Mercurial > parpg-core
annotate src/parpg/gamemodel.py @ 155:7214224b8d83
Fixed that items in the player characters inventory could not be dropped.
author | KarstenBock@gmx.net |
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date | Fri, 07 Oct 2011 14:15:06 +0200 |
parents | 6e1eb964a6e5 |
children | db6403c1a7a1 |
rev | line source |
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1 # This file is part of PARPG. |
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2 |
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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 # there should be NO references to FIFE here! |
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17 import sys |
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18 import os.path |
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19 import logging |
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20 from copy import deepcopy |
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21 |
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22 from fife import fife |
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23 from fife.extensions.serializers.xmlobject import XMLObjectLoader |
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24 from parpg.bGrease.geometry import Vec2d |
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25 |
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26 from parpg import vfs |
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27 from gamestate import GameState |
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28 from gamemap import GameMap |
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29 from common.utils import locateFiles |
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30 from common.utils import parseBool |
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31 from parpg.dialogueparsers import YamlDialogueParser, DialogueFormatError |
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32 from parpg.entities import createEntity |
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33 from parpg import behaviours |
118 | 34 from parpg import components |
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35 from parpg.components import fifeagent, container, equip |
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36 |
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37 try: |
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38 import xml.etree.cElementTree as ElementTree |
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39 except ImportError: |
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40 import xml.etree.ElementTree as ElementTree |
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41 |
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42 import yaml |
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43 |
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44 logger = logging.getLogger('gamemodel') |
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45 |
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46 class GameModel(object): |
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47 """GameModel holds the logic for the game. |
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48 Since some data (object position and so forth) is held in the |
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49 fife, and would be pointless to replicate, we hold a instance of |
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50 the fife view here. This also prevents us from just having a |
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51 function heavy controller.""" |
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52 ALL_AGENTS_KEY = "All" |
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53 MAX_ID_NUMBER = 1000 |
146 | 54 GENERIC_ITEM_GFX = "generic_item" |
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55 |
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56 def __init__(self, engine, settings): |
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57 """Initialize the instance. |
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58 @param engine: A fife.Engine object |
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59 @type emgome: fife.Engine |
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60 @param setting: The applications settigns |
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61 @type setting: parpg.settings.Settings object |
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62 @return: None""" |
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63 self.settings = settings |
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64 |
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65 self.map_change = False |
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66 self.load_saver = False |
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67 self.savegame = None |
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68 quests_directory = settings.parpg.QuestsPath |
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69 self.game_state = GameState(quests_dir=quests_directory) |
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70 #self.game_state.quest_engine = |
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71 #self.game_state.quest_engine.readQuests() |
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72 self.pc_run = 1 |
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73 self.target_position = None |
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74 self.target_map_name = None |
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75 self.object_db = {} |
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76 self.active_map = None |
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77 self.map_files = {} |
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78 self.agents = {} |
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79 self.agents[self.ALL_AGENTS_KEY] = {} |
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80 self.items = {} |
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81 self.engine = engine |
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82 self.fife_model = engine.getModel() |
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83 |
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84 # set values from settings |
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85 maps_directory = settings.parpg.MapsPath |
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86 self.game_state.maps_file = '/'.join([maps_directory, |
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87 settings.parpg.MapsFile]) |
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88 self.all_agents_file = '/'.join([maps_directory, |
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89 settings.parpg.AllAgentsFile]) |
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90 objects_directory = self.settings.parpg.ObjectsPath |
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91 self.objects_directory = objects_directory |
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92 self.object_db_file = '/'.join([objects_directory, |
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93 settings.parpg.ObjectDatabaseFile]) |
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94 self.dialogue_directory = settings.parpg.DialoguesPath |
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95 self.dialogues = {} |
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96 self.agent_import_files = {} |
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97 self.obj_loader = XMLObjectLoader( |
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98 self.engine.getImagePool(), |
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99 self.engine.getAnimationPool(), |
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100 self.engine.getModel(), |
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101 self.engine.getVFS() |
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102 ) |
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103 |
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104 def checkAttributes(self, attributes, template): |
