diff src/parpg/behaviours/npc.py @ 133:ecac92680bef

Added animation queue and method the base behaviour class.
author KarstenBock@gmx.net
date Fri, 30 Sep 2011 14:04:29 +0200
parents 9f8faf6e974d
children 704145b96171
line wrap: on
line diff
--- a/src/parpg/behaviours/npc.py	Thu Sep 29 18:15:12 2011 +0200
+++ b/src/parpg/behaviours/npc.py	Fri Sep 30 14:04:29 2011 +0200
@@ -1,106 +1,105 @@
-#   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
-
-import base
-from moving import MovingAgentBehaviour
-
-class NPCBehaviour(MovingAgentBehaviour):
-    """This is a basic NPC behaviour"""
-    def __init__(self, parent=None):
-        super(NPCBehaviour, self).__init__()
-        
-        self.parent = parent
-        self.state = base._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 == base._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
-           @type action: ???
-           @param action: ???
-           @return: None"""
-        if self.state == base._AGENT_STATE_WANDER:
-            self.target_loc = self.getTargetLocation()
-        MovingAgentBehaviour.onInstanceActionFinished(self, instance, action)
-        
-    
-    def idle(self):
-        """Controls the NPC when it is idling. Different actions
-           based on the NPC's state.
-           @return: None"""
-        if self.state == base._AGENT_STATE_NONE:
-            self.state = base._AGENT_STATE_IDLE
-            self.agent.act('stand', self.agent.getFacingLocation())
-        elif self.state == base._AGENT_STATE_IDLE:
-            if self.wanderCounter > self.wanderRate:
-                self.wanderCounter = 0
-                self.state = base._AGENT_STATE_WANDER
-            else:
-                self.wanderCounter += 1
-                self.state = base._AGENT_STATE_NONE
-            
-            self.target_loc = self.getTargetLocation()
-            self.agent.act('stand', self.agent.getFacingLocation())
-        elif self.state == base._AGENT_STATE_WANDER:
-            self.wander(self.target_loc)
-            self.state = base._AGENT_STATE_NONE
-        elif self.state == base._AGENT_STATE_TALK:
-            self.agent.act('stand', self.pc.getLocation())
-            
-    def wander(self, location):
-        """Nice slow movement for random walking.
-        @type location: fife.Location
-        @param location: Where the NPC will walk to.
-        @return: None"""
+#   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
+
+import base
+from moving import MovingAgentBehaviour
+
+class NPCBehaviour(MovingAgentBehaviour):
+    """This is a basic NPC behaviour"""
+    def __init__(self, parent=None):
+        super(NPCBehaviour, self).__init__()
+        
+        self.parent = parent
+        self.state = base._AGENT_STATE_NONE
+        self.pc = None
+        self.target_loc = 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 == base._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
+           @type action: ???
+           @param action: ???
+           @return: None"""
+        if self.state == base._AGENT_STATE_WANDER:
+            self.target_loc = self.getTargetLocation()
+        MovingAgentBehaviour.onInstanceActionFinished(self, instance, action)
+        
+    
+    def idle(self):
+        """Controls the NPC when it is idling. Different actions
+           based on the NPC's state.
+           @return: None"""
+        if self.state == base._AGENT_STATE_NONE:
+            self.state = base._AGENT_STATE_IDLE
+            self.animate('stand')
+        elif self.state == base._AGENT_STATE_IDLE:
+            if self.wanderCounter > self.wanderRate:
+                self.wanderCounter = 0
+                self.state = base._AGENT_STATE_WANDER
+            else:
+                self.wanderCounter += 1
+                self.state = base._AGENT_STATE_NONE
+            
+            self.target_loc = self.getTargetLocation()
+            self.animate('stand')
+        elif self.state == base._AGENT_STATE_WANDER:
+            self.wander(self.target_loc)
+            self.state = base._AGENT_STATE_NONE
+        elif self.state == base._AGENT_STATE_TALK:
+            self.animate('stand', self.pc.getLocation())
+            
+    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.agent.move('walk', location, self.speed - 1)
\ No newline at end of file