Mercurial > parpg-source
annotate gamemodel.py @ 115:26e65f27dbd7
"Open" will now not be shown in the context menu when the lockable is locked.
"Lock" will not not be shown in the context menu when the lockable is open.
author | KarstenBock@gmx.net |
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date | Mon, 03 Oct 2011 14:12:17 +0200 |
parents | 81b51b9d861e |
children | 7f7f54c4077b |
rev | line source |
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1 # This file is part of PARPG. |
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2 |
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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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11 # GNU General Public License for more details. |
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12 |
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13 # You should have received a copy of the GNU General Public License |
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14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>. |
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15 |
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16 # there should be NO references to FIFE here! |
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17 import sys |
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18 import os.path |
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19 import logging |
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20 from copy import deepcopy |
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21 |
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22 from fife import fife |
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23 from fife.extensions.serializers.xmlobject import XMLObjectLoader |
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24 from parpg.bGrease.geometry import Vec2d |
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25 |
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26 from parpg import vfs |
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27 from gamestate import GameState |
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28 from gamemap import GameMap |
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29 from common.utils import locateFiles |
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30 from common.utils import parseBool |
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31 from parpg.dialogueparsers import YamlDialogueParser, DialogueFormatError |
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32 from parpg.entities import createEntity |
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33 from parpg import behaviours |
88 | 34 from parpg import components |
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35 from parpg.components import fifeagent, container, equip |
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36 |
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37 try: |
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38 import xml.etree.cElementTree as ElementTree |
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39 except ImportError: |
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40 import xml.etree.ElementTree as ElementTree |
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41 |
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42 import yaml |
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43 |
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44 logger = logging.getLogger('gamemodel') |
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45 |
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46 class GameModel(object): |
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47 """GameModel holds the logic for the game. |
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48 Since some data (object position and so forth) is held in the |
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49 fife, and would be pointless to replicate, we hold a instance of |
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50 the fife view here. This also prevents us from just having a |
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51 function heavy controller.""" |
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52 ALL_AGENTS_KEY = "All" |
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53 MAX_ID_NUMBER = 1000 |
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54 |
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55 def __init__(self, engine, settings): |
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56 """Initialize the instance. |
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57 @param engine: A fife.Engine object |
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58 @type emgome: fife.Engine |
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59 @param setting: The applications settigns |
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60 @type setting: parpg.settings.Settings object |
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61 @return: None""" |
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62 self.settings = settings |
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63 |
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64 self.map_change = False |
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65 self.load_saver = False |
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66 self.savegame = None |
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67 quests_directory = settings.parpg.QuestsPath |
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68 self.game_state = GameState(quests_dir=quests_directory) |
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69 #self.game_state.quest_engine = |
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70 #self.game_state.quest_engine.readQuests() |
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71 self.pc_run = 1 |
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72 self.target_position = None |
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73 self.target_map_name = None |
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74 self.object_db = {} |
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75 self.active_map = None |
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76 self.map_files = {} |
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77 self.agents = {} |
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78 self.agents[self.ALL_AGENTS_KEY] = {} |
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79 self.items = {} |
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80 self.engine = engine |
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81 self.fife_model = engine.getModel() |
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82 |
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83 # set values from settings |
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84 maps_directory = settings.parpg.MapsPath |
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85 self.game_state.maps_file = '/'.join([maps_directory, |
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86 settings.parpg.MapsFile]) |
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87 self.all_agents_file = '/'.join([maps_directory, |
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88 settings.parpg.AllAgentsFile]) |
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89 objects_directory = self.settings.parpg.ObjectsPath |
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90 self.objects_directory = objects_directory |
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91 self.object_db_file = '/'.join([objects_directory, |
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92 settings.parpg.ObjectDatabaseFile]) |
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93 self.dialogue_directory = settings.parpg.DialoguesPath |
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94 self.dialogues = {} |
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95 self.agent_import_files = {} |
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96 self.obj_loader = XMLObjectLoader( |
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97 self.engine.getImagePool(), |
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98 self.engine.getAnimationPool(), |
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99 self.engine.getModel(), |
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100 self.engine.getVFS() |
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101 ) |
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102 |
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103 def checkAttributes(self, attributes, template): |
