view demos/rpg/scripts/actors/baseactor.py @ 520:b6bd314df28a

Added a quest dialog. Added QuestGiver class. Moved level specific settings to another file. Added BaseItem class.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 16:29:07 +0000
parents 14f777be6b94
children 494c60cf61cf
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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()
		self._source.showQuestDialog()

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):
		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()
		
		self._type = GameObjectTypes["NPC"]

	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 _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 QuestGiver(Actor):
	def __init__(self, gamecontroller, instancename, instanceid=None, createInstance=False):
		super(QuestGiver, self).__init__(gamecontroller, instancename, instanceid, createInstance)
	
		self._type = GameObjectTypes["QUESTGIVER"]
		self._quests = []
	
	def addQuest(self, quest):
		self._quests.append(quest)