Mercurial > parpg-core
view src/parpg/objects/composed.py @ 110:5feab6555bf9
Added pc_has and npc_has as functions to the dialogue engine. These replace calls to pc.has_item and ncp.has_item.
author | KarstenBock@gmx.net |
---|---|
date | Fri, 23 Sep 2011 14:11:49 +0200 |
parents | 1fd2201f5c36 |
children |
line wrap: on
line source
# 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/>. """Composite game object classes are kept here""" from base import GameObject, Container, Lockable, \ Scriptable, Trapable, Destructable, Carryable, \ Usable class ImmovableContainer(GameObject, Container, Lockable, Scriptable, Trapable, Destructable): """Composite class that can be used for crates, chests, etc.""" def __init__ (self, **kwargs): GameObject .__init__(self, **kwargs) Container .__init__(self, **kwargs) Lockable .__init__(self, **kwargs) Scriptable .__init__(self, **kwargs) Trapable .__init__(self, **kwargs) Destructable .__init__(self, **kwargs) self.blocking = True class SingleItemContainer (Container) : """Container that can only store a single item. This class can represent single-item inventory slots""" def __init__ (self, **kwargs): Container.__init__(self, **kwargs) def placeItem(self,item, index=None): if len(self.items) > 0 : raise self.SlotBusy ('%s is already busy' % self) Container.placeItem(self, item) class CarryableItem (GameObject, Carryable, Usable): """Composite class that will be used for all carryable items""" def __init__(self, item_type, **kwargs): GameObject.__init__(self, **kwargs) Carryable.__init__(self, **kwargs) Usable.__init__(self, **kwargs) self.item_type = item_type def prepareStateForSaving(self, state): """Prepares state for saving @type state: dictionary @param state: State of the object """ super(CarryableItem, self).prepareStateForSaving(state) if state.has_key("in_container"): del state["in_container"] if state.has_key("on_map"): del state["on_map"] if state.has_key("agent"): del state["agent"] def getStateForSaving(self): """Returns state for saving @type state: dictionary @param state: State of the object """ ret_dict = self.__dict__.copy() self.prepareStateForSaving(ret_dict) return ret_dict class CarryableContainer(Container, CarryableItem): """Composite class that will be used for backpack, pouches, etc.""" def __init__ (self, item_type, **kwargs): Container.__init__(self, **kwargs) CarryableItem.__init__(self, item_type, **kwargs) self.own_bulk = 0 self.own_weight = 0 def getWeight(self): """Resulting weight of a container""" return sum((item.weight for item in self.items.values()), self.own_weight) def setWeight(self, weight): """Set container's own weight. For compatibility with inherited methods""" self.own_weight = weight weight = property(getWeight, setWeight, "Total weight of container") def getBulk(self): """Resulting bulk of container""" return self.getContentsBulk()+self.own_bulk def setBulk(self, bulk): """Set container's own bulk. For compatibility with inherited methods""" self.own_bulk = bulk bulk = property(getBulk, setBulk, "Total bulk of container") def __repr__(self): return "[%s" % self.name + str(reduce((lambda a, b: a + ', ' + \ str(self.items[b])), self.items, "")) + " ]" def getStateForSaving(self): """Returns state for saving @type state: dictionary @param state: State of the object """ state = Container.getStateForSaving(self) if not state.has_key("attributes"): state["attributes"] = [] state["attributes"].append("Container") state.update(CarryableItem.getStateForSaving(self)) return state class CarryableSingleItemContainer (SingleItemContainer, CarryableContainer) : """Container that can only store a single item. This class can represent single-item inventory slots""" def __init__ (self, item_type, **kwargs): SingleItemContainer.__init__(self, **kwargs) CarryableContainer.__init__(self, item_type, **kwargs) class Door(GameObject, Lockable, Scriptable, Trapable): """Composite class that can be used to create doors on a map.""" def __init__ (self, target_map_name = 'my-map', target_x = 0.0, target_y = 0.0, **kwargs): GameObject.__init__(self, **kwargs) Lockable.__init__(self, **kwargs) Scriptable.__init__(self, **kwargs) Trapable.__init__(self, **kwargs) self.attributes.append("door") self.target_map_name = target_map_name self.target_pos = (target_x, target_y) self.blocking = True def getStateForSaving(self): """Returns state for saving """ ret_dict = super(Door, self).getStateForSaving() return ret_dict