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104 """Checks for attributes that where not given in the map file |
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105 and fills them with values from the object database |
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106 @param attributes: attributes to check |
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107 @type attributes: Dictionary |
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108 @param template: Template from which the values will be used |
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109 @return: The modified attributes""" |
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110 if self.object_db.has_key(template): |
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111 db_attributes = deepcopy(self.object_db[template]) |
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112 for key in db_attributes.keys(): |
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113 if attributes.has_key(key): |
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114 tmp_attributes = db_attributes[key] |
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115 tmp_attributes.update(attributes[key]) |
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116 attributes[key] = tmp_attributes |
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117 else: |
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118 attributes[key] = db_attributes[key] |
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119 return attributes |
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120 |
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121 def isIDUsed(self, ID): |
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122 if self.game_state.hasObject(ID): |
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123 return True |
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124 for namespace in self.agents: |
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125 if ID in self.agents[namespace]: |
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126 return True |
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127 return False |
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128 |
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129 def createUniqueID(self, ID): |
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130 if self.isIDUsed(ID): |
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131 id_number = 1 |
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132 while self.isIDUsed(ID + "_" + str(id_number)): |
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133 id_number += 1 |
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134 if id_number > self.MAX_ID_NUMBER: |
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135 raise ValueError( |
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136 "Number exceeds MAX_ID_NUMBER:" + str(self.MAX_ID_NUMBER)) |
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137 |
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138 ID = ID + "_" + str(id_number) |
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139 return ID |
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140 |
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141 def moveObject(self, object_id, new_map): |
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142 """Moves the object to a new map, or in a container |
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143 @param object_id: ID of the object |
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144 @type object_id: str |
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145 @param new_map: ID of the new map, or None |
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146 @type object_id: str """ |
101 | 147 game_object = self.deleteObject(object_id) |
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148 self.game_state.addObject(object_id, new_map, game_object) |
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149 |
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150 def deleteObject(self, object_id): |
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151 """Removes an object from the game |
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152 @param object_id: ID of the object |
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153 @type object_id: str """ |
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154 del self.agents["All"][object_id] |
101 | 155 return self.game_state.deleteObject(object_id) |
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156 |
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157 def save(self, path, filename): |
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158 """Writes the saver to a file. |
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159 @type filename: string |
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160 @param filename: the name of the file to write to |
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161 @return: None""" |
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162 fname = '/'.join([path, filename]) |
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163 try: |
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164 save_file = open(fname, 'w') |
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165 except(IOError): |
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166 sys.stderr.write("Error: Can't create save game: " + fname + "\n") |
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167 return |
101 | 168 |
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169 save_state = {} |
101 | 170 save_state["Agents"] = self.agents |
171 save_state["Items"] = self.items | |
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172 save_state["GameState"] = self.game_state.getStateForSaving() |
101 | 173 |
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174 yaml.dump(save_state, save_file) |
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175 |
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176 save_file.close() |
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177 |
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178 def load(self, path, filename): |
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179 """Loads a saver from a file. |
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180 @type filename: string |
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181 @param filename: the name of the file (including path) to load from |
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182 @return: None""" |
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183 fname = '/'.join([path, filename]) |
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184 |
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185 try: |
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186 load_file = open(fname, 'r') |
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187 except(IOError): |
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188 sys.stderr.write("Error: Can't find save game file\n") |
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189 return |
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190 self.deleteMaps() |
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191 self.clearAgents() |
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192 |
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193 save_state = yaml.load(load_file) |
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194 self.game_state.restoreFromState(save_state["GameState"]) |
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195 maps = save_state["Agents"] |
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196 for map_name in maps: |
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197 for agent_name in maps[map_name]: |
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198 agent = {agent_name:maps[map_name][agent_name]} |
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199 self.addAgent(map_name, agent) |
101 | 200 self.items = save_state["Items"] |
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201 |
101 | 202 load_file.close() |
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203 |
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204 def teleport(self, agent, position): |
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205 """Called when a an agent is moved instantly to a new position. |
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206 The setting of position may wan to be created as its own method down the road. |
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207 @type position: String Tuple |
