Mercurial > parpg-core
diff src/parpg/objects/actors.py @ 0:1fd2201f5c36
Initial commit of parpg-core.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 14 May 2011 01:12:35 -0700 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/parpg/objects/actors.py Sat May 14 01:12:35 2011 -0700 @@ -0,0 +1,414 @@ +# This file is part of PARPG. + +# PARPG is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. + +# PARPG is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. + +# You should have received a copy of the GNU General Public License +# along with PARPG. If not, see <http://www.gnu.org/licenses/>. + +from random import randrange + + +from fife import fife + +from base import GameObject, Living, Scriptable, CharStats +from composed import CarryableItem +from parpg.inventory import Inventory + +"""All actors go here. Concrete classes only.""" + +__all__ = ["PlayerCharacter", "NonPlayerCharacter", ] + +_AGENT_STATE_NONE, _AGENT_STATE_IDLE, _AGENT_STATE_APPROACH, _AGENT_STATE_RUN, _AGENT_STATE_WANDER, _AGENT_STATE_TALK = xrange(6) + +class ActorBehaviour (fife.InstanceActionListener): + """Fife agent listener""" + def __init__(self, layer): + fife.InstanceActionListener.__init__(self) + self.layer = layer + self.agent = None + self.state = None + self.speed = 0 + self.idle_counter = 1 + + def attachToLayer(self, agent_ID): + """Attaches to a certain layer + @type agent_ID: String + @param agent_ID: ID of the layer to attach to. + @return: None""" + self.agent = self.layer.getInstance(agent_ID) + self.agent.addActionListener(self) + self.state = _AGENT_STATE_NONE + + def getX(self): + """Get the NPC's x position on the map. + @rtype: integer" + @return: the x coordinate of the NPC's location""" + return self.agent.getLocation().getLayerCoordinates().x + + def getY(self): + """Get the NPC's y position on the map. + @rtype: integer + @return: the y coordinate of the NPC's location""" + return self.agent.getLocation().getLayerCoordinates().y + + def onNewMap(self, layer): + """Sets the agent onto the new layer.""" + if self.agent is not None: + self.agent.removeActionListener(self) + + self.agent = layer.getInstance(self.parent.ID) + self.agent.addActionListener(self) + self.state = _AGENT_STATE_NONE + self.idle_counter = 1 + + def idle(self): + """@return: None""" + self.state = _AGENT_STATE_IDLE + self.agent.act('stand', self.agent.getFacingLocation()) + + def onInstanceActionFinished(self, instance, action): + pass + +class PCBehaviour (ActorBehaviour): + def __init__(self, parent=None, layer=None): + super(PCBehaviour, self).__init__(layer) + self.parent = parent + self.idle_counter = 1 + self.speed = 0 + self.nextAction = None + self.agent = None + + def onInstanceActionFinished(self, instance, action): + """@type instance: ??? + @param instance: ??? + @type action: ??? + @param action: ??? + @return: None""" + # First we reset the next behavior + act = self.nextAction + self.nextAction = None + self.idle() + + if act: + act.execute() + + if(action.getId() != 'stand'): + self.idle_counter = 1 + else: + self.idle_counter += 1 + + +class NPCBehaviour(ActorBehaviour): + def __init__(self, Parent=None, Layer=None): + super(NPCBehaviour, self).__init__(Layer) + + self.parent = Parent + self.state = _AGENT_STATE_NONE + self.pc = None + self.target_loc = None + self.nextAction = None + + # hard code these for now + self.distRange = (2, 4) + # these are parameters to lower the rate of wandering + # wander rate is the number of "IDLEs" before a wander step + # this could be set for individual NPCs at load time + # or thrown out altogether. + self.wanderCounter = 0 + self.wanderRate = 9 + + def getTargetLocation(self): + """@rtype: fife.Location + @return: NPC's position""" + x = self.getX() + y = self.getY() + if self.state == _AGENT_STATE_WANDER: + """ Random Target Location """ + l = [0, 0] + for i in range(len(l)): + sign = randrange(0, 2) + dist = randrange(self.distRange[0], self.distRange[1]) + if sign == 0: + dist *= -1 + l[i] = dist + x += l[0] + y += l[1] + # Random walk is + # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud + l = fife.Location(self.agent.getLocation()) + l.setLayerCoordinates(fife.ModelCoordinate(x, y)) + return l + + def onInstanceActionFinished(self, instance, action): + """What the NPC does when it has finished an