annotate src/parpg/objects/actors.py @ 53:7c6e2e39b545

Move setup_behaviour method of the Character entity to a function in fifeagent.py
author KarstenBock@gmx.net
date Sun, 04 Sep 2011 16:25:23 +0200
parents 1fd2201f5c36
children
rev   line source
0
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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 from random import randrange
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17
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18
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19 from fife import fife
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20
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21 from base import GameObject, Living, Scriptable, CharStats
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22 from composed import CarryableItem
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23 from parpg.inventory import Inventory
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24
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25 """All actors go here. Concrete classes only."""
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26
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27 __all__ = ["PlayerCharacter", "NonPlayerCharacter", ]
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28
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29 _AGENT_STATE_NONE, _AGENT_STATE_IDLE, _AGENT_STATE_APPROACH, _AGENT_STATE_RUN, _AGENT_STATE_WANDER, _AGENT_STATE_TALK = xrange(6)
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30
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31 class ActorBehaviour (fife.InstanceActionListener):
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32 """Fife agent listener"""
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33 def __init__(self, layer):
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34 fife.InstanceActionListener.__init__(self)
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35 self.layer = layer
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36 self.agent = None
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37 self.state = None
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38 self.speed = 0
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39 self.idle_counter = 1
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40
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41 def attachToLayer(self, agent_ID):
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42 """Attaches to a certain layer
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43 @type agent_ID: String
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44 @param agent_ID: ID of the layer to attach to.
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45 @return: None"""
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46 self.agent = self.layer.getInstance(agent_ID)
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47 self.agent.addActionListener(self)
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48 self.state = _AGENT_STATE_NONE
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49
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50 def getX(self):
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51 """Get the NPC's x position on the map.
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52 @rtype: integer"
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53 @return: the x coordinate of the NPC's location"""
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54 return self.agent.getLocation().getLayerCoordinates().x
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55
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56 def getY(self):
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57 """Get the NPC's y position on the map.
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58 @rtype: integer
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59 @return: the y coordinate of the NPC's location"""
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60 return self.agent.getLocation().getLayerCoordinates().y
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61
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62 def onNewMap(self, layer):
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63 """Sets the agent onto the new layer."""
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64 if self.agent is not None:
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65 self.agent.removeActionListener(self)
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66
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67 self.agent = layer.getInstance(self.parent.ID)
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68 self.agent.addActionListener(self)
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69 self.state = _AGENT_STATE_NONE
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70 self.idle_counter = 1
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71
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72 def idle(self):
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73 """@return: None"""
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74 self.state = _AGENT_STATE_IDLE
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75 self.agent.act('stand', self.agent.getFacingLocation())
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76
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77 def onInstanceActionFinished(self, instance, action):
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78 pass
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79
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80 class PCBehaviour (ActorBehaviour):
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81 def __init__(self, parent=None, layer=None):
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82 super(PCBehaviour, self).__init__(layer)
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83 self.parent = parent
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84 self.idle_counter = 1
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85 self.speed = 0
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86 self.nextAction = None
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87 self.agent = None
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88
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89 def onInstanceActionFinished(self, instance, action):
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90 """@type instance: ???
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91 @param instance: ???
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92 @type action: ???
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93 @param action: ???
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94 @return: None"""
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95 # First we reset the next behavior
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96 act = self.nextAction
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97 self.nextAction = None
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98 self.idle()
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99
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100 if act:
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101 act.execute()
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102
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103 if(action.getId() != 'stand'):
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104 self.idle_counter = 1
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105 else:
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106 self.idle_counter += 1
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107
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108
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109 class NPCBehaviour(ActorBehaviour):
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110 def __init__(self, Parent=None, Layer=None):
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111 super(NPCBehaviour, self).__init__(Layer)
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112
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113 self.parent = Parent
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114 self.state = _AGENT_STATE_NONE
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115 self.pc = None
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116 self.target_loc = None
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117 self.nextAction = None
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118
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119 # hard code these for now
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120 self.distRange = (2, 4)
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121 # these are parameters to lower the rate of wandering
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122 # wander rate is the number of "IDLEs" before a wander step
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123 # this could be set for individual NPCs at load time
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124 # or thrown out altogether.