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208 @param position: X,Y coordinates passed from engine.changeMap |
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209 @return: fife.Location""" |
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210 logging.debug(position) |
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211 coord = fife.DoublePoint3D(float(position[0]), float(position[1]), 0) |
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212 location = fife.Location(self.active_map.agent_layer) |
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213 location.setMapCoordinates(coord) |
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214 agent.teleport(location) |
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215 |
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216 def getObjectAtCoords(self, coords): |
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217 """Get the object which is at the given coords |
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218 @type coords: fife.Screenpoint |
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219 @param coords: Coordinates where to check for an object |
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220 @rtype: fife.Object |
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221 @return: An object or None""" |
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222 instances = self.active_map.cameras[ |
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223 self.active_map.my_cam_id].\ |
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224 getMatchingInstances(coords, self.active_map.agent_layer) |
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225 # no object returns an empty tuple |
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226 if(instances != ()): |
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227 front_y = 0 |
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228 |
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229 |
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230 for obj in instances: |
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231 # check to see if this in our list at all |
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232 if(self.objectActive(obj.getId())): |
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233 # check if the object is on the foreground |
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234 obj_map_coords = \ |
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235 obj.getLocation().getMapCoordinates() |
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236 obj_screen_coords = self.active_map.\ |
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237 cameras[self.active_map.my_cam_id]\ |
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238 .toScreenCoordinates(obj_map_coords) |
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239 |
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240 if obj_screen_coords.y > front_y: |
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241 #Object on the foreground |
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242 front_y = obj_screen_coords.y |
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243 return obj |
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244 else: |
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245 return None |
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246 else: |
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247 return None |
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248 |
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249 def getCoords(self, click): |
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250 """Get the map location x, y coordinates from the screen coordinates |
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251 @type click: fife.ScreenPoint |
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252 @param click: Screen coordinates |
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253 @rtype: fife.Location |
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254 @return: The map coordinates""" |
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255 coord = self.active_map.cameras[self.active_map.my_cam_id].\ |
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256 toMapCoordinates(click, False) |
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257 coord.z = 0 |
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258 location = fife.Location(self.active_map.agent_layer) |
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259 location.setMapCoordinates(coord) |
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260 return location |
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261 |
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262 def pause(self, paused): |
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263 """ Pause/Unpause the game |
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264 @return: nothing""" |
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265 if self.active_map: |
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266 self.active_map.pause(paused) |
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267 |
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268 def togglePause(self): |
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269 """ Toggle paused state. |
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270 @return: nothing""" |
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271 self.active_map.togglePause() |
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272 |
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273 def isPaused(self): |
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274 """Returns wheter the game is paused or not""" |
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275 return self.active_map.isPaused() |
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276 |
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277 def readMapFiles(self): |
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278 """Read all a available map-files and store them""" |
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279 maps_file = vfs.VFS.open(self.game_state.maps_file) |
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280 self.map_files = yaml.load(maps_file)["Maps"] |
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281 |
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282 def addAgent(self, namespace, agent): |
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283 """Adds an agent to the agents dictionary |
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284 @param namespace: the namespace where the agent is to be added to |
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285 @type namespace: str |
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286 @param agent: The agent to be added |
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287 @type agent: dict """ |
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288 from fife.extensions.serializers.xml_loader_tools import loadImportFile |
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289 if not self.agents.has_key(namespace): |
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290 self.agents[namespace] = {} |
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291 |
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292 agent_values = agent.values()[0] |
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293 unique_agent_id = self.createUniqueID(agent.keys()[0]) |
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294 del agent[agent.keys()[0]] |
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295 agent[unique_agent_id] = agent_values |
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296 self.agents[namespace].update(agent) |
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297 object_model = "" |
92 | 298 if agent_values["Entity"].has_key("graphics") \ |
299 and agent_values["Entity"]["graphics"].has_key("gfx"): | |
300 object_model = agent_values["Entity"]["graphics"]["gfx"] | |
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301 else: |
92 | 302 object_model = self.object_db[agent_values["Template"]]["graphics"]["gfx"] |
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303 import_file = self.agent_import_files[object_model] |
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304 loadImportFile(self.obj_loader, import_file, self.engine) |
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305 |
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306 def readAgentsOfMap(self, map_name): |
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307 """Read the agents of the map |
