Mercurial > parpg-core
view src/parpg/dialogue.py @ 2:e2a8e3805b04
Made parpg-core the main repository to pull from and build.
* Added parpg-assets as a subrepo under the data folder.
* Moved the SConstruct script into parpg-core and modified it to build and install parpg-assets as well.
* Made a few minor changes to the SConstruct file from the defunct parpg-main repository.
* Modified unix parpg executable script template to be more forgiving of installing the parpg Python package outside of PYTHONPATH.
* Updated the .hgignore file to include temporary SCons files.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sun, 15 May 2011 14:51:41 -0700 |
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/>. """ Provides classes used to contain and organize dialogue data for use within in-game dialogues between the player character and NPCs. """ try: from collections import OrderedDict except ImportError: # Python version 2.4-2.6 doesn't have the OrderedDict from parpg.common.ordereddict import OrderedDict class Dialogue(object): """ Represents a complete dialogue and acts as a container for the dialogue data belonging to a particular NPC. """ __slots__ = ['npc_name', 'avatar_path', 'default_greeting', 'greetings', 'sections'] def __init__(self, npc_name, avatar_path, default_greeting, greetings=None, sections=None): """ Initialize a new L{Dialogue} instance. @param npc_name: name displayed for the NPC in the dialogue. @type npc_name: basestring @param avatar_path: path to the image that should be displayed as the NPC's avatar. @type avatar_path: basestring @param default_greeting: section of dialogue that should be displayed when the dialogue is first initiated and no other start sections are available. @type default_greeting: L{DialogueSection} @param greetings: sections of dialogue defining the conditions under which each should be displayed when the dialogue is first initiated. @type greetings: list of L{RootDialogueSections<DialogueGreeting>} @param sections: sections of dialogue that make up this L{Dialogue} instance. @type sections: list of L{DialogueSections<DialogueSection>} """ self.npc_name = npc_name self.avatar_path = avatar_path self.default_greeting = default_greeting self.greetings = greetings if greetings is not None else [] self.sections = OrderedDict() all_sections = [default_greeting] if (greetings is not None): all_sections += greetings if (sections is not None): all_sections += sections if (__debug__): section_ids = [section.id for section in all_sections] for section in all_sections: # Sanity check: All DialogueResponses should have next_section_id # attributes that refer to valid DialogueSections in the Dialogue. if (__debug__): for response in section.responses: assert response.next_section_id in section_ids + \ ['end', 'back'], ('"{0}" does not refer to a ' 'DialogueSection in this Dialogue')\ .format(response.next_section_id) self.sections[section.id] = section def __str__(self): """Return the string representation of a L{Dialogue} instance.""" string_representation = 'Dialogue(npc_id={0.npc_name})'.format(self) return string_representation class DialogueNode(object): """ Abstract base class that represents a node or related group of attributes within a Dialogue. """ def __init__(self, text, actions=None): """ Initialize a new L{DialogueNode} instance. @param text: textual content of the L{DialogueNode}. @type text: basestring @param actions: dialogue actions associated with the L{DialogueNode}. @type actions: list of L{DialogueActions<DialogueAction>} """ self.text = text self.actions = actions or [] class DialogueSection(DialogueNode): """DialogueNode that represents a distinct section of the dialogue.""" __slots__ = ['id', 'text', 'responses', 'actions'] def __init__(self, id_, text, responses=None, actions=None): """ Initialize a new L{DialogueSection} instance. @param id_: named used to uniquely identify the L{DialogueSection} within a L{Dialogue}. @type id_: basestring @param text: text displayed as the NPC's part of the L{Dialogue}. @type text: basestring @param responses: possible responses that the player can choose from. @type responses: list of L{DialogueResponses<DialogueResponse>} @param actions: dialogue actions that should be executed when the L{DialogueSection} is reached. @type actions: list of L{DialogueActions<DialogueAction>} """ DialogueNode.__init__(self, text=text, actions=actions) self.id = id_ if (responses is not None): self.responses = list(responses) class DialogueGreeting(DialogueSection): """ Represents a root section of dialogue in a L{Dialogue} along with the conditional statement used to determine the whether this section should be displayed first upon dialogue initiation. @ivar id: Name used to uniquely identify the L{DialogueSection} to which the L{DialogueRootSectionReference} points. @type id: basestring @ivar condition: Boolean Python expression used to determine if the L{DialogueSection} referenced is a valid starting section. @type condition: basestring """ __slots__ = ['id', 'condition', 'text', 'actions', 'responses'] def __init__(self, id_, condition, text, responses=None, actions=None): """ Initialize a new L{DialogueGreeting} instance. @param id_: named used to uniquely identify the L{DialogueSection} within a L{Dialogue}. @type id_: basestring @param condition: Boolean Python expression used to determine if this root dialogue section should be displayed. @type condition: basestring @param text: text displayed as the NPC's part of the L{Dialogue}. @type text: basestring @param responses: possible responses that the player can choose from. @type responses: list of L{DialogueResponses<DialogueResponse>} @param actions: dialogue actions that should be executed when the L{DialogueSection} is reached. @type actions: list of L{DialogueActions<DialogueAction>} """ DialogueSection.__init__(self, id_=id_, text=text, responses=responses, actions=actions) self.condition = condition class DialogueResponse(DialogueNode): """ L{DialogueNode} that represents one possible player response to a particular L{DialogueSection}. """ __slots__ = ['text', 'actions', 'condition', 'next_section_id'] def __init__(self, text, next_section_id, actions=None, condition=None): """ Initialize a new L{DialogueResponse} instance. @param text: text displayed as the content of the player's response. @type text: basestring @param next_section_id: ID of the L{DialogueSection} that should be jumped to if this response is chosen by the player. @type next_section_id: basestring @param actions: dialogue actions that should be executed if this response is chosen by the player. @type actions: list of L{DialogueActions<DialogueAction>} @param condition: Python expression that when evaluated determines whether the L{DialogueResponse} should be displayed to the player as a valid response. @type condition: basestring """ DialogueNode.__init__(self, text=text, actions=actions) self.condition = condition self.next_section_id = next_section_id