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105 """Checks for attributes that where not given in the map file |
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106 and fills them with values from the object database |
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107 @param attributes: attributes to check |
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108 @type attributes: Dictionary |
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109 @param template: Template from which the values will be used |
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110 @return: The modified attributes""" |
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111 if self.object_db.has_key(template): |
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112 db_attributes = deepcopy(self.object_db[template]) |
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113 for key in db_attributes.keys(): |
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114 if attributes.has_key(key): |
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115 tmp_attributes = db_attributes[key] |
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116 tmp_attributes.update(attributes[key]) |
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117 attributes[key] = tmp_attributes |
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118 else: |
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119 attributes[key] = db_attributes[key] |
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120 return attributes |
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121 |
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122 def isIDUsed(self, ID): |
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123 if self.game_state.hasObject(ID): |
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124 return True |
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125 for namespace in self.agents: |
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126 if ID in self.agents[namespace]: |
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127 return True |
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128 return False |
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129 |
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130 def createUniqueID(self, ID): |
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131 if self.isIDUsed(ID): |
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132 id_number = 1 |
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133 while self.isIDUsed(ID + "_" + str(id_number)): |
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134 id_number += 1 |
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135 if id_number > self.MAX_ID_NUMBER: |
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136 raise ValueError( |
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137 "Number exceeds MAX_ID_NUMBER:" + str(self.MAX_ID_NUMBER)) |
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138 |
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139 ID = ID + "_" + str(id_number) |
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140 return ID |
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141 |
114
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142 def moveObject(self, object_id, new_map): |
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143 """Moves the object to a new map, or in a container |
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144 @param object_id: ID of the object |
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145 @type object_id: str |
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146 @param new_map: ID of the new map, or None |
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147 @type object_id: str """ |
131 | 148 game_object = self.deleteObject(object_id) |
114
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149 self.game_state.addObject(object_id, new_map, game_object) |
146 | 150 |
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151 def deleteObject(self, object_id): |
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152 """Removes an object from the game |
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153 @param object_id: ID of the object |
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154 @type object_id: str """ |
146 | 155 if self.agents["All"].has_key(object_id): |
156 del self.agents["All"][object_id] | |
157 else: | |
158 del self.items[object_id] | |
131 | 159 return self.game_state.deleteObject(object_id) |
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160 |
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161 def save(self, path, filename): |
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162 """Writes the saver to a file. |
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163 @type filename: string |
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164 @param filename: the name of the file to write to |
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165 @return: None""" |
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166 fname = '/'.join([path, filename]) |
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167 try: |
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168 save_file = open(fname, 'w') |
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169 except(IOError): |
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170 sys.stderr.write("Error: Can't create save game: " + fname + "\n") |
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171 return |
131 | 172 |
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173 save_state = {} |
131 | 174 save_state["Agents"] = self.agents |
175 save_state["Items"] = self.items | |
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176 save_state["GameState"] = self.game_state.getStateForSaving() |
131 | 177 |
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178 yaml.dump(save_state, save_file) |
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179 |
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180 save_file.close() |
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181 |
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182 def load(self, path, filename): |
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183 """Loads a saver from a file. |
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184 @type filename: string |
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185 @param filename: the name of the file (including path) to load from |
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186 @return: None""" |
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187 fname = '/'.join([path, filename]) |
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188 |
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189 try: |
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190 load_file = open(fname, 'r') |
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191 except(IOError): |
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192 sys.stderr.write("Error: Can't find save game file\n") |
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193 return |
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194 self.deleteMaps() |
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195 self.clearAgents() |
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196 |
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197 save_state = yaml.load(load_file) |
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198 self.game_state.restoreFromState(save_state["GameState"]) |
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199 maps = save_state["Agents"] |
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200 for map_name in maps: |
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201 for agent_name in maps[map_name]: |
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202 agent = {agent_name:maps[map_name][agent_name]} |
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203 self.addAgent(map_name, agent) |
131 | 204 self.items = save_state["Items"] |
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205 |
131 | 206 load_file.close() |
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207 |