action. + Called by the engine and required for InstanceActionListeners. + @type instance: fife.Instance + @param instance: self.agent (the NPC listener is listening for this + instance) + @type action: ??? + @param action: ??? + @return: None""" + if self.state == _AGENT_STATE_WANDER: + self.target_loc = self.getTargetLocation() + self.idle() + + + def idle(self): + """Controls the NPC when it is idling. Different actions + based on the NPC's state. + @return: None""" + if self.state == _AGENT_STATE_NONE: + self.state = _AGENT_STATE_IDLE + self.agent.act('stand', self.agent.getFacingLocation()) + elif self.state == _AGENT_STATE_IDLE: + if self.wanderCounter > self.wanderRate: + self.wanderCounter = 0 + self.state = _AGENT_STATE_WANDER + else: + self.wanderCounter += 1 + self.state = _AGENT_STATE_NONE + + self.target_loc = self.getTargetLocation() + self.agent.act('stand', self.agent.getFacingLocation()) + elif self.state == _AGENT_STATE_WANDER: + self.parent.wander(self.target_loc) + self.state = _AGENT_STATE_NONE + elif self.state == _AGENT_STATE_TALK: + self.agent.act('stand', self.pc.getLocation()) + +class CharacterBase(GameObject, CharStats, Living): + """Base class for Characters""" + def __init__(self, ID, agent_layer=None, inventory=None, text="", + primary_stats=None, secondary_stats=None, **kwargs): + GameObject.__init__(self, ID, text=text, **kwargs) + CharStats.__init__(self, **kwargs) + Living.__init__(self, **kwargs) + self.statistics = {} + if primary_stats is not None: + for primary_stat in primary_stats: + name = primary_stat.name + self.statistics[name] = primary_stat + if secondary_stats is not None: + for secondary_stat in primary_stats: + long_name = secondary_stat.long_name + self.statistics[long_name] = secondary_stat + short_name = secondary_stat.short_name + self.statistics[short_name] = secondary_stat + secondary_stat.attach(self) + self.behaviour = None + if inventory == None: + self.inventory = Inventory() + else: + self.inventory = inventory + self.state = _AGENT_STATE_NONE + self.layer_id = agent_layer.getId() + self.createBehaviour(agent_layer) + + def createBehaviour(self, layer): + """Creates the behaviour for this actor. + @return: None""" + pass + + def setup(self): + """@return: None""" + self.behaviour.attachToLayer(self.ID) + + def start(self): + """@return: None""" + self.behaviour.idle() + + def teleport(self, location): + """Teleports a Character instantly to the given location. + @type location: fife.Location + @param location: Target coordinates for Character. + @return: None""" + self.state = _AGENT_STATE_IDLE + self.behaviour.nextAction = None + self.behaviour.agent.setLocation(location) + + def give (self, item, actor): + """Gives the specified item to the different actor. Raises an exception if the item was invalid or not found + @type item: Carryable + @param item: The item object to give + @param actor: Person to give item to""" + if item == None: + raise ValueError("I don't have %s" % item.name) + self.inventory.takeItem(item) + actor.inventory.placeItem(item) + + def hasItem(self, item_type): + """Returns wether an item is present in the players inventory or not + @param item_type: ID of the item + @type item_type: str + @return: True when the item is present, False when not""" + return self.inventory.findItem(item_type=item_type) + + def itemCount(self, item_type=""): + """Returns number of all items or items specified by item_type + the player has. + @param item_type: ID of the item, can be empty + @type item_type: str + @return: Number of items""" + return self.inventory.count(item_type) + + def getLocation(self): + """Get the NPC's position as a fife.Location object. Basically a + wrapper. + @rtype: fife.Location + @return: the location of the NPC""" + return self.behaviour.agent.getLocation() + + def run(self, location): + """Makes the PC run to a certain location + @type location: fife.ScreenPoint + @param location: Screen position to run to. + @return: None""" + self.state = _AGENT_STATE_RUN + self.behaviour.nextAction = None + self.behaviour.agent.move('run', location, self.behaviour.speed + 1) + + def walk(self, location): + """Makes the PC walk to a certain location. + @type location: fife.ScreenPoint + @param location: Screen position to walk to. + @return: None""" + self.state = _AGENT_STATE_RUN + self.behaviour.nextAction = None + self.behaviour.agent.move('walk', location, self.behaviour.speed - 1) + + def getStateForSaving(self): + """Returns state for saving + """ + ret_dict = GameObject.getStateForSaving(self) + ret_dict["Inventory"] = self.inventory.serializeInventory() + return ret_dict + + def _getCoords(self): + """Get-er property function""" + return (self.getLocation().getMapCoordinates().x, + self.getLocation().getMapCoordinates().y) + + def _setCoords(self, coords): + """Set-er property function""" + map_coords = self.getLocation().getMapCoordinates() + map_coords.X, map_coords.Y = float(coords[0]), float (coords[1]) + self.teleport(map_coords) + + coords = property (_getCoords, _setCoords, + doc="Property allowing you to get and set the object's \ + coordinates via tuples") + +class PlayerCharacter (CharacterBase): + """PC class""" + def __init__ (self, ID, agent_layer=None, inventory=None, + text="Its you. Who would've thought that?", **kwargs): + if inventory == None: + inventory = Inventory() + inventory.placeItem(CarryableItem(ID=456, name="Dagger123")) + inventory.placeItem(CarryableItem(ID=555, name="Beer")) + inventory.placeItem(CarryableItem(ID=616, + name="Pamphlet", + image="/gui/inv_images/inv_pamphlet.png")) + CharacterBase.__init__(self, ID, agent_layer, inventory, text, **kwargs) + self.people_i_know = set() + self.attributes.append("PC") + + def getStateForSaving(self): + """Returns state for saving + """ + ret_dict = super(PlayerCharacter, self).getStateForSaving() + ret_dict["PeopleKnown"] = self.people_i_know + return ret_dict + + def meet(self, npc): + """Record that the PC has met a certain NPC + @type npc: str + @param npc: The NPC's name or id""" + if npc in self.people_i_know: + # we could raise an error here, but should probably be a warn + # raise RuntimeError("I already know %s" % npc) + return + self.people_i_know.add(npc) + + def met(self, npc): + """Indicate whether the PC has met this npc before + @type npc: str + @param npc: The NPC's name or id + @return: None""" + return npc in self.people_i_know + + def createBehaviour(self, layer): + """Creates the behaviour for this actor. + @return: None""" + self.behaviour = PCBehaviour(self, layer) + + def approach(self, location, action=None): + """Approaches a location and then perform an action (if set). + @type loc: fife.Location + @param loc: the location to approach + @type action: Action + @param action: The action to schedule for execution after the approach. + @return: None""" + self.state = _AGENT_STATE_APPROACH + self.behaviour.nextAction = action + boxLocation = tuple([int(float(i)) for i in location]) + l = fife.Location(self.behaviour.agent.getLocation()) + l.setLayerCoordinates(fife.ModelCoordinate(*boxLocation)) + self.behaviour.agent.move('run', l, self.behaviour.speed + 1) + +class NonPlayerCharacter(CharacterBase, Scriptable): + """NPC class""" + def __init__(self, ID, agent_layer=None, name='NPC', \ + text='A nonplayer character', inventory=None, + real_name='NPC', dialogue=None, **kwargs): + # init game object + CharacterBase.__init__(self, ID, agent_layer=agent_layer, + inventory=inventory, name=name, + real_name=real_name, text=text, **kwargs) + Scriptable.__init__(self, **kwargs) + + self.attributes.append("NPC") + self.dialogue = dialogue + + def prepareStateForSaving(self, state): + """Prepares state for saving + @type state: dictionary + @param state: State of the object + """ + CharacterBase.prepareStateForSaving(self, state) + del state["behaviour"] + + def getStateForSaving(self): + """Returns state for saving + """ + ret_dict = CharacterBase.getStateForSaving(self) + ret_dict["Lives"] = self.lives + ret_dict["State"] = self.behaviour.state + return ret_dict + + def createBehaviour(self, layer): + """Creates the behaviour for this actor. + @return None """ + self.behaviour = NPCBehaviour(self, layer) + + def wander(self, location): + """Nice slow movement for random walking. + @type location: fife.Location + @param location: Where the NPC will walk to. + @return: None""" + self.behaviour.agent.move('walk', location, self.behaviour.speed - 1) + + def talk(self, pc): + """Makes the NPC ready to talk to the PC + @return: None""" + self.behaviour.state = _AGENT_STATE_TALK + self.behaviour.pc = pc.behaviour.agent + self.behaviour.idle()