Mercurial > parpg-core
annotate src/parpg/behaviours/npc.py @ 76:4934b62e0e48
Removed behaviour component. Behaviour is already stored in the fifeagent component.
author | KarstenBock@gmx.net |
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date | Thu, 08 Sep 2011 14:30:01 +0200 |
parents | c3350fc9cd45 |
children | 7cb53edfb95f |
rev | line source |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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1 # This file is part of PARPG. |
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2 |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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3 # PARPG is free software: you can redistribute it and/or modify |
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4 # it under the terms of the GNU General Public License as published by |
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5 # the Free Software Foundation, either version 3 of the License, or |
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6 # (at your option) any later version. |
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7 |
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8 # PARPG is distributed in the hope that it will be useful, |
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9 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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11 # GNU General Public License for more details. |
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12 |
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13 # You should have received a copy of the GNU General Public License |
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14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>. |
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15 |
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16 from random import randrange |
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17 |
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18 from fife import fife |
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19 |
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20 import base |
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21 from base import BaseBehaviour |
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22 |
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23 class NPCBehaviour(BaseBehaviour): |
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24 """This is a basic NPC behaviour""" |
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25 def __init__(self, parent=None): |
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26 super(NPCBehaviour, self).__init__() |
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27 |
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28 self.parent = parent |
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29 self.state = base._AGENT_STATE_NONE |
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30 self.pc = None |
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31 self.target_loc = None |
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32 self.nextAction = None |
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33 |
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34 # hard code these for now |
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35 self.distRange = (2, 4) |
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36 # these are parameters to lower the rate of wandering |
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37 # wander rate is the number of "IDLEs" before a wander step |
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38 # this could be set for individual NPCs at load time |
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39 # or thrown out altogether. |
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40 self.wanderCounter = 0 |
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41 self.wanderRate = 9 |
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42 |
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43 def getTargetLocation(self): |
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44 """@rtype: fife.Location |
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45 @return: NPC's position""" |
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46 x = self.getX() |
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47 y = self.getY() |
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48 if self.state == base._AGENT_STATE_WANDER: |
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49 """ Random Target Location """ |
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50 l = [0, 0] |
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51 for i in range(len(l)): |
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52 sign = randrange(0, 2) |
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53 dist = randrange(self.distRange[0], self.distRange[1]) |
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54 if sign == 0: |
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55 dist *= -1 |
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56 l[i] = dist |
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57 x += l[0] |
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58 y += l[1] |
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59 # Random walk is |
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60 # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud |
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61 l = fife.Location(self.agent.getLocation()) |
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62 l.setLayerCoordinates(fife.ModelCoordinate(x, y)) |
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63 return l |
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64 |
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65 def onInstanceActionFinished(self, instance, action): |
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66 """What the NPC does when it has finished an action. |
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67 Called by the engine and required for InstanceActionListeners. |
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68 @type instance: fife.Instance |
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69 @param instance: self.agent |
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70 @type action: ??? |
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71 @param action: ??? |
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72 @return: None""" |
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73 if self.state == base._AGENT_STATE_WANDER: |
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74 self.target_loc = self.getTargetLocation() |
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75 BaseBehaviour.onInstanceActionFinished(self, instance, action) |
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76 |
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77 |
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78 def idle(self): |
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79 """Controls the NPC when it is idling. Different actions |
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80 based on the NPC's state. |
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81 @return: None""" |
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82 if self.state == base._AGENT_STATE_NONE: |
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83 self.state = base._AGENT_STATE_IDLE |
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84 self.agent.act('stand', self.agent.getFacingLocation()) |
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85 elif self.state == base._AGENT_STATE_IDLE: |
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86 if self.wanderCounter > self.wanderRate: |
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87 self.wanderCounter = 0 |
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88 self.state = base._AGENT_STATE_WANDER |
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89 else: |
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90 self.wanderCounter += 1 |
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91 self.state = base._AGENT_STATE_NONE |
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92 |
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93 self.target_loc = self.getTargetLocation() |
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94 self.agent.act('stand', self.agent.getFacingLocation()) |
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95 elif self.state == base._AGENT_STATE_WANDER: |
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96 self.wander(self.target_loc) |
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97 self.state = base._AGENT_STATE_NONE |
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98 elif self.state == base._AGENT_STATE_TALK: |
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99 self.agent.act('stand', self.pc.getLocation()) |
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100 |
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101 def wander(self, location): |
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102 """Nice slow movement for random walking. |
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103 @type location: fife.Location |
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104 @param location: Where the NPC will walk to. |
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105 @return: None""" |
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106 self.agent.move('walk', location, self.speed - 1) |