Mercurial > parpg-source
annotate behaviours/npc.py @ 34:12071706020f
Fixed error in setting the initial state of the NPC behaviour
author | KarstenBock@gmx.net |
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date | Mon, 05 Sep 2011 14:14:42 +0200 |
parents | 77dfe4a917b5 |
children | bf506f739322 |
rev | line source |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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1 # This file is part of PARPG. |
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2 |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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3 # PARPG is free software: you can redistribute it and/or modify |
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4 # it under the terms of the GNU General Public License as published by |
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5 # the Free Software Foundation, either version 3 of the License, or |
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6 # (at your option) any later version. |
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7 |
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8 # PARPG is distributed in the hope that it will be useful, |
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9 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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11 # GNU General Public License for more details. |
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12 |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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13 # You should have received a copy of the GNU General Public License |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>. |
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Moved behaviours from objects/actors.py to files seperate files inside a behaviours directory.
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15 |
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16 from random import randrange |
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17 |
34
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Fixed error in setting the initial state of the NPC behaviour
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18 import base |
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Fixed error in setting the initial state of the NPC behaviour
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19 from base import BaseBehaviour |
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20 |
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21 class NPCBehaviour(BaseBehaviour): |
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22 """This is a basic NPC behaviour""" |
32
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23 def __init__(self, parent=None, layer=None): |
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24 super(NPCBehaviour, self).__init__(layer) |
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25 |
33
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26 self.parent = parent |
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27 self.state = base._AGENT_STATE_NONE |
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28 self.pc = None |
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29 self.target_loc = None |
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30 self.nextAction = None |
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31 |
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32 # hard code these for now |
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33 self.distRange = (2, 4) |
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34 # these are parameters to lower the rate of wandering |
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35 # wander rate is the number of "IDLEs" before a wander step |
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36 # this could be set for individual NPCs at load time |
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37 # or thrown out altogether. |
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38 self.wanderCounter = 0 |
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39 self.wanderRate = 9 |
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40 |
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41 def getTargetLocation(self): |
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42 """@rtype: fife.Location |
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43 @return: NPC's position""" |
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44 x = self.getX() |
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45 y = self.getY() |
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46 if self.state == _AGENT_STATE_WANDER: |
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47 """ Random Target Location """ |
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48 l = [0, 0] |
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49 for i in range(len(l)): |
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50 sign = randrange(0, 2) |
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51 dist = randrange(self.distRange[0], self.distRange[1]) |
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52 if sign == 0: |
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53 dist *= -1 |
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54 l[i] = dist |
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55 x += l[0] |
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56 y += l[1] |
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57 # Random walk is |
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58 # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud |
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59 l = fife.Location(self.agent.getLocation()) |
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60 l.setLayerCoordinates(fife.ModelCoordinate(x, y)) |
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61 return l |
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62 |
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63 def onInstanceActionFinished(self, instance, action): |
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64 """What the NPC does when it has finished an action. |
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65 Called by the engine and required for InstanceActionListeners. |
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66 @type instance: fife.Instance |
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67 @param instance: self.agent (the NPC listener is listening for this |
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68 instance) |
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69 @type action: ??? |
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70 @param action: ??? |
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71 @return: None""" |
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72 if self.state == _AGENT_STATE_WANDER: |
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73 self.target_loc = self.getTargetLocation() |
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74 self.idle() |
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75 |
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76 |
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77 def idle(self): |
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78 """Controls the NPC when it is idling. Different actions |
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79 based on the NPC's state. |
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80 @return: None""" |
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81 if self.state == _AGENT_STATE_NONE: |
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82 self.state = _AGENT_STATE_IDLE |
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83 self.agent.act('stand', self.agent.getFacingLocation()) |
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84 elif self.state == _AGENT_STATE_IDLE: |
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85 if self.wanderCounter > self.wanderRate: |
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86 self.wanderCounter = 0 |
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87 self.state = _AGENT_STATE_WANDER |
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88 else: |
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89 self.wanderCounter += 1 |
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90 self.state = _AGENT_STATE_NONE |
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91 |
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92 self.target_loc = self.getTargetLocation() |
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93 self.agent.act('stand', self.agent.getFacingLocation()) |
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94 elif self.state == _AGENT_STATE_WANDER: |
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95 self.parent.wander(self.target_loc) |
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96 self.state = _AGENT_STATE_NONE |
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97 elif self.state == _AGENT_STATE_TALK: |
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98 self.agent.act('stand', self.pc.getLocation()) |