comparison src/parpg/dialogue.py @ 0:1fd2201f5c36

Initial commit of parpg-core.
author M. George Hansen <technopolitica@gmail.com>
date Sat, 14 May 2011 01:12:35 -0700
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1 # This file is part of PARPG.
2 #
3 # PARPG is free software: you can redistribute it and/or modify
4 # it under the terms of the GNU General Public License as published by
5 # the Free Software Foundation, either version 3 of the License, or
6 # (at your option) any later version.
7 #
8 # PARPG is distributed in the hope that it will be useful,
9 # but WITHOUT ANY WARRANTY; without even the implied warranty of
10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 # GNU General Public License for more details.
12 #
13 # You should have received a copy of the GNU General Public License
14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>.
15 """
16 Provides classes used to contain and organize dialogue data for use within
17 in-game dialogues between the player character and NPCs.
18 """
19 try:
20 from collections import OrderedDict
21 except ImportError:
22 # Python version 2.4-2.6 doesn't have the OrderedDict
23 from parpg.common.ordereddict import OrderedDict
24
25 class Dialogue(object):
26 """
27 Represents a complete dialogue and acts as a container for the dialogue
28 data belonging to a particular NPC.
29 """
30 __slots__ = ['npc_name', 'avatar_path', 'default_greeting',
31 'greetings', 'sections']
32
33 def __init__(self, npc_name, avatar_path, default_greeting, greetings=None,
34 sections=None):
35 """
36 Initialize a new L{Dialogue} instance.
37
38 @param npc_name: name displayed for the NPC in the dialogue.
39 @type npc_name: basestring
40 @param avatar_path: path to the image that should be displayed as the
41 NPC's avatar.
42 @type avatar_path: basestring
43 @param default_greeting: section of dialogue that should be
44 displayed when the dialogue is first initiated and no other start
45 sections are available.
46 @type default_greeting: L{DialogueSection}
47 @param greetings: sections of dialogue defining the conditions
48 under which each should be displayed when the dialogue is first
49 initiated.
50 @type greetings: list of
51 L{RootDialogueSections<DialogueGreeting>}
52 @param sections: sections of dialogue that make up this
53 L{Dialogue} instance.
54 @type sections: list of L{DialogueSections<DialogueSection>}
55 """
56 self.npc_name = npc_name
57 self.avatar_path = avatar_path
58 self.default_greeting = default_greeting
59 self.greetings = greetings if greetings is not None else []
60 self.sections = OrderedDict()
61 all_sections = [default_greeting]
62 if (greetings is not None):
63 all_sections += greetings
64 if (sections is not None):
65 all_sections += sections
66 if (__debug__):
67 section_ids = [section.id for section in all_sections]
68 for section in all_sections:
69 # Sanity check: All DialogueResponses should have next_section_id
70 # attributes that refer to valid DialogueSections in the Dialogue.
71 if (__debug__):
72 for response in section.responses:
73 assert response.next_section_id in section_ids + \
74 ['end', 'back'], ('"{0}" does not refer to a '
75 'DialogueSection in this Dialogue')\
76 .format(response.next_section_id)
77 self.sections[section.id] = section
78
79 def __str__(self):
80 """Return the string representation of a L{Dialogue} instance."""
81 string_representation = 'Dialogue(npc_id={0.npc_name})'.format(self)
82 return string_representation
83
84
85 class DialogueNode(object):
86 """
87 Abstract base class that represents a node or related group of attributes
88 within a Dialogue.
89 """
90 def __init__(self, text, actions=None):
91 """
92 Initialize a new L{DialogueNode} instance.
93
94 @param text: textual content of the L{DialogueNode}.
95 @type text: basestring
96 @param actions: dialogue actions associated with the L{DialogueNode}.
97 @type actions: list of L{DialogueActions<DialogueAction>}
98 """
99 self.text = text
100 self.actions = actions or []
101
102
103 class DialogueSection(DialogueNode):
104 """DialogueNode that represents a distinct section of the dialogue."""
105 __slots__ = ['id', 'text', 'responses', 'actions']
106
107 def __init__(self, id_, text, responses=None, actions=None):
108 """
109 Initialize a new L{DialogueSection} instance.
110
111 @param id_: named used to uniquely identify the L{DialogueSection}
112 within a L{Dialogue}.
113 @type id_: basestring
114 @param text: text displayed as the NPC's part of the L{Dialogue}.
115 @type text: basestring
116 @param responses: possible responses that the player can choose from.
117 @type responses: list of L{DialogueResponses<DialogueResponse>}
118 @param actions: dialogue actions that should be executed when the
119 L{DialogueSection} is reached.
120 @type actions: list of L{DialogueActions<DialogueAction>}
121 """
122 DialogueNode.__init__(self, text=text, actions=actions)
123 self.id = id_
124 if (responses is not None):
125 self.responses = list(responses)
126
127
128 class DialogueGreeting(DialogueSection):
129 """
130 Represents a root section of dialogue in a L{Dialogue} along with the
131 conditional statement used to determine the whether this section should be
132 displayed first upon dialogue initiation.
133
134 @ivar id: Name used to uniquely identify the L{DialogueSection} to which
135 the L{DialogueRootSectionReference} points.
136 @type id: basestring
137 @ivar condition: Boolean Python expression used to determine if the
138 L{DialogueSection} referenced is a valid starting section.
139 @type condition: basestring
140 """
141 __slots__ = ['id', 'condition', 'text', 'actions', 'responses']
142
143 def __init__(self, id_, condition, text, responses=None, actions=None):
144 """
145 Initialize a new L{DialogueGreeting} instance.
146
147 @param id_: named used to uniquely identify the L{DialogueSection}
148 within a L{Dialogue}.
149 @type id_: basestring
150 @param condition: Boolean Python expression used to determine if this
151 root dialogue section should be displayed.
152 @type condition: basestring
153 @param text: text displayed as the NPC's part of the L{Dialogue}.
154 @type text: basestring
155 @param responses: possible responses that the player can choose from.
156 @type responses: list of L{DialogueResponses<DialogueResponse>}
157 @param actions: dialogue actions that should be executed when the
158 L{DialogueSection} is reached.
159 @type actions: list of L{DialogueActions<DialogueAction>}
160 """
161 DialogueSection.__init__(self, id_=id_, text=text, responses=responses,
162 actions=actions)
163 self.condition = condition
164
165
166 class DialogueResponse(DialogueNode):
167 """
168 L{DialogueNode} that represents one possible player response to a
169 particular L{DialogueSection}.
170 """
171 __slots__ = ['text', 'actions', 'condition', 'next_section_id']
172
173 def __init__(self, text, next_section_id, actions=None, condition=None):
174 """
175 Initialize a new L{DialogueResponse} instance.
176
177 @param text: text displayed as the content of the player's response.
178 @type text: basestring
179 @param next_section_id: ID of the L{DialogueSection} that should be
180 jumped to if this response is chosen by the player.
181 @type next_section_id: basestring
182 @param actions: dialogue actions that should be executed if this
183 response is chosen by the player.
184 @type actions: list of L{DialogueActions<DialogueAction>}
185 @param condition: Python expression that when evaluated determines
186 whether the L{DialogueResponse} should be displayed to the player
187 as a valid response.
188 @type condition: basestring
189 """
190 DialogueNode.__init__(self, text=text, actions=actions)
191 self.condition = condition
192 self.next_section_id = next_section_id