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308 @param map_name: Name of the map |
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309 @type map_name: str """ |
107 | 310 #Get the agents of the map |
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311 map_agents_file = self.map_files[map_name].\ |
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312 replace(".xml", "_agents.yaml") |
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313 agents_data = vfs.VFS.open(map_agents_file) |
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314 agents = yaml.load_all(agents_data) |
107 | 315 self.agents[map_name] = {} |
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316 for agent in agents: |
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317 if not agent == None: |
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318 self.addAgent(map_name, agent) |
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319 |
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320 def readAllAgents(self): |
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321 """Read the agents of the all_agents_file and store them""" |
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322 agents_file = vfs.VFS.open(self.all_agents_file) |
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323 agents = yaml.load_all(agents_file) |
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324 for agent in agents: |
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325 if agent is not None: |
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326 self.addAgent(self.ALL_AGENTS_KEY, agent) |
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327 |
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328 def getAgentsOfMap(self, map_name): |
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329 """Returns the agents that are on the given map |
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330 @param map_name: Name of the map |
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331 @type map_name: str |
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332 @return: A dictionary with the agents of the map""" |
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333 if not self.agents.has_key(map_name): |
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334 return {} |
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335 ret_dict = self.agents[map_name].copy() |
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336 for agent_name, agent_value in self.agents[self.ALL_AGENTS_KEY]\ |
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337 .iteritems(): |
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338 if agent_value["Map"] == map_name: |
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339 ret_dict[agent_name] = agent_value |
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340 return ret_dict |
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341 |
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342 def getAgentsOfActiveMap(self): |
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343 """Returns the agents that are on active map |
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344 @return: A dictionary with the agents of the map """ |
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345 return self.getAgentsOfMap(self.active_map.map.getId()) |
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346 |
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347 def clearAgents(self): |
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348 """Resets the agents dictionary""" |
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349 self.agents = {} |
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350 self.agents[self.ALL_AGENTS_KEY] = {} |
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351 |
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352 def loadMap(self, map_name): |
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353 """Load a new map. |
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354 @type map_name: string |
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355 @param map_name: Name of the map to load |
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356 @return: None""" |
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357 if not map_name in self.game_state.maps: |
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358 map_file = self.map_files[map_name] |
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359 new_map = GameMap(self.engine, self) |
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360 self.game_state.maps[map_name] = new_map |
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361 new_map.load(map_file) |
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362 |
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363 def createAgent(self, agent, inst_id, world): |
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364 if self.game_state.hasObject(inst_id): |
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365 return None |
88 | 366 entity_data = deepcopy(agent["Entity"]) |
92 | 367 entity_data["fifeagent"] = {} |
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368 if agent.has_key("Template"): |
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369 entity_data = self.checkAttributes(entity_data, agent["Template"]) |
92 | 370 object_id = entity_data["graphics"]["gfx"] \ |
371 if entity_data["graphics"].has_key("gfx") \ | |
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372 else "generic_item" |
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373 map_obj = self.fife_model.getObject(str(object_id), "PARPG") |
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374 if not map_obj: |
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375 logging.warning("Object with inst_id={0}, ns=PARPG, " |
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376 "could not be found. " |
88 | 377 "Omitting...".format(str(object_id))) |
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378 |
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379 x_pos = agent["Position"][0] |
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380 y_pos = agent["Position"][1] |
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381 z_pos = agent["Position"][2] if len(agent["Position"]) == 3 \ |
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382 else 0.0 |
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383 stack_pos = agent["Stackposition"] if \ |
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384 agent.has_key("StackPosition") \ |
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385 else None |
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386 inst = self.active_map.agent_layer.\ |
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387 createInstance(map_obj, |
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388 fife.ExactModelCoordinate(x_pos, |
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389 y_pos, |
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390 z_pos), |
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391 inst_id) |
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392 inst.setId(inst_id) |
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393 |
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394 rotation = agent["Rotation"] |
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395 inst.setRotation(rotation) |
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396 |
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397 fife.InstanceVisual.create(inst) |
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398 if (stack_pos): |
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399 inst.get2dGfxVisual().setStackPosition(int(stack_pos)) |
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400 |
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401 if (map_obj.getAction('default')): |
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402 target = fife.Location(self.active_map.agent_layer) |
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403 inst.act('default', target, True) |
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404 |
90 | 405 if entity_data.has_key("behaviour"): |
406 entity_data["fifeagent"]["behaviour"] = \ | |
407 getattr(behaviours, | |
408 entity_data["behaviour"]["behaviour_type"])() | |
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409 else: |
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410 entity_data["fifeagent"]["behaviour"] = behaviours.Base() |
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411 if self.dialogues.has_key(inst_id): |
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412 entity_data["dialogue"] = {} |