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125 self.wanderCounter = 0
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126 self.wanderRate = 9
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127
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128 def getTargetLocation(self):
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129 """@rtype: fife.Location
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130 @return: NPC's position"""
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131 x = self.getX()
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132 y = self.getY()
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133 if self.state == _AGENT_STATE_WANDER:
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134 """ Random Target Location """
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135 l = [0, 0]
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136 for i in range(len(l)):
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137 sign = randrange(0, 2)
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138 dist = randrange(self.distRange[0], self.distRange[1])
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139 if sign == 0:
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140 dist *= -1
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141 l[i] = dist
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142 x += l[0]
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143 y += l[1]
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144 # Random walk is
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145 # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud
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146 l = fife.Location(self.agent.getLocation())
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147 l.setLayerCoordinates(fife.ModelCoordinate(x, y))
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148 return l
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149
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150 def onInstanceActionFinished(self, instance, action):
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151 """What the NPC does when it has finished an action.
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152 Called by the engine and required for InstanceActionListeners.
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153 @type instance: fife.Instance
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154 @param instance: self.agent (the NPC listener is listening for this
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155 instance)
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156 @type action: ???
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157 @param action: ???
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158 @return: None"""
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159 if self.state == _AGENT_STATE_WANDER:
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160 self.target_loc = self.getTargetLocation()
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161 self.idle()
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162
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163
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164 def idle(self):
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165 """Controls the NPC when it is idling. Different actions
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166 based on the NPC's state.
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167 @return: None"""
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168 if self.state == _AGENT_STATE_NONE:
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169 self.state = _AGENT_STATE_IDLE
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170 self.agent.act('stand', self.agent.getFacingLocation())
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171 elif self.state == _AGENT_STATE_IDLE:
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172 if self.wanderCounter > self.wanderRate:
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173 self.wanderCounter = 0
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174 self.state = _AGENT_STATE_WANDER
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175 else:
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176 self.wanderCounter += 1
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177 self.state = _AGENT_STATE_NONE
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178
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179 self.target_loc = self.getTargetLocation()
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180 self.agent.act('stand', self.agent.getFacingLocation())
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181 elif self.state == _AGENT_STATE_WANDER:
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182 self.parent.wander(self.target_loc)
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183 self.state = _AGENT_STATE_NONE
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184 elif self.state == _AGENT_STATE_TALK:
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185 self.agent.act('stand', self.pc.getLocation())
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186
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187 class CharacterBase(GameObject, CharStats, Living):
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188 """Base class for Characters"""
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189 def __init__(self, ID, agent_layer=None, inventory=None, text="",
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190 primary_stats=None, secondary_stats=None, **kwargs):
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191 GameObject.__init__(self, ID, text=text, **kwargs)
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192 CharStats.__init__(self, **kwargs)
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193 Living.__init__(self, **kwargs)
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194 self.statistics = {}
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195 if primary_stats is not None:
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196 for primary_stat in primary_stats:
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197 name = primary_stat.name
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198 self.statistics[name] = primary_stat
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199 if secondary_stats is not None:
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200 for secondary_stat in primary_stats:
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201 long_name = secondary_stat.long_name
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202 self.statistics[long_name] = secondary_stat
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203 short_name = secondary_stat.short_name
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204 self.statistics[short_name] = secondary_stat
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205 secondary_stat.attach(self)
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206 self.behaviour = None
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207 if inventory == None:
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208 self.inventory = Inventory()
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209 else:
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210 self.inventory = inventory
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211 self.state = _AGENT_STATE_NONE
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212 self.layer_id = agent_layer.getId()
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213 self.createBehaviour(agent_layer)
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214
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215 def createBehaviour(self, layer):
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216 """Creates the behaviour for this actor.
