Mercurial > parpg-core
view src/parpg/behaviours/moving.py @ 82:7cb53edfb95f
Renamed BaseBehaviour to MovingAgentBehaviour
author | KarstenBock@gmx.net |
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date | Fri, 09 Sep 2011 15:05:23 +0200 |
parents | |
children | 9f8faf6e974d |
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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 fife import fife _AGENT_STATE_NONE, _AGENT_STATE_IDLE, _AGENT_STATE_APPROACH, _AGENT_STATE_RUN, _AGENT_STATE_WANDER, _AGENT_STATE_TALK = xrange(6) class MovingAgentBehaviour (fife.InstanceActionListener): """Fife agent listener""" def __init__(self): fife.InstanceActionListener.__init__(self) self.agent = None self.state = None self.speed = 0 self.idle_counter = 1 def attachToLayer(self, agent_ID, layer): """Attaches to a certain layer @type agent_ID: String @param agent_ID: ID of the layer to attach to. @type layer: Fife layer @param layer: Layer of the agent to attach the behaviour to @return: None""" self.agent = 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.fifeagent.identifier) 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 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.nextAction = action boxLocation = tuple([int(float(i)) for i in location]) l = fife.Location(self.agent.getLocation()) l.setLayerCoordinates(fife.ModelCoordinate(*boxLocation)) self.agent.move('run', l, self.speed + 1) 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 def getLocation(self): """Get the agents position as a fife.Location object. @rtype: fife.Location @return: the location of the agent""" return self.agent.getLocation() def talk(self, pc): """Makes the agent ready to talk to the PC @return: None""" self.state = _AGENT_STATE_TALK self.pc = pc.behaviour.agent self.idle() 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.nextAction = None self.agent.move('run', location, self.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.nextAction = None self.agent.move('walk', location, self.speed - 1)