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413 entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] |
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414 |
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415 obj = self.createMapObject(self.active_map.agent_layer, entity_data, inst_id, world) |
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416 |
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417 if agent.has_key("Inventory"): |
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418 inv = agent["Inventory"] |
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419 slots = inv["Slots"] |
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420 obj.container.children = list() |
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421 for x in xrange(slots): |
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422 obj.container.children.append(None) |
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423 items = inv["Items"] if inv.has_key("Items") else list() |
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424 for data in items: |
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425 item = None |
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426 slot = data["Slot"] if data.has_key("Slot") else -1 |
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427 if data.has_key("type"): |
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428 item_type = data["type"] |
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429 item_data = {} |
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430 item_data = self.checkAttributes(item_data, item_type) |
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431 if item_data.has_key("containable"): |
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432 item = self.create_item( |
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433 self.createUniqueID(data["ID"]), |
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434 item_data, world, item_type) |
99
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435 else: |
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436 raise Exception("Item %s is not containable." % item_type) |
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437 else: |
99
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438 identifier = data["ID"] |
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439 if self.game_state.hasObject(identifier): |
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440 item = self.game_state.getObjectById(identifier) |
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441 else: |
100
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442 item_data = self.items[identifier]["Entity"] |
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443 item_type = item_data["containable"]["item_type"] |
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444 item = self.create_item(identifier, item_data, |
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445 world, item_type) |
99
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446 |
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447 container.put_item(obj.container, item.containable, slot) |
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448 |
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449 if agent.has_key("Equipment"): |
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450 for slot, data in agent["Equipment"].iteritems(): |
99
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451 item = None |
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452 if data.has_key("type"): |
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453 item_type = data["type"] |
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454 item_data = {} |
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455 item_data = self.checkAttributes(item_data, item_type) |
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456 if item_data.has_key("containable") and item_data.has_key("equipable"): |
100
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457 item = self.create_item( |
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458 self.createUniqueID(data["ID"]), |
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459 item_data, world, item_type) |
99
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460 else: |
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461 raise Exception("Item %s is not containable or equipable." % item_type) |
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462 else: |
99
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463 identifier = data["ID"] |
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464 if self.game_state.hasObject(identifier): |
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465 item = self.game_state.getObjectById(identifier) |
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466 else: |
100
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467 item_data = self.items[identifier]["Entity"] |
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468 item_type = item_data["containable"]["item_type"] |
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469 item = self.create_item(identifier, item_data, |
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470 world, item_type) |
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471 equip.equip(obj.equip, item.equipable, slot) |
105
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472 if (obj.fifeagent and (obj.lockable and not obj.lockable.closed)): |
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473 obj.fifeagent.behaviour.animate("opened", repeating=True) |
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474 return obj |
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475 |
100
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476 def create_item(self, identifier, item_data, world, item_type): |
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477 item = createEntity(item_data, identifier, world, None) |
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478 item.containable.item_type = item_type |
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479 self.game_state.addObject(identifier, None, item) |
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480 return item |
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481 |
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482 def placeAgents(self, world): |
0
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483 """Places the current maps agents """ |
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484 if not self.active_map: |
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485 return |
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486 agents = self.getAgentsOfMap(self.game_state.current_map_name) |
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487 for agent in agents: |
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488 if agent == "PlayerCharacter": |
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489 continue |
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490 if self.active_map.agent_layer.getInstances(agent): |
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491 continue |
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492 self.createAgent(agents[agent], agent, world) |
0
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493 |
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494 def placePC(self, world): |
0
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495 """Places the PlayerCharacter on the map""" |
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496 agent = self.agents[self.ALL_AGENTS_KEY]["PlayerCharacter"] |
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497 inst_id = "PlayerCharacter" |
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498 self.createAgent(agent, inst_id, world) |
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499 |
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500 # create the PlayerCharacter agent |
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501 self.active_map.addPC() |
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502 #self.game_state.getObjectById("PlayerCharacter").fifeagent.start() |
0
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503 if agent.has_key("PeopleKnown"): |
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504 self.game_state.getObjectById("PlayerCharacter").fifeagent.people_i_know = agent["PeopleKnown"] |
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505 |
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506 def changeMap(self, map_name, target_position = None): |
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507 """Registers for a map change on the next pump(). |
