Mercurial > parpg-core
diff src/parpg/gamemodel.py @ 162:79c186b69603
Split code off from createInventoryItems to createItemByID and createItemByType.
Entities with a containable component will now get the "item_type" field set to the Template, if that field is not present.
author | KarstenBock@gmx.net |
---|---|
date | Sat, 08 Oct 2011 14:18:16 +0200 |
parents | d1f9652d0651 |
children | 097782ae9c77 |
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--- a/src/parpg/gamemodel.py Fri Oct 07 18:15:09 2011 +0200 +++ b/src/parpg/gamemodel.py Sat Oct 08 14:18:16 2011 +0200 @@ -371,8 +371,10 @@ return None entity_data = deepcopy(agent["Entity"]) entity_data["fifeagent"] = {} + template = None if agent.has_key("Template"): - entity_data = self.checkAttributes(entity_data, agent["Template"]) + template = agent["Template"] + entity_data = self.checkAttributes(entity_data, template) object_id = (entity_data["graphics"]["gfx"] if entity_data.has_key("graphics") and entity_data["graphics"].has_key("gfx") @@ -418,13 +420,18 @@ entity_data["fifeagent"]["behaviour"] = behaviours.Base() if self.dialogues.has_key(inst_id): entity_data["dialogue"] = {} - entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] + entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] + if (entity_data.has_key("containable") and not + entity_data["containable"].has_key("item_type") + ): + entity_data["containable"]["item_type"] = template + obj = self.createMapObject(self.active_map.agent_layer, entity_data, inst_id, world) if agent.has_key("Inventory"): inv = agent["Inventory"] - self.create_inventory_items(inv, obj, world) + self.createInventoryItems(inv, obj, world) if agent.has_key("Equipment"): for slot, data in agent["Equipment"].iteritems(): @@ -434,7 +441,7 @@ item_data = {} item_data = self.checkAttributes(item_data, item_type) if item_data.has_key("containable") and item_data.has_key("equipable"): - item = self.create_item( + item = self.createItem( self.createUniqueID(data["ID"]), item_data, world, item_type) else: @@ -446,14 +453,14 @@ else: item_data = self.items[identifier]["Entity"] item_type = item_data["containable"]["item_type"] - item = self.create_item(identifier, item_data, + item = self.createItem(identifier, item_data, world, item_type) equip.equip(obj.equip, item.equipable, slot) if (obj.fifeagent and (obj.lockable and not obj.lockable.closed)): obj.fifeagent.behaviour.animate("opened", repeating=True) return obj - def create_inventory_items(self, inv, obj, world): + def createInventoryItems(self, inv, obj, world): slots = inv["Slots"] obj.container.children = list() for x in xrange(slots): @@ -464,31 +471,37 @@ slot = data["Slot"] if data.has_key("Slot") else -1 if data.has_key("type"): item_type = data["type"] - item_data = {} - item_data = self.checkAttributes(item_data, item_type) - if item_data.has_key("containable"): - item = self.create_item( - self.createUniqueID(data["ID"]), - item_data, world, item_type) - else: - raise Exception("Item %s is not containable." % item_type) + item = self.createItemByType(item_type, data["ID"], world) else: identifier = data["ID"] - if self.game_state.hasObject(identifier): - item = self.game_state.getObjectById(identifier) - else: - agent_data = self.items[identifier] - item_data = agent_data["Entity"] - item_type = item_data["containable"]["item_type"] - item = self.create_item(identifier, item_data, - world, item_type) - if item.container and agent_data.has_key("Inventory"): - self.create_inventory_items(agent_data["Inventory"], - item, world) + item = self.createItemByID(world, identifier) container.put_item(obj.container, item.containable, slot) - def create_item(self, identifier, item_data, world, item_type): + def createItemByID(self, world, identifier): + if self.game_state.hasObject(identifier): + item = self.game_state.getObjectById(identifier) + else: + agent_data = self.items[identifier] + item_data = agent_data["Entity"] + item_type = item_data["containable"]["item_type"] + item = self.createItem(identifier, item_data, + world, item_type) + if item.container and agent_data.has_key("Inventory"): + self.createInventoryItems(agent_data["Inventory"], + item, world) + return item + + def createItemByType(self, item_type, identifier, world): + item_data = {} + item_data = self.checkAttributes(item_data, item_type) + if item_data.has_key("containable"): + return self.createItem( self.createUniqueID(identifier), + item_data, world, item_type) + else: + raise Exception("Item %s is not containable." % item_type) + + def createItem(self, identifier, item_data, world, item_type): if not item_data["description"].has_key("view_name"): item_data["description"]["view_name"] = ( item_data["description"]["real_name"])