Mercurial > parpg-core
view src/parpg/objects/actors.py @ 61:23563e30da66
Added pos value to the FifeAgent component
author | KarstenBock@gmx.net |
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date | Mon, 05 Sep 2011 14:44:53 +0200 |
parents | 1fd2201f5c36 |
children |
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# 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()