Mercurial > parpg-core
view src/parpg/behaviours/base.py @ 141:997cc6d182d5
Added saveable_fields to the CharacterStatistics component.
author | KarstenBock@gmx.net |
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date | Sat, 01 Oct 2011 14:09:20 +0200 |
parents | ecac92680bef |
children | 5d52f08633c0 |
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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 collections import deque 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 BaseBehaviour (fife.InstanceActionListener): """Fife agent listener""" def __init__(self): fife.InstanceActionListener.__init__(self) self.agent = None self.state = None self.animation_queue = deque() self.nextAction = None 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.general.identifier) self.agent.addActionListener(self) self.state = _AGENT_STATE_NONE def idle(self): """@return: None""" self.state = _AGENT_STATE_IDLE 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() try: animtion = self.animation_queue.popleft() self.animate(**animtion) except IndexError: self.idle() 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.clear_animations() self.idle() def animate(self, action, direction = None, repeating = False): """Perform an animation""" direction = direction or self.agent.getFacingLocation() self.agent.act(action, direction, repeating) def queue_animation(self, action, direction = None, repeating = False): """Add an action to the queue""" self.animation_queue.append({"action": action, "direction": direction, "repeating": repeating}) def clear_animations(self): """Remove all actions from the queue""" self.animation_queue.clear()