Mercurial > fife-parpg
changeset 529:d0bce896a526
Changed the quest format in the object xml file.
Quests can now required gold or items to complete.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Fri, 28 May 2010 16:25:00 +0000 |
parents | 796d49ab9380 |
children | ea26e7b6f56c |
files | demos/rpg/maps/allobjects.xml demos/rpg/maps/town_objects.xml demos/rpg/scripts/actors/baseactor.py demos/rpg/scripts/actors/player.py demos/rpg/scripts/objects/baseobject.py demos/rpg/scripts/objects/items.py demos/rpg/scripts/scene.py |
diffstat | 7 files changed, 107 insertions(+), 22 deletions(-) [+] |
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--- a/demos/rpg/maps/allobjects.xml Fri May 28 14:52:56 2010 +0000 +++ b/demos/rpg/maps/allobjects.xml Fri May 28 16:25:00 2010 +0000 @@ -6,9 +6,9 @@ <Setting name="Quiller" type="dict"> type : QUESTGIVER ; file : objects/actors/player/warrior/object.xml ; model : warrior </Setting> </Module> - <Module name="Quiller"> + <Module name="Quiller"> <Setting name="questcount" type="int"> 2 </Setting> - <Setting name="quest1" type="list"> Test quest ; This is the first quest you will get </Setting> - <Setting name="quest2" type="list"> Second quest ; This is the second quest you will get </Setting> + <Setting name="quest1" type="dict"> name : Test quest ; desc : This is the first quest you will get ; items : GoldStack ; value : 5000 </Setting> + <Setting name="quest2" type="dict"> name : Second quest ; desc : This is the second quest you will get ; items : GoldStack ; value : 5000 </Setting> </Module> </Settings>
--- a/demos/rpg/maps/town_objects.xml Fri May 28 14:52:56 2010 +0000 +++ b/demos/rpg/maps/town_objects.xml Fri May 28 16:25:00 2010 +0000 @@ -2,7 +2,7 @@ <Settings> <Module name="items"> <Setting name="itemlist" type="list"> gstack1 </Setting> - <Setting name="gstack1" type="dict"> typename : GoldStack ; value : 5000 ; posx : 1.0 ; posy : 1.0 </Setting> + <Setting name="gstack1" type="dict"> typename : GoldStack ; value : 5000 ; posx : 3.0 ; posy : 3.0 </Setting> </Module> <Module name="npcs"> <Setting name="npclist" type="list"> Quiller </Setting>
--- a/demos/rpg/scripts/actors/baseactor.py Fri May 28 14:52:56 2010 +0000 +++ b/demos/rpg/scripts/actors/baseactor.py Fri May 28 16:25:00 2010 +0000 @@ -61,7 +61,7 @@ else: self._dest.completeQuest() else: - self._dest.instance.say("I've got nothing for you... leave me alone.", 2500) + self._dest.say("I've got nothing for you... leave me alone.") else: self._dest.instance.say("Hello there!") @@ -100,6 +100,10 @@ self._actionlistener = ActorActionListener(self._gamecontroller, self) self._nextaction = None + self._inventory = [] + self._maxinventoryitems = 20 + + self._gold = 0 self.stand() @@ -111,19 +115,34 @@ 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): - self._inventory.append(item) + if len(self._inventory) >= self._maxinventoryitems: + return + else: + if item.modelname == "goldstack": + self._gold += item.value + else: + self._inventory.append(item) - #removes it from FIFE (to stop rendering the item) - item.destroy() + item.onPickUp() + + def removeItemFromInventory(self, itemid): + itemtoremove = None + for item in self._inventory: + if item.id == itemid: + itemtoremove = item - #remove it from the scene - del self._gamecontroller.scene.objectlist[item.id] + if itemtoremove: + self._inventory.remove(itemtoremove) + def _getState(self): return self._state @@ -137,14 +156,46 @@ 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) class Quest(object): def __init__(self, owner, questname, questtext): self._owner = owner self._name = questname self._text = questtext + self._requireditems = [] + self._requiredgold = 0 + + def addRequiredItem(self, itemid): + self._requireditems.append(itemid) + + def addRequiredGold(self, goldcount): + self._requiredgold += goldcount + + def checkQuestCompleted(self, actor): + completed = False + + if self._requiredgold > 0: + if actor.gold >= self._requiredgold: + completed = True + + for item in self._requireditems: + if item in actor.inventory: + completed = True + + return completed def _getOwner(self): return self._owner @@ -161,9 +212,17 @@ def _setText(self, questtext): self._text = questtext + def _getRequiredGold(self): + return self._requiredgold + + def _getRequiredItems(self): + return self._requireditems + owner = property(_getOwner) name = property(_getName, _setName) text = property(_getText, _setText) + requiredgold = property(_getRequiredGold) + requireditems = property(_getRequiredItems) class QuestGiver(Actor): def __init__(self, gamecontroller, instancename, instanceid=None, createInstance=False): @@ -194,11 +253,18 @@ 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 + 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
--- a/demos/rpg/scripts/actors/player.py Fri May 28 14:52:56 2010 +0000 +++ b/demos/rpg/scripts/actors/player.py Fri May 28 16:25:00 2010 +0000 @@ -47,5 +47,3 @@ self._playermodelname = playermodelname self._playeractionlistener = PlayerActionListener(self._gamecontroller, self) - - self._inventory = []
--- a/demos/rpg/scripts/objects/baseobject.py Fri May 28 14:52:56 2010 +0000 +++ b/demos/rpg/scripts/objects/baseobject.py Fri May 28 16:25:00 2010 +0000 @@ -134,8 +134,12 @@ def _getId(self): return self._id + + def _getModelName(self): + return self._name location = property(_getLocation, _setLocation) instance = property(_getInstance) type = property(_getType) id = property(_getId) + modelname = property(_getModelName)
--- a/demos/rpg/scripts/objects/items.py Fri May 28 14:52:56 2010 +0000 +++ b/demos/rpg/scripts/objects/items.py Fri May 28 16:25:00 2010 +0000 @@ -37,14 +37,16 @@ super(BaseItem, self).__init__(gamecontroller, itemtype, itemname, True) def onPickUp(self): - #remove item from the map - self.destroy() + #remove item from the scene + self._gamecontroller.scene.removeObjectFromScene(self) def onDrop(self, dropx, dropy): #recreate object self._createFIFEInstance(self, self._gamecontroller.scene.itemlayer) self.setMapPosition(dropx, dropy) + self._gamecontroller.scene.addObjectToScene(self) + def _getItemType(self): return self._name @@ -64,6 +66,6 @@ return self._value def _setValue(self, value): - self._value = value + self._value = int(value) value = property(_getValue, _setValue)
--- a/demos/rpg/scripts/scene.py Fri May 28 14:52:56 2010 +0000 +++ b/demos/rpg/scripts/scene.py Fri May 28 16:25:00 2010 +0000 @@ -102,8 +102,16 @@ questcount = modelsettings.get(npc, "questcount", 0) for x in range(1,questcount+1): quest = "quest" + str(x) - (qname, qtext) = modelsettings.get(npc, quest, []) - actor.addQuest(Quest(actor, qname, qtext)) + questdict = modelsettings.get(npc, quest, {}) + quest = Quest(actor, questdict['name'], questdict['desc']) + + for ritem in questdict['items'].split(" , "): + if ritem == "GoldStack": + quest.addRequiredGold(int(questdict['value'])) + else: + quest.addRequiredItem(ritem) + + actor.addQuest(quest) elif modeldict["type"] == "NPC": actor = Actor(self._gamecontroller, modeldict["model"], npc, True) @@ -176,7 +184,14 @@ location = fife.Location(self._actorlayer) location.setMapCoordinates(target_mapcoord) return location - + + def addObjectToScene(self, obj): + self._objectlist[obj.id] = obj + + def removeObjectFromScene(self, obj): + obj.destroy() + del self._objectlist[obj.id] + def updateScene(self): pass