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208 def teleport(self, agent, position): |
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209 """Called when a an agent is moved instantly to a new position. |
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210 The setting of position may wan to be created as its own method down the road. |
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211 @type position: String Tuple |
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212 @param position: X,Y coordinates passed from engine.changeMap |
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213 @return: fife.Location""" |
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214 logging.debug(position) |
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215 coord = fife.DoublePoint3D(float(position[0]), float(position[1]), 0) |
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216 location = fife.Location(self.active_map.agent_layer) |
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217 location.setMapCoordinates(coord) |
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218 agent.teleport(location) |
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219 |
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220 def getObjectAtCoords(self, coords): |
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221 """Get the object which is at the given coords |
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222 @type coords: fife.Screenpoint |
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223 @param coords: Coordinates where to check for an object |
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224 @rtype: fife.Object |
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225 @return: An object or None""" |
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226 instances = self.active_map.cameras[ |
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227 self.active_map.my_cam_id].\ |
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228 getMatchingInstances(coords, self.active_map.agent_layer) |
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229 # no object returns an empty tuple |
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230 if(instances != ()): |
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231 front_y = 0 |
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232 |
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233 |
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234 for obj in instances: |
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235 # check to see if this in our list at all |
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236 if(self.objectActive(obj.getId())): |
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237 # check if the object is on the foreground |
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238 obj_map_coords = \ |
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239 obj.getLocation().getMapCoordinates() |
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240 obj_screen_coords = self.active_map.\ |
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241 cameras[self.active_map.my_cam_id]\ |
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242 .toScreenCoordinates(obj_map_coords) |
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243 |
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244 if obj_screen_coords.y > front_y: |
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245 #Object on the foreground |
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246 front_y = obj_screen_coords.y |
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247 return obj |
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248 else: |
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249 return None |
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250 else: |
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251 return None |
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252 |
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253 def getCoords(self, click): |
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254 """Get the map location x, y coordinates from the screen coordinates |
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255 @type click: fife.ScreenPoint |
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256 @param click: Screen coordinates |
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257 @rtype: fife.Location |
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258 @return: The map coordinates""" |
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259 coord = self.active_map.cameras[self.active_map.my_cam_id].\ |
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260 toMapCoordinates(click, False) |
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261 coord.z = 0 |
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262 location = fife.Location(self.active_map.agent_layer) |
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263 location.setMapCoordinates(coord) |
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264 return location |
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265 |
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266 def pause(self, paused): |
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267 """ Pause/Unpause the game |
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268 @return: nothing""" |
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269 if self.active_map: |
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270 self.active_map.pause(paused) |
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271 |
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272 def togglePause(self): |
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273 """ Toggle paused state. |
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274 @return: nothing""" |
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275 self.active_map.togglePause() |
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276 |
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277 def isPaused(self): |
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278 """Returns wheter the game is paused or not""" |
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279 return self.active_map.isPaused() |
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280 |
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281 def readMapFiles(self): |
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282 """Read all a available map-files and store them""" |
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283 maps_file = vfs.VFS.open(self.game_state.maps_file) |
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284 self.map_files = yaml.load(maps_file)["Maps"] |
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285 |
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286 def addAgent(self, namespace, agent): |
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287 """Adds an agent to the agents dictionary |
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288 @param namespace: the namespace where the agent is to be added to |
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289 @type namespace: str |
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290 @param agent: The agent to be added |
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291 @type agent: dict """ |
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292 from fife.extensions.serializers.xml_loader_tools import loadImportFile |
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293 if not self.agents.has_key(namespace): |
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294 self.agents[namespace] = {} |
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295 |
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296 agent_values = agent.values()[0] |
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297 unique_agent_id = self.createUniqueID(agent.keys()[0]) |
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298 del agent[agent.keys()[0]] |
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299 agent[unique_agent_id] = agent_values |
