Mercurial > fife-parpg
view demos/rpg/scripts/actors/baseactor.py @ 697:ecaa4d98f05f tip
Abstracted the GUI code and refactored the GUIChan-specific code into its own module.
* Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring.
* GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass.
* The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class.
* The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged.
* Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
parents | 872a7a94563e |
children |
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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 # #################################################################### 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 from scripts.misc.serializer import Serializer 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.showNoQuestDialog() else: self._dest.say("Hello there!") class AttackAction(BaseAction): def __init__(self, attacker, defender): self._actiontype = Actions['ATTACK'] self._attacker = attacker self._defender = defender def execute(self): if self._defender.type == GameObjectTypes["ENEMY"]: self._defender.say("Ouch") 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 ActorAttributes(Serializer): def __init__(self, strength=0, dexterity=0, intelligence=0, health=0, walkspeed=0): self._str = strength self._dex = dexterity self._int = intelligence self._hp = health self._walkspeed = walkspeed def serialize(self): lvars = {} lvars['str'] = self._str lvars['dex'] = self._dex lvars['int'] = self._int lvars['hp'] = self._hp lvars['walk_speed'] = self._walkspeed return lvars def deserialize(self, valuedict): if valuedict.has_key("str"): self._str = int(valuedict['str']) if valuedict.has_key("dex"): self._dex = int(valuedict['dex']) if valuedict.has_key("int"): self._int = int(valuedict['int']) if valuedict.has_key("hp"): self._hp = int(valuedict['hp']) if valuedict.has_key("walk_speed"): self._walkspeed = float(valuedict['walk_speed']) def _getStrength(self): return self._str def _setStrength(self, strength): self._str = strength def _getDexterity(self): return self._dexterity def _setDexterity(self, dexterity): self._dexterity = dexterity def _getIntelligence(self): return self._int def _setIntelligence(self, intelligence): self._int = intelligence def _getHealth(self): return self._hp def _setHealth(self, health): self._hp = health def _getWalkSpeed(self): return self._walkspeed def _setWalkSpeed(self, walkspeed): self._walkspeed = walkspeed strength = property(_getStrength, _setStrength) dexterity = property(_getDexterity, _setDexterity) intelligence = property(_getIntelligence, _setIntelligence) health = property(_getHealth, _setHealth) walkspeed = property(_getWalkSpeed, _setWalkSpeed) 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._nextaction = None self._inventory = [] self._maxinventoryitems = 20 self._gold = 0 self._attributes = ActorAttributes() #set the default walkspeed self._attributes.walkspeed = self._gamecontroller.settings.get("RPG", "DefaultActorWalkSpeed", 4.0) 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._attributes.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 self.addItemToInventory(item): item.onPickUp() else: #could do something cool like throw the item back on the ground pass def enterPortal(self, portal): if self._id == "player": self._gamecontroller.switchMap(portal.dest) else: self._gamecontroller.scene.removeObjectFromScene(self._id) def addItemToInventory(self, item): if len(self._inventory) >= self._maxinventoryitems: return False else: if type(item) == GoldStack: self._gold += item.value else: self._inventory.append(item) return True def removeItemFromInventory(self, itemid): itemtoremove = None for item in self._inventory: if item.id == itemid: itemtoremove = item if itemtoremove: self._inventory.remove(itemtoremove) def serialize(self): lvars = super(Actor, self).serialize() lvars['gold'] = self._gold att_vars = self._attributes.serialize() for key, value in att_vars.items(): lvars[key] = value return lvars def deserialize(self, valuedict): super(Actor, self).deserialize(valuedict) if valuedict.has_key("gold"): self._gold = int(valuedict['gold']) else: self._gold = 0 self._attributes.deserialize(valuedict) 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 def _getAttributes(self): return self._attributes state = property(_getState, _setState) nextaction = property(_getNextAction, _setNextAction) gold = property(_getGold, _setGold) inventory = property(_getInventory) attributes = property(_getAttributes)