# HG changeset patch # User KarstenBock@gmx.net # Date 1316355972 -7200 # Node ID d89e88a90c9e8c8fa3bcec0cd68dbc77598b312b # Parent b764229a0fad2983875cb1b6573437f2e3c65868 Implemented creation of dynamic entities. diff -r b764229a0fad -r d89e88a90c9e src/parpg/behaviours/base.py --- a/src/parpg/behaviours/base.py Sun Sep 18 16:07:07 2011 +0200 +++ b/src/parpg/behaviours/base.py Sun Sep 18 16:26:12 2011 +0200 @@ -59,7 +59,6 @@ def idle(self): """@return: None""" self.state = _AGENT_STATE_IDLE - self.agent.act('stand', self.agent.getFacingLocation()) def onInstanceActionFinished(self, instance, action): """@type instance: ??? diff -r b764229a0fad -r d89e88a90c9e src/parpg/behaviours/moving.py --- a/src/parpg/behaviours/moving.py Sun Sep 18 16:07:07 2011 +0200 +++ b/src/parpg/behaviours/moving.py Sun Sep 18 16:26:12 2011 +0200 @@ -57,6 +57,11 @@ else: self.idle_counter += 1 + def idle(self): + """@return: None""" + BaseBehaviour.idle(self) + self.agent.act('stand', self.agent.getFacingLocation()) + def run(self, location): """Makes the PC run to a certain location @type location: fife.ScreenPoint diff -r b764229a0fad -r d89e88a90c9e src/parpg/entities/__init__.py --- a/src/parpg/entities/__init__.py Sun Sep 18 16:07:07 2011 +0200 +++ b/src/parpg/entities/__init__.py Sun Sep 18 16:26:12 2011 +0200 @@ -14,40 +14,27 @@ # along with PARPG. If not, see . import sys -import character - -ENTITIES = [character.Character] -def getAllEntities (): - """Returns a dictionary with the names of the entity classes - mapped to the classes themselves""" - result = {} - for entity in ENTITIES: - result[entity.__name__] = entity - return result +from parpg.bGrease import Entity -def createEntity(info, extra = None): +def createEntity(info, world, extra = None): """Called when we need to get an actual object. @type info: dict @param info: stores information about the object we want to create @type extra: dict @param extra: stores additionally required attributes @return: the object""" - # First, we try to get the type and world, which every game_obj needs. + # First, we try to get the world, which every game_obj needs. extra = extra or {} - try: - ent_type = info.pop('type') - world = info.pop('world') - except KeyError: - sys.stderr.write("Error: Game object missing type or world.") - sys.exit(False) # add the extra info for key, val in extra.items(): - info[key] = val + info[key].update(val) # this is for testing purposes - try: - return getAllEntities()[ent_type](world, **info) - except KeyError: - return None + new_ent = Entity(world) + for component, data in info.items(): + comp_obj = getattr(new_ent, component) + for key, value in data.items(): + setattr(comp_obj, key, value) + return new_ent diff -r b764229a0fad -r d89e88a90c9e src/parpg/entities/character.py --- a/src/parpg/entities/character.py Sun Sep 18 16:07:07 2011 +0200 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,36 +0,0 @@ -# This program 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. - -# This program 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 this program. If not, see . - -from bGrease import Entity -from bGrease.geometry import Vec2d - -class Character(Entity): - def __init__(self, world, view_name, real_name, desc, statistics, max_bulk, - identifier, layer=None, behaviour=None, dialogue=None, - gfx=None, items=None - ): - self.characterstats.statistics = statistics - - self.description.view_name = view_name - self.description.real_name = real_name - self.description.desc = desc - - self.dialogue.dialogue = dialogue - - self.container.children = items or [] - self.container.max_bulk = max_bulk - - self.fifeagent.identifier = identifier - self.fifeagent.layer = layer - self.fifeagent.behaviour = behaviour - self.fifeagent.gfx = gfx diff -r b764229a0fad -r d89e88a90c9e src/parpg/gamemodel.py --- a/src/parpg/gamemodel.py Sun Sep 18 16:07:07 2011 +0200 +++ b/src/parpg/gamemodel.py Sun Sep 18 16:26:12 2011 +0200 @@ -98,20 +98,15 @@ self.engine.getVFS() ) - def checkAttributes(self, attributes): + def checkAttributes(self, attributes, template): """Checks for attributes that where not given in the map file and fills them with values from the object database - @param attributes: attributes to check + @param attributes: attributes to check @type attributes: Dictionary + @param template: Template from which the values will be used @return: The modified attributes""" - if attributes.has_key("object_type"): - class_name = attributes.pop("object_type") - else: - class_name = attributes["type"] - if not attributes.has_key("type"): - attributes["type"] = class_name - if self.object_db.has_key(class_name): - db_attributes = deepcopy(self.object_db[class_name]) + if self.object_db.has_key(template): + db_attributes = deepcopy(self.object_db[template]) for key in db_attributes.keys(): if attributes.has_key(key): attributes[key] = attributes[key] or db_attributes[key] @@ -158,7 +153,6 @@ # create the extra data extra = {} extra['controller'] = self - attributes = self.checkAttributes(attributes) info = {} info.update(attributes) @@ -386,14 +380,11 @@ agent[unique_agent_id] = agent_values self.agents[namespace].update(agent) object_model = "" - if agent_values.has_key("ObjectModel"): - object_model = agent_values["ObjectModel"] - elif agent_values["ObjectType"] == "MapItem": - object_data = self.object_db[agent_values["ItemType"]] - object_model = object_data["gfx"] if object_data.has_key("gfx") \ - else "generic_item" + if agent_values["Entity"].has_key("fifeagent") \ + and agent_values["Entity"]["fifeagent"].has_key("gfx"): + object_model = agent_values["Entity"]["fifeagent"]["gfx"] else: - object_model = self.object_db[agent_values["ObjectType"]]["gfx"] + object_model = self.object_db[agent_values["Template"]]["fifeagent"]["gfx"] import_file = self.agent_import_files[object_model] loadImportFile(self.obj_loader, import_file, self.engine) @@ -454,17 +445,12 @@ new_map.load(map_file) def createAgent(self, agent, inst_id, world): - object_type = agent["ObjectType"] - object_id = agent["ObjectModel"] \ - if agent.has_key("ObjectModel") \ - else None - if object_id == None: - if object_type == "MapItem": - object_data = self.object_db[agent["ItemType"]] - object_id = object_data["gfx"] if object_data.has_key("gfx") \ - else "generic_item" - else: - object_id = self.object_db[object_type]["gfx"] + entity_data = agent["Entity"] + if agent.has_key("Template"): + entity_data = self.checkAttributes(entity_data, agent["Template"]) + object_id = agent["Entity"]["fifeagent"]["gfx"] \ + if agent["Entity"]["fifeagent"].has_key("gfx") \ + else "generic_item" map_obj = self.fife_model.getObject(str(object_id), "PARPG") if not map_obj: logging.warning("Object with inst_id={0}, ns=PARPG, " @@ -474,7 +460,6 @@ x_pos = agent["Position"][0] y_pos = agent["Position"][1] z_pos = agent["Position"][2] if len(agent["Position"]) == 3 \ - else -0.1 if object_type == "MapItem" \ else 0.0 stack_pos = agent["Stackposition"] if \ agent.has_key("StackPosition") \ @@ -496,65 +481,19 @@ if (map_obj.getAction('default')): target = fife.Location(self.active_map.agent_layer) - inst.act('default', target, True) + inst.act('default', target, True) + - inst_dict = {} - inst_dict["identifier"] = inst_id - inst_dict["world"]= world - inst_dict["type"] = object_type - inst_dict["gfx"] = object_id - if agent.has_key("Open"): - inst_dict["is_open"] = parseBool(agent["Open"]) - if agent.has_key("Locked"): - inst_dict["locked"] = parseBool(agent["Locked"]) - if agent.has_key("ViewName"): - inst_dict["view_name"] = agent["ViewName"] - inst_dict["real_name"] = agent["RealName"] \ - if agent.has_key("RealName") else agent["ViewName"] - if agent.has_key("Text"): - inst_dict["desc"] = agent["Text"] + entity_data["fifeagent"]["identifier"] = inst_id + if entity_data["fifeagent"].has_key("behaviour"): + entity_data["fifeagent"]["behaviour"] = getattr(behaviours, entity_data["fifeagent"]["behaviour"])() + else: + entity_data["fifeagent"]["behaviour"] = behaviours.Base() if self.dialogues.has_key(inst_id): - inst_dict["dialogue"] = self.dialogues[inst_id] - if agent.has_key("TargetMap"): - inst_dict["target_map_name"] = agent["TargetMap"] - if agent.has_key("TargetPosition"): - inst_dict["target_x"] = agent["TargetPosition"][0] - inst_dict["target_y"] = agent["TargetPosition"][1] - if agent.has_key("Inventory"): - #TODO: Fix setting of inventory - #inventory = Inventory() - #inventory_objs = agent["Inventory"] - #for inventory_obj in inventory_objs: - # self.createInventoryObject(inventory, - # inventory_obj - # ) - #inst_dict["inventory"] = inventory - pass - - if agent.has_key("Items"): - container_objs = agent["Items"] - #TODO: Create inventory items - items = []#self.createContainerItems(container_objs) - inst_dict["items"] = items - - if agent.has_key("ItemType"): - if not agent.has_key("item"): - item_data = {} - item_data["type"] = agent["ItemType"] - item_data["ID"] = inst_id - #TODO item_data = self.createContainerObject(item_data) - else: - item_data = agent["item"] - inst_dict["item"] = item_data - inst_dict["item_type"] = agent["ItemType"] - if agent.has_key("Behaviour"): - inst_dict["behaviour"] = getattr(behaviours, agent["Behaviour"])() - #TODO: Add real statistics and bulk - if object_type == "Character": - inst_dict["statistics"] = {} - inst_dict["max_bulk"] = 100 - - self.createMapObject(self.active_map.agent_layer, inst_dict) + entity_data["dialogue"] = {} + entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] + + self.createMapObject(self.active_map.agent_layer, entity_data, world) def placeAgents(self, world): """Places the current maps agents """ @@ -618,7 +557,7 @@ self.active_map.makeActive() self.game_state.current_map_name = map_name - def createMapObject (self, layer, attributes): + def createMapObject (self, layer, attributes, world): """Create an object and add it to the current map. @type layer: fife.Layer @param layer: FIFE layer object exists in @@ -630,13 +569,12 @@ # create the extra data extra = {} if layer is not None: - extra['layer'] = layer - attributes = self.checkAttributes(attributes) + extra['fifeagent'] = {} + extra['fifeagent']['layer'] = layer - obj_type = attributes["type"] - obj = createEntity(attributes, extra) + obj = createEntity(attributes, world, extra) if obj: - self.addObject(layer, obj, obj_type) + self.addObject(layer, obj) def addPC(self, layer, player_char): """Add the PlayerCharacter to the map @@ -655,7 +593,7 @@ self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed - def addObject(self, layer, obj, obj_type): + def addObject(self, layer, obj): """Adds an object to the map. @type layer: fife.Layer @param layer: FIFE layer object exists in @@ -675,7 +613,7 @@ obj.fifeagent.pos.Y = ref.Y obj.fifeagent.gfx = ref.gfx - if obj_type == "Character": + if obj.fifeagent.behaviour: obj.fifeagent.behaviour.parent = obj fifeagent.setup_behaviour(obj.fifeagent) obj.fifeagent.behaviour.speed = self.settings.parpg.PCSpeed