Mercurial > parpg-core
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 |
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--- 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