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300 self.agents[namespace].update(agent) |
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301 object_model = "" |
122 | 302 if agent_values["Entity"].has_key("graphics") \ |
303 and agent_values["Entity"]["graphics"].has_key("gfx"): | |
304 object_model = agent_values["Entity"]["graphics"]["gfx"] | |
146 | 305 elif agent_values.has_key("Template"): |
306 object_model = self.object_db[agent_values["Template"]]["graphics"]["gfx"] | |
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307 else: |
146 | 308 object_model = self.GENERIC_ITEM_GFX |
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309 import_file = self.agent_import_files[object_model] |
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310 loadImportFile(self.obj_loader, import_file, self.engine) |
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311 |
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312 def readAgentsOfMap(self, map_name): |
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313 """Read the agents of the map |
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314 @param map_name: Name of the map |
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315 @type map_name: str """ |
137 | 316 #Get the agents of the map |
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317 map_agents_file = self.map_files[map_name].\ |
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318 replace(".xml", "_agents.yaml") |
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319 agents_data = vfs.VFS.open(map_agents_file) |
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320 agents = yaml.load_all(agents_data) |
137 | 321 self.agents[map_name] = {} |
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322 for agent in agents: |
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323 if not agent == None: |
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324 self.addAgent(map_name, agent) |
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325 |
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326 def readAllAgents(self): |
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327 """Read the agents of the all_agents_file and store them""" |
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328 agents_file = vfs.VFS.open(self.all_agents_file) |
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329 agents = yaml.load_all(agents_file) |
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330 for agent in agents: |
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331 if agent is not None: |
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332 self.addAgent(self.ALL_AGENTS_KEY, agent) |
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333 |
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334 def getAgentsOfMap(self, map_name): |
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335 """Returns the agents that are on the given map |
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336 @param map_name: Name of the map |
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337 @type map_name: str |
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338 @return: A dictionary with the agents of the map""" |
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339 if not self.agents.has_key(map_name): |
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340 return {} |
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341 ret_dict = self.agents[map_name].copy() |
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342 for agent_name, agent_value in self.agents[self.ALL_AGENTS_KEY]\ |
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343 .iteritems(): |
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344 if agent_value["Map"] == map_name: |
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345 ret_dict[agent_name] = agent_value |
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346 return ret_dict |
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347 |
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348 def getAgentsOfActiveMap(self): |
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349 """Returns the agents that are on active map |
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350 @return: A dictionary with the agents of the map """ |
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351 return self.getAgentsOfMap(self.active_map.map.getId()) |
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352 |
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353 def clearAgents(self): |
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354 """Resets the agents dictionary""" |
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355 self.agents = {} |
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356 self.agents[self.ALL_AGENTS_KEY] = {} |
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357 |
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358 def loadMap(self, map_name): |
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359 """Load a new map. |
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360 @type map_name: string |
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361 @param map_name: Name of the map to load |
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362 @return: None""" |
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363 if not map_name in self.game_state.maps: |
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364 map_file = self.map_files[map_name] |
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365 new_map = GameMap(self.engine, self) |
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366 self.game_state.maps[map_name] = new_map |
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367 new_map.load(map_file) |
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368 |
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369 def createAgent(self, agent, inst_id, world): |
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370 if self.game_state.hasObject(inst_id): |
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371 return None |
118 | 372 entity_data = deepcopy(agent["Entity"]) |
122 | 373 entity_data["fifeagent"] = {} |
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374 if agent.has_key("Template"): |
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375 entity_data = self.checkAttributes(entity_data, agent["Template"]) |
146 | 376 object_id = (entity_data["graphics"]["gfx"] |
377 if entity_data.has_key("graphics") and | |
378 entity_data["graphics"].has_key("gfx") | |
379 else self.GENERIC_ITEM_GFX | |
380 ) | |
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381 map_obj = self.fife_model.getObject(str(object_id), "PARPG") |
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382 if not map_obj: |
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383 logging.warning("Object with inst_id={0}, ns=PARPG, " |
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384 "could not be found. " |
118 | 385 "Omitting...".format(str(object_id))) |
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386 |
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387 x_pos = agent["Position"][0] |
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388 y_pos = agent["Position"][1] |
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389 z_pos = agent["Position"][2] if len(agent["Position"]) == 3 \ |
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390 else 0.0 |
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391 stack_pos = agent["Stackposition"] if \ |
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392 agent.has_key("StackPosition") \ |
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393 else None |
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394 inst = self.active_map.agent_layer.\ |
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395 createInstance(map_obj, |
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396 fife.ExactModelCoordinate(x_pos, |
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397 y_pos, |
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398 z_pos), |
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399 inst_id) |
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400 inst.setId(inst_id) |