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217 @return: None"""
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218 pass
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219
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220 def setup(self):
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221 """@return: None"""
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222 self.behaviour.attachToLayer(self.ID)
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223
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224 def start(self):
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225 """@return: None"""
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226 self.behaviour.idle()
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227
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228 def teleport(self, location):
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229 """Teleports a Character instantly to the given location.
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230 @type location: fife.Location
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231 @param location: Target coordinates for Character.
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232 @return: None"""
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233 self.state = _AGENT_STATE_IDLE
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234 self.behaviour.nextAction = None
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235 self.behaviour.agent.setLocation(location)
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236
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237 def give (self, item, actor):
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238 """Gives the specified item to the different actor. Raises an exception if the item was invalid or not found
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239 @type item: Carryable
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240 @param item: The item object to give
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241 @param actor: Person to give item to"""
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242 if item == None:
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243 raise ValueError("I don't have %s" % item.name)
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244 self.inventory.takeItem(item)
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245 actor.inventory.placeItem(item)
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246
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247 def hasItem(self, item_type):
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248 """Returns wether an item is present in the players inventory or not
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249 @param item_type: ID of the item
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250 @type item_type: str
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251 @return: True when the item is present, False when not"""
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252 return self.inventory.findItem(item_type=item_type)
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253
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254 def itemCount(self, item_type=""):
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255 """Returns number of all items or items specified by item_type
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256 the player has.
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257 @param item_type: ID of the item, can be empty
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258 @type item_type: str
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259 @return: Number of items"""
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260 return self.inventory.count(item_type)
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261
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262 def getLocation(self):
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263 """Get the NPC's position as a fife.Location object. Basically a
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264 wrapper.
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265 @rtype: fife.Location
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266 @return: the location of the NPC"""
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267 return self.behaviour.agent.getLocation()
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268
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269 def run(self, location):
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270 """Makes the PC run to a certain location
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271 @type location: fife.ScreenPoint
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272 @param location: Screen position to run to.
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273 @return: None"""
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274 self.state = _AGENT_STATE_RUN
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275 self.behaviour.nextAction = None
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276 self.behaviour.agent.move('run', location, self.behaviour.speed + 1)
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277
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278 def walk(self, location):
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279 """Makes the PC walk to a certain location.
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280 @type location: fife.ScreenPoint
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281 @param location: Screen position to walk to.
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282 @return: None"""
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283 self.state = _AGENT_STATE_RUN
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284 self.behaviour.nextAction = None
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285 self.behaviour.agent.move('walk', location, self.behaviour.speed - 1)
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286
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287 def getStateForSaving(self):
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288 """Returns state for saving
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289 """
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290 ret_dict = GameObject.getStateForSaving(self)
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291 ret_dict["Inventory"] = self.inventory.serializeInventory()
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292 return ret_dict
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293
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294 def _getCoords(self):
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295 """Get-er property function"""
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296 return (self.getLocation().getMapCoordinates().x,
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297 self.getLocation().getMapCoordinates().y)
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298
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299 def _setCoords(self, coords):
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300 """Set-er property function"""
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301 map_coords = self.getLocation().getMapCoordinates()
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302 map_coords.X, map_coords.Y = float(coords[0]), float (coords[1])
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303 self.teleport(map_coords)
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304
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305 coords = property (_getCoords, _setCoords,
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306 doc="Property allowing you to get and set the object's \
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307 coordinates via tuples")
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308
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309 class PlayerCharacter (CharacterBase):
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310 """PC class"""
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311 def __init__ (self, ID, agent_layer=None, inventory=None,
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312 text="Its you. Who would've thought that?", **kwargs):
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313 if inventory == None:
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314 inventory = Inventory()
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315 inventory.placeItem(CarryableItem(ID=456, name="Dagger123"))
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316 inventory.placeItem(CarryableItem(ID=555, name="Beer"))
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317 inventory.placeItem(CarryableItem(ID=616,
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318 name="Pamphlet",
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319 image="/gui/inv_images/inv_pamphlet.png"))
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320 CharacterBase.__init__(self, ID, agent_layer, inventory, text, **kwargs)
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321 self.people_i_know = set()
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322 self.attributes.append("PC")
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323
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324 def getStateForSaving(self):
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325 """Returns state for saving
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326 """
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327 ret_dict = super(PlayerCharacter, self).getStateForSaving()
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328 ret_dict["PeopleKnown"] = self.people_i_know
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329 return ret_dict
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330
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331 def meet(self, npc):
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332 """Record that the PC has met a certain NPC
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333 @type npc: str
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334 @param npc: The NPC's name or id"""
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335 if npc in self.people_i_know:
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336 # we could raise an error here, but should probably be a warn
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337 # raise RuntimeError("I already know %s" % npc)
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338 return
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339 self.people_i_know.add(npc)
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340
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341 def met(self, npc):
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342 """Indicate whether the PC has met this npc before
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343 @type npc: str
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344 @param npc: The NPC's name or id
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345 @return: None"""
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346 return npc in self.people_i_know
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347
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348 def createBehaviour(self, layer):
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349 """Creates the behaviour for this actor.
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350 @return: None"""
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351 self.behaviour = PCBehaviour(self, layer)
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352
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353 def approach(self, location, action=None):
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354 """Approaches a location and then perform an action (if set).
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355 @type loc: fife.Location
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356 @param loc: the location to approach
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357 @type action: Action
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358 @param action: The action to schedule for execution after the approach.
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359 @return: None"""
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360 self.state = _AGENT_STATE_APPROACH
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361 self.behaviour.nextAction = action
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362 boxLocation = tuple([int(float(i)) for i in location])
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363 l = fife.Location(self.behaviour.agent.getLocation())
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364 l.setLayerCoordinates(fife.ModelCoordinate(*boxLocation))
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365 self.behaviour.agent.move('run', l, self.behaviour.speed + 1)
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366
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367 class NonPlayerCharacter(CharacterBase, Scriptable):
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368 """NPC class"""
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369 def __init__(self, ID, agent_layer=None, name='NPC', \
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370 text='A nonplayer character', inventory=None,
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371 real_name='NPC', dialogue=None, **kwargs):
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372 # init game object
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373 CharacterBase.__init__(self, ID, agent_layer=agent_layer,
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374 inventory=inventory, name=name,
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375 real_name=real_name, text=text, **kwargs)
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376 Scriptable.__init__(self, **kwargs)
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377
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378 self.attributes.append("NPC")
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379 self.dialogue = dialogue
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380
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381 def prepareStateForSaving(self, state):
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382 """Prepares state for saving
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383 @type state: dictionary
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384 @param state: State of the object
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385 """
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386 CharacterBase.prepareStateForSaving(self, state)
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387 del state["behaviour"]
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388
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389 def getStateForSaving(self):
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390 """Returns state for saving
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391 """
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392 ret_dict = CharacterBase.getStateForSaving(self)
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393 ret_dict["Lives"] = self.lives
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394 ret_dict["State"] = self.behaviour.state
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395 return ret_dict
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396
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397 def createBehaviour(self, layer):
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398 """Creates the behaviour for this actor.
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399 @return None """
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400 self.behaviour = NPCBehaviour(self, layer)
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401
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402 def wander(self, location):
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403 """Nice slow movement for random walking.
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404 @type location: fife.Location
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405 @param location: Where the NPC will walk to.
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406 @return: None"""
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407 self.behaviour.agent.move('walk', location, self.behaviour.speed - 1)
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408
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409 def talk(self, pc):
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410 """Makes the NPC ready to talk to the PC
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411 @return: None"""
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412 self.behaviour.state = _AGENT_STATE_TALK
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413 self.behaviour.pc = pc.behaviour.agent
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414 self.behaviour.idle()