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508 @type map_name: String |
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509 @param map_name: Id of the map to teleport to |
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510 @type map_file: String |
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511 @param map_file: Filename of the map to teleport to |
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512 @type target_position: Tuple |
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513 @param target_position: Position of PlayerCharacter on target map. |
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514 @return None""" |
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515 # set the parameters for the map change if moving to a new map |
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516 if map_name != self.game_state.current_map_name: |
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517 self.target_map_name = map_name |
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518 self.target_position = target_position |
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519 # issue the map change |
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520 self.map_change = True |
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521 |
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522 def deleteMaps(self): |
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523 """Clear all currently loaded maps from FIFE as well as clear our |
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524 local map cache |
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525 @return: nothing""" |
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526 self.engine.getModel().deleteMaps() |
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527 self.engine.getModel().deleteObjects() |
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528 self.game_state.clearObjects() |
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529 self.game_state.maps = {} |
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530 |
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531 def setActiveMap(self, map_name): |
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532 """Sets the active map that is to be rendered. |
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533 @type map_name: String |
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534 @param map_name: The name of the map to load |
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535 @return: None""" |
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536 # Turn off the camera on the old map before we turn on the camera |
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537 # on the new map. |
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538 self.active_map.cameras[self.active_map.my_cam_id].setEnabled(False) |
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539 # Make the new map active. |
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540 self.active_map = self.game_state.maps[map_name] |
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541 self.active_map.makeActive() |
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542 self.game_state.current_map_name = map_name |
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543 if not self.agents.has_key(map_name): |
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544 self.readAgentsOfMap(map_name) |
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545 |
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546 def createMapObject (self, layer, attributes, inst_id, world): |
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547 """Create an object and add it to the current map. |
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548 @type layer: fife.Layer |
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549 @param layer: FIFE layer object exists in |
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550 @type attributes: Dictionary |
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551 @param attributes: Dictionary of all object attributes |
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552 @type instance: fife.Instance |
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553 @param instance: FIFE instance corresponding to the object |
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554 @return: The created object""" |
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555 # create the extra data |
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556 extra = {} |
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557 if layer is not None: |
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558 extra['fifeagent'] = {} |
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559 extra['fifeagent']['layer'] = layer |
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560 |
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561 obj = createEntity(attributes, inst_id, world, extra) |
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562 if obj: |
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563 self.addObject(layer, obj) |
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564 return obj |
0
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565 |
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566 def addPC(self, layer, player_char): |
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567 """Add the PlayerCharacter to the map |
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parents:
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568 @type layer: fife.Layer |
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parents:
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569 @param layer: FIFE layer object exists in |
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parents:
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570 @type player_char: PlayerCharacter |
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571 @param player_char: PlayerCharacter object |
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parents:
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572 @type instance: fife.Instance |
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573 @param instance: FIFE instance of PlayerCharacter |
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574 @return: None""" |
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575 # For now we copy the PlayerCharacter, |
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576 # in the future we will need to copy |
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577 # PlayerCharacter specifics between the different PlayerCharacter's |
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578 self.game_state.getObjectById("PlayerCharacter").fifeagent = player_char |
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579 self.game_state.getObjectById("PlayerCharacter").fifeagent.setup() |
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580 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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581 |
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582 |
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583 def addObject(self, layer, obj): |
0
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584 """Adds an object to the map. |
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parents:
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585 @type layer: fife.Layer |
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parents:
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586 @param layer: FIFE layer object exists in |
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parents:
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587 @type obj: GameObject |
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588 @param obj: corresponding object class |
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parents:
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589 @type instance: fife.Instance |
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590 @param instance: FIFE instance of object |
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591 @return: None""" |
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592 ref = self.game_state.getObjectById(obj.general.identifier, |
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593 self.game_state.current_map_name) |
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594 if ref is None: |
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|
595 # no, add it to the game state |
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596 self.game_state.addObject(obj.general.identifