Mercurial > parpg-core
view src/parpg/dialogueactions.py @ 26:5529dd5644b8
Updated parpg-assets subrepo state.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Fri, 17 Jun 2011 15:10:44 -1000 |
parents | 1fd2201f5c36 |
children | 2e307c4f78e3 |
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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/>. """ Provides classes used to implement dialogue logic and allow dialogues to have external effects on the game state. """ import logging logger = logging.getLogger('dialogueaction') class DialogueAction(object): """ Abstract base class for subclasses that represent dialogue actions embedded within a DialogueSection or DialogueResponse. Subclasses must define the keyword class variable and implement both the __init__ and __call__ methods. @cvar keyword: keyword used by the L{DialogueParser} to recognize the L{DialogueAction} in serialized L{Dialogues<Dialogues>}. @type keyword: basestring """ logger = logging.getLogger('dialogueaction.DialogueAction') registered_actions = {} @classmethod def registerAction(cls, dialogue_action_type): """ Register a L{DialogueAction} subclass for easy reference. @param dialogue_action_type: dialogue action to register. @type dialogue_action_type: L{DialogueAction} subclass """ cls.registered_actions[dialogue_action_type.keyword] = \ dialogue_action_type def __init__(self, *args, **kwargs): """ Initialize a new L{DialogueAction} instance. @param args: positional arguments passed by the L{DialogueParser} after reading a serialized L{Dialogue}. @type args: list of objects @param kwargs: keyword arguments passed by the L{DialogueParser} after reading a serialized L{Dialogue}. @type kwargs: dict of objects """ if (not hasattr(type(self), 'keyword')): raise AttributeError('DialogueAction subclasses must define the ' 'keyword class variable.') self.arguments = (args, kwargs) def __call__(self, game_state): """ Execute the L{DialogueAction}. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ raise NotImplementedError('subclasses of DialogueAction must ' 'override __call__') class MeetAction(DialogueAction): """ L{DialogueAction} that adds an NPC to the list of NPCs known by the player. """ keyword = 'meet' def __init__(self, *args, **kwargs): """ Initialize a new L{MeetAction} instance. @param args: positional arguments. @type args: list of objects @param npc_id: identifier of the NPC that the player has met. @type npc_id: basestring @param kwargs: keyword arguments (not used). @type kwargs: dict of objects """ DialogueAction.__init__(self, *args, **kwargs) self.npc_id = args[0] def __call__(self, game_state): """ Add an NPC to the list of NPCs known by the player. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ npc_id = self.npc_id # NOTE Technomage 2010-11-13: This print statement seems overly # verbose, so I'm logging it as an INFO message instead. # print("You've met {0}!".format(npc_id)) self.logger.info("You've met {0}!".format(npc_id)) game_state['pc'].meet(npc_id) DialogueAction.registerAction(MeetAction) class InventoryAction(DialogueAction): """ Abstract base class for L{DialogueActions<DialogueAction>} used to manipulate the NPC's and the player's inventory. """ def __init__(self, *args, **kwargs): """ Initialize a new L{InventoryAction} instance. @param args: positional arguments. @type args: list of objects @param item_types: item types that should be manipulated. @type item_types: list of basestrings @param kwargs: keyword arguments. @type kwargs: dict of objects """ DialogueAction.__init__(self, *args, **kwargs) self.item_types = args class TakeStuffAction(InventoryAction): """ L{InventoryAction} used to move items from the NPC's inventory to the player's inventory. """ keyword = 'take_stuff' def __call__(self, game_state): """ Move items from the NPC's inventory to the player's inventory. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ item_types = self.item_types for item_type in item_types: item = game_state['npc'].inventory.findItem(item_type=item_type) if (item): game_state['npc'].give(item, game_state['pc']) print("{0} gave you the {1}".format(game_state['npc'].name, item_type)) else: print("{0} doesn't have the {1}".format(game_state['npc'].name, item_type)) DialogueAction.registerAction(TakeStuffAction) class GiveStuffAction(InventoryAction): """ L{InventoryAction} used to move items from the player's inventory to the NPC's inventory. """ keyword = 'give_stuff' def __call__(self, game_state): """ Move items from the player's inventory to the NPC's inventory. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ item_types = self.item_types for item_type in item_types: item = game_state['npc'].inventory.findItem(item_type = item_type) if (item): game_state['pc'].give(item, game_state['npc']) print("You give the {0} to {1}".format(item_type, game_state['npc'].name)) else: print("You don't have the {0}".format(item_type)) DialogueAction.registerAction(GiveStuffAction) class QuestAction(DialogueAction): """ Abstract base class for quest-related L{DialogueActions<DialogueAction>}. """ def __init__(self, *args, **kwargs): """ Initialize a new L{QuestAction} instance. @param args: positional arguments. @type args: list of objects @param quest_id: ID of the quest to manipulate. @type quest_id: basestring @param kwargs: keyword arguments (not used). @type kwargs: dict of objects """ DialogueAction.__init__(self, *args, **kwargs) self.quest_id = kwargs['quest'] if 'quest' in kwargs else args[0] class StartQuestAction(QuestAction): """L{QuestAction} used to activate a quest.""" keyword = 'start_quest' def __call__(self, game_state): """ Activate a quest. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ quest_id = self.quest_id print("You've picked up the \"{0}\" quest!".format(quest_id)) game_state['quest'].activateQuest(quest_id) DialogueAction.registerAction(StartQuestAction) class CompleteQuestAction(QuestAction): """ L{QuestAction} used to mark a quest as successfully finished/completed. """ keyword = 'complete_quest' def __call__(self, game_state): """ Successfully complete a quest. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ quest_id = self.quest_id print("You've finished the \"{0}\" quest".format(quest_id)) game_state['quest'].finishQuest(quest_id) DialogueAction.registerAction(CompleteQuestAction) class FailQuestAction(QuestAction): """L{QuestAction} used to fail an active quest.""" keyword = 'fail_quest' def __call__(self, game_state): """ Fail an active quest. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ quest_id = self.quest_id print("You've failed the \"{0}\" quest".format(quest_id)) game_state['quest'].failQuest(quest_id) DialogueAction.registerAction(FailQuestAction) class RestartQuestAction(QuestAction): """L{QuestAction} used to restart an active quest.""" keyword = 'restart_quest' def __call__(self, game_state): """ Restart an active quest. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ quest_id = self.quest_id print("You've restarted the \"{0}\" quest".format(quest_id)) game_state['quest'].restartQuest(quest_id) DialogueAction.registerAction(RestartQuestAction) class QuestVariableAction(QuestAction): """ Base class for L{QuestActions<QuestAction>} that modify quest variables. """ def __init__(self, *args, **kwargs): """ Initialize a new L{QuestVariableAction} instance. @param args: positional arguments (not used). @type args: list of objects @param kwargs: keyword arguments. @type kwargs: dict of objects @keyword quest: ID of the quest whose variable should be modified. @type quest: basestring @keyword variable: name of the quest variable to modify. @type variable: basestring @keyword value: new value that should be used to modify the quest variable. @type value: object """ QuestAction.__init__(self, *args, **kwargs) self.variable_name = kwargs['variable'] self.value = kwargs['value'] class IncreaseQuestVariableAction(QuestVariableAction): """ L{QuestVariableAction} used to increase the value of a quest variable by a set amount. """ keyword = 'increase_quest_variable' def __call__(self, game_state): """ Increase a quest variable by a set amount. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ quest_id = self.quest_id variable_name = self.variable_name value = self.value print('Increased {0} by {1}'.format(variable_name, value)) game_state['quest'][quest_id].increaseValue(variable_name, value) DialogueAction.registerAction(IncreaseQuestVariableAction) class DecreaseQuestVariableAction(QuestVariableAction): """ L{QuestVariableAction} used to decrease the value of a quest variable by a set amount. """ keyword = 'decrease_quest_variable' def __call__(self, game_state): """ Decrease a quest variable by a set amount. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ quest_id = self.quest_id variable_name = self.variable_name value = self.value print('Decreased {0} by {1}'.format(variable_name, value)) game_state['quest'][quest_id].decreaseValue(variable_name, value) DialogueAction.registerAction(DecreaseQuestVariableAction) class SetQuestVariableAction(QuestVariableAction): """ L{QuestVariableAction} used to set the value of a quest variable. """ keyword = 'set_quest_variable' def __call__(self, game_state): """ Set the value of a quest variable. @param game_state: variables and functions that make up the current game state. @type game_state: dict of objects """ quest_id = self.quest_id variable_name = self.variable_name value = self.value print('Set {0} to {1}'.format(variable_name, value)) game_state['quest'][quest_id].setValue(variable_name, value) DialogueAction.registerAction(SetQuestVariableAction)