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401 |
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402 rotation = agent["Rotation"] |
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403 inst.setRotation(rotation) |
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404 |
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405 fife.InstanceVisual.create(inst) |
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406 if (stack_pos): |
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407 inst.get2dGfxVisual().setStackPosition(int(stack_pos)) |
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408 |
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409 if (map_obj.getAction('default')): |
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410 target = fife.Location(self.active_map.agent_layer) |
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411 inst.act('default', target, True) |
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412 |
120 | 413 if entity_data.has_key("behaviour"): |
414 entity_data["fifeagent"]["behaviour"] = \ | |
415 getattr(behaviours, | |
416 entity_data["behaviour"]["behaviour_type"])() | |
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417 else: |
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418 entity_data["fifeagent"]["behaviour"] = behaviours.Base() |
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419 if self.dialogues.has_key(inst_id): |
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420 entity_data["dialogue"] = {} |
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421 entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] |
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422 |
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423 obj = self.createMapObject(self.active_map.agent_layer, entity_data, inst_id, world) |
105
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424 |
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425 if agent.has_key("Inventory"): |
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426 inv = agent["Inventory"] |
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427 slots = inv["Slots"] |
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428 obj.container.children = list() |
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429 for x in xrange(slots): |
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430 obj.container.children.append(None) |
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431 items = inv["Items"] if inv.has_key("Items") else list() |
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432 for data in items: |
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433 item = None |
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434 slot = data["Slot"] if data.has_key("Slot") else -1 |
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435 if data.has_key("type"): |
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436 item_type = data["type"] |
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437 item_data = {} |
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438 item_data = self.checkAttributes(item_data, item_type) |
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439 if item_data.has_key("containable"): |
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440 item = self.create_item( |
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441 self.createUniqueID(data["ID"]), |
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442 item_data, world, item_type) |
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443 else: |
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444 raise Exception("Item %s is not containable." % item_type) |
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445 else: |
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446 identifier = data["ID"] |
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447 if self.game_state.hasObject(identifier): |
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448 item = self.game_state.getObjectById(identifier) |
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449 else: |
130
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450 item_data = self.items[identifier]["Entity"] |
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451 item_type = item_data["containable"]["item_type"] |
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452 item = self.create_item(identifier, item_data, |
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453 world, item_type) |
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454 |
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455 container.put_item(obj.container, item.containable, slot) |
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456 |
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457 if agent.has_key("Equipment"): |
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458 for slot, data in agent["Equipment"].iteritems(): |
129
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459 item = None |
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460 if data.has_key("type"): |
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461 item_type = data["type"] |
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462 item_data = {} |
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463 item_data = self.checkAttributes(item_data, item_type) |
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464 if item_data.has_key("containable") and item_data.has_key("equipable"): |
130
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465 item = self.create_item( |
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466 self.createUniqueID(data["ID"]), |
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467 item_data, world, item_type) |
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468 else: |
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469 raise Exception("Item %s is not containable or equipable." % item_type) |
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470 else: |
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471 identifier = data["ID"] |
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472 if self.game_state.hasObject(identifier): |
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473 item = self.game_state.getObjectById(identifier) |
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474 else: |
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475 item_data = self.items[identifier]["Entity"] |
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476 item_type = item_data["containable"]["item_type"] |
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477 item = self.create_item(identifier, item_data, |
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478 world, item_type) |
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479 equip.equip(obj.equip, item.equipable, slot) |
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480 if (obj.fifeagent and (obj.lockable and not obj.lockable.closed)): |
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481 obj.fifeagent.behaviour.animate("opened", repeating=True) |
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482 return obj |
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483 |
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484 def create_item(self, identifier, item_data, world, item_type): |
146 | 485 if not item_data["description"].has_key("view_name"): |
486 item_data["description"]["view_name"] = ( | |
487 item_data["description"]["real_name"]) | |
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488 item = createEntity(item_data, identifier, world, None) |
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489 item.containable.item_type = item_type |
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490 self.game_state.addObject(identifier, None, item) |
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491 return item |
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492 |
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493 def placeAgents(self, world): |
0
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494 """Places the current maps agents """ |
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495 if not self.active_map: |
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496 return |
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497 agents = self.getAgentsOfMap(self.game_state.current_map_name) |
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498 for agent in agents: |
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499 if agent == "PlayerCharacter": |
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500 continue |
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501 if self.active_map.agent_layer.getInstances(agent): |
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502 continue |
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503 self.createAgent(agents[agent], agent, world) |
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504 |
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505 def placePC(self, world): |
0
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506 """Places the PlayerCharacter on the map""" |
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507 agent = self.agents[self.ALL_AGENTS_KEY]["PlayerCharacter"] |
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508 inst_id = "PlayerCharacter" |
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509 self.createAgent(agent, inst_id, world) |
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510 |
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511 # create the PlayerCharacter agent |
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512 self.active_map.addPC() |
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513 #self.game_state.getObjectById("PlayerCharacter").fifeagent.start() |
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514 if agent.has_key("PeopleKnown"): |
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515 self.game_state.getObjectById("PlayerCharacter").fifeagent.people_i_know = agent["PeopleKnown"] |
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516 |
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517 def changeMap(self, map_name, target_position = None): |
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518 """Registers for a map change on the next pump(). |
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519 @type map_name: String |
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520 @param map_name: Id of the map to teleport to |
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521 @type map_file: String |
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522 @param map_file: Filename of the map to teleport to |
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523 @type target_position: Tuple |
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524 @param target_position: Position of PlayerCharacter on target map. |
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525 @return None""" |
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526 # set the parameters for the map change if moving to a new map |
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527 if map_name != self.game_state.current_map_name: |
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528 self.target_map_name = map_name |
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529 self.target_position = target_position |
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530 # issue the map change |
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531 self.map_change = True |
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532 |
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533 def deleteMaps(self): |
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534 """Clear all currently loaded maps from FIFE as well as clear our |
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535 local map cache |
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536 @return: nothing""" |
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537 self.engine.getModel().deleteMaps() |
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538 self.engine.getModel().deleteObjects() |
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539 self.game_state.clearObjects() |
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540 self.game_state.maps = {} |
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541 |
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542 def setActiveMap(self, map_name): |
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543 """Sets the active map that is to be rendered. |
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544 @type map_name: String |
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545 @param map_name: The name of the map to load |
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546 @return: None""" |
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547 # Turn off the camera on the old map before we turn on the camera |
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548 # on the new map. |
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549 self.active_map.cameras[self.active_map.my_cam_id].setEnabled(False) |
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550 # Make the new map active. |
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551 self.active_map = self.game_state.maps[map_name] |
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552 self.active_map.makeActive() |
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553 self.game_state.current_map_name = map_name |
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554 if not self.agents.has_key(map_name): |
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555 self.readAgentsOfMap(map_name) |
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556 |
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557 def createMapObject (self, layer, attributes, inst_id, world): |
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558 """Create an object and add it to the current map. |
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559 @type layer: fife.Layer |
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560 @param layer: FIFE layer object exists in |
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561 @type attributes: Dictionary |
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562 @param attributes: Dictionary of all object attributes |
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563 @type instance: fife.Instance |
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564 @param instance: FIFE instance corresponding to the object |
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565 @return: The created object""" |
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566 # create the extra data |
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567 extra = {} |
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568 if layer is not None: |
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569 extra['fifeagent'] = {} |
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570 extra['fifeagent']['layer'] = layer |
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571 |
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572 obj = createEntity(attributes, inst_id, world, extra) |
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573 if obj: |
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574 self.addObject(layer, obj) |
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575 return obj |
0
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576 |
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577 def addPC(self, layer, player_char): |
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578 """Add the PlayerCharacter to the map |
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579 @type layer: fife.Layer |
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580 @param layer: FIFE layer object exists in |
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581 @type player_char: PlayerCharacter |
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582 @param player_char: PlayerCharacter object |
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583 @type instance: fife.Instance |
