annotate src/parpg/behaviours/npc.py @ 173:fadc02e77ae1

get_equipable now checks if wearer is valid and returns None if it is not. This will fix a falsely raised SlotInvalidError.
author KarstenBock@gmx.net
date Sun, 09 Oct 2011 19:23:59 +0200
parents 704145b96171
children a22e92090018
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 from random import randrange
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17
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18 from fife import fife
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19
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20 import base
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21 from moving import MovingAgentBehaviour
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22
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23 class NPCBehaviour(MovingAgentBehaviour):
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24 """This is a basic NPC behaviour"""
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25 def __init__(self, parent=None):
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26 super(NPCBehaviour, self).__init__()
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27
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28 self.parent = parent
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29 self.state = base._AGENT_STATE_NONE
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30 self.pc = None
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31 self.target_loc = None
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32
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33 # hard code these for now
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34 self.distRange = (2, 4)
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35 # these are parameters to lower the rate of wandering
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36 # wander rate is the number of "IDLEs" before a wander step
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37 # this could be set for individual NPCs at load time
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38 # or thrown out altogether.
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39 # HACK: 09.Oct.2011 Beliar
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40 # I increased the wander rate to 900 since the idle method
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41 # gets called way more often now.
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42 self.wanderCounter = 0
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43 self.wanderRate = 900
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44
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45 def getTargetLocation(self):
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46 """@rtype: fife.Location
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47 @return: NPC's position"""
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48 x = self.getX()
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49 y = self.getY()
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50 if self.state == base._AGENT_STATE_WANDER:
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51 """ Random Target Location """
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52 l = [0, 0]
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53 for i in range(len(l)):
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54 sign = randrange(0, 2)
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55 dist = randrange(self.distRange[0], self.distRange[1])
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56 if sign == 0:
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57 dist *= -1
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58 l[i] = dist
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59 x += l[0]
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60 y += l[1]
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61 # Random walk is
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62 # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud
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63 l = fife.Location(self.agent.getLocation())
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64 l.setLayerCoordinates(fife.ModelCoordinate(x, y))
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65 return l
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66
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67 def onInstanceActionFinished(self, instance, action):
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68 """What the NPC does when it has finished an action.
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69 Called by the engine and required for InstanceActionListeners.
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70 @type instance: fife.Instance
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71 @param instance: self.agent
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72 @type action: ???
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73 @param action: ???
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74 @return: None"""
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75 if self.state == base._AGENT_STATE_WANDER:
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76 self.target_loc = self.getTargetLocation()
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77 MovingAgentBehaviour.onInstanceActionFinished(self, instance, action)
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78
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79
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80 def idle(self):
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81 """Controls the NPC when it is idling. Different actions
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82 based on the NPC's state.
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83 @return: None"""
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84 if self.state == base._AGENT_STATE_NONE:
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85 self.state = base._AGENT_STATE_IDLE
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86 self.animate('stand')
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87 elif self.state == base._AGENT_STATE_IDLE:
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88 if self.wanderCounter > self.wanderRate:
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89 self.wanderCounter = 0
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90 self.state = base._AGENT_STATE_WANDER
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91 else:
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92 self.wanderCounter += 1
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93 self.state = base._AGENT_STATE_NONE
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94
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95 self.target_loc = self.getTargetLocation()
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96 self.animate('stand')
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97 elif self.state == base._AGENT_STATE_WANDER:
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98 self.wander(self.target_loc)
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99 self.state = base._AGENT_STATE_NONE
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100 elif self.state == base._AGENT_STATE_TALK:
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101 self.animate('stand', self.pc.getLocation())
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102
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103 def wander(self, location):
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104 """Nice slow movement for random walking.
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105 @type location: fife.Location
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106 @param location: Where the NPC will walk to.
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107 @return: None"""
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108 self.agent.move('walk', location, self.speed - 1)