor, portal): self._actiontype = Actions["ENTER"] self._actor = actor self._portal = portal def execute(self): self._actor.enterPortal(self._portal) 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, layer, typename, baseobjectname, instancename, instanceid=None, createInstance=False): super(Actor, self).__init__(gamecontroller, layer, typename, baseobjectname, instancename, instanceid, createInstance) self._type = GameObjectTypes["DEFAULT"] self._walkspeed = self._gamecontroller.settings.get("RPG", "DefaultActorWalkSpeed", 4.0) 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 type(item) == GoldStack: self._gold += item.value else: self._inventory.append(item) item.onPickUp() def enterPortal(self, portal): if self._id == "player": self._gamecontroller.switchMap(portal.dest) else: self._gamecontroller.scene.removeObjectFromScene(self._id) 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)