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584 @param instance: FIFE instance of PlayerCharacter |
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585 @return: None""" |
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586 # For now we copy the PlayerCharacter, |
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587 # in the future we will need to copy |
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588 # PlayerCharacter specifics between the different PlayerCharacter's |
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589 self.game_state.getObjectById("PlayerCharacter").fifeagent = player_char |
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590 self.game_state.getObjectById("PlayerCharacter").fifeagent.setup() |
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591 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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592 |
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593 |
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594 def addObject(self, layer, obj): |
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595 """Adds an object to the map. |
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596 @type layer: fife.Layer |
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597 @param layer: FIFE layer object exists in |
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598 @type obj: GameObject |
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599 @param obj: corresponding object class |
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600 @type instance: fife.Instance |
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601 @param instance: FIFE instance of object |
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602 @return: None""" |
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603 ref = self.game_state.getObjectById(obj.general.identifier, |
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604 self.game_state.current_map_name) |
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605 if ref is None: |
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606 # no, add it to the game state |
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607 self.game_state.addObject(obj.general.identifier, self.game_state.current_map_name, obj) |
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608 else: |
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609 # yes, use the current game state data |
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610 obj.fifeagent.pos.X = ref.X |
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611 obj.fifeagent.pos.Y = ref.Y |
118 | 612 obj.fifeagent.gfx = ref.gfx |
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613 |
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614 if obj.fifeagent.behaviour: |
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615 obj.fifeagent.behaviour.parent = obj |
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616 fifeagent.setup_behaviour(obj.fifeagent) |
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617 obj.fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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618 #Start the behaviour |
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619 obj.fifeagent.behaviour.idle() |
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620 # create the agent |
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621 #obj.setup() |
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622 #obj.behaviour.speed = self.settings.parpg.PCSpeed |
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623 # create the PlayerCharacter agent |
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624 #obj.start() |
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625 #if obj.trueAttr("AnimatedContainer"): |
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626 # create the agent |
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627 #obj.setup() |
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628 |
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629 def objectActive(self, ident): |
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630 """Given the objects ID, pass back the object if it is active, |
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631 False if it doesn't exist or not displayed |
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632 @type ident: string |
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633 @param ident: ID of object |
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634 @rtype: boolean |
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635 @return: Status of result (True/False)""" |
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636 for game_object in \ |
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637 self.game_state.getObjectsFromMap(self.game_state.current_map_name): |
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638 if (game_object.general.identifier == ident): |
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639 # we found a match |
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640 return game_object |
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641 # no match |
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642 return False |
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643 |
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644 def movePlayer(self, position): |
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645 """Code called when the player should move to another location |
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646 @type position: fife.ScreenPoint |
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647 @param position: Screen position to move to |
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648 @return: None""" |
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649 if(self.pc_run == 1): |
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650 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.run(position) |
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651 else: |
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652 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.walk(position) |
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653 |
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654 def teleportAgent(self, agent, position): |
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655 """Code called when an agent should teleport to another location |
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656 @type position: fife.ScreenPoint |
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657 @param position: Screen position to teleport to |
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658 @return: None""" |
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659 agent.teleport(position) |
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660 self.agents[agent.ID]["Position"] = position |
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661 |
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662 def readObjectDB(self): |
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663 """Reads the Object Information Database from a file. """ |
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664 database_file = vfs.VFS.open(self.object_db_file) |
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665 database = yaml.load_all(database_file) |
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666 for object_info in database: |
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667 self.object_db.update(object_info) |
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668 |
118 | 669 def updateObjectDB(self, world): |
670 """Updates the values in the object database with the worlds values""" | |
671 | |
672 for entity in world.entities: | |
673 identifier = entity.general.identifier | |
674 agent_data = {} | |
675 map_id = self.game_state.getMapOfObject(identifier) | |
130
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676 if map_id: |
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677 if self.agents[self.ALL_AGENTS_KEY].has_key(identifier): |
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678 agent_data = self.agents[self.ALL_AGENTS_KEY][identifier] |
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679 else: |
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680 agent_data = self.agents[map_id][identifier] |
118 | 681 else: |
130
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682 if not self.items.has_key(identifier): |
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683 self.items[identifier] = {} |
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684 agent_data = self.items[identifier] |
118 | 685 entity_data = {} |
686 entity_data["general"] = {"identifier": identifier} | |
687 for name, component in components.components.iteritems(): | |
120 | 688 if getattr(entity, name): |
118 | 689 comp_data = {} |
128
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690 comp_vals = getattr(entity, name) |
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691 #Items that are in containers will be saved with them. |
130
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692 for field in component.saveable_fields: |
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693 try: |
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694 comp_data[field] = getattr(comp_vals, field) |
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695 except AttributeError: |
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696 #The entity doesn't have this specific value, |
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697 #ignore it |
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698 pass |
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699 if comp_data: |
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700 entity_data[name] = comp_data |
118 | 701 if name == "fifeagent": |
702 if entity.fifeagent.layer: | |
703 layer = entity.fifeagent.layer | |
704 inst = layer.getInstance(identifier) | |
705 loc = inst.getLocation().getExactLayerCoordinates() | |
706 agent_data["Position"] = (loc.x, loc.y, loc.z) | |
707 agent_data["Map"] = map_id | |
708 agent_data["Rotation"] = inst.getRotation() | |
130
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709 elif name == "container" and hasattr(comp_vals, |
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710 "children"): |
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711 inventory_data = {} |
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712 inventory_data["Slots"] = len(comp_vals.children) |
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713 items = [] |
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714 for child in comp_vals.children: |
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715 if not child: |
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716 continue |
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717 items.append( |
136
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718 {"ID": child.entity.general.identifier, |
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719 "Slot": child.slot} |
130
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720 ) |
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721 inventory_data["Items"] = items |
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722 agent_data["Inventory"] = inventory_data |
118 | 723 elif name == "equip": |
130
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724 equip_data = {} |
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725 for field in component.fields: |
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726 if(hasattr(comp_vals, field)): |
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727 equipable = getattr(comp_vals, field) |
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728 if equipable: |
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729 equip_data[field] = { |
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730 "ID": |
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731 equipable.entity.general.identifier |
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732 } |
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733 agent_data["Equipment"] = equip_data |
118 | 734 agent_data["Entity"] = entity_data |
735 | |
736 | |
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737 def getAgentImportFiles(self): |
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738 """Searches the agents directory for import files """ |
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739 filepaths = locateFiles("*.xml", self.objects_directory) |
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740 for filepath in filepaths: |
0
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741 try: |
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742 xml_file = vfs.VFS.open(filepath) |
0
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743 root = ElementTree.parse(xml_file).getroot() |
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744 if root.tag == "object": |
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745 self.agent_import_files[root.attrib["id"]] = filepath |
0
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746 except SyntaxError as error: |
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747 logging.error("Error parsing file {0}: {1}".format(filepath, |
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748 error)) |
0
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Initial commit of parpg-core.
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749 |
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750 def getDialogues(self): |
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751 """Searches the dialogue directory for dialogues """ |
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752 files = locateFiles("*.yaml", self.dialogue_directory) |
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753 dialogue_parser = YamlDialogueParser() |
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754 for dialogue_filepath in files: |
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Initial commit of parpg-core.
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diff
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|
755 # Note Technomage 2010-11-13: the new DialogueEngine uses its own |
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Initial commit of parpg-core.
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756 # parser now, YamlDialogueParser. |
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Initial commit of parpg-core.
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diff
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757 # dialogues = yaml.load_all(file(dialogue_file, "r")) |
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758 dialogue_file = vfs.VFS.open(dialogue_filepath) |
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759 try: |
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760 dialogue = dialogue_parser.load(dialogue_file) |
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761 except DialogueFormatError as error: |
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762 logging.error('unable to load dialogue file {0}: {1}' |
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763 .format(dialogue_filepath, error)) |
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764 else: |
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765 self.dialogues[dialogue.npc_name] = dialogue |
0
1fd2201f5c36
Initial commit of parpg-core.
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parents:
diff
changeset
|
766 # Note Technomage 2010-11-13: the below code is used to load |
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Initial commit of parpg-core.
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parents:
diff
changeset
|
767 # multiple dialogues from a single file. Is this functionality |
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Initial commit of parpg-core.
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parents:
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768 # used/necessary? |
1fd2201f5c36
Initial commit of parpg-core.
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769 # for dialogue in dialogues: |
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770 # self.dialogues[dialogue["NPC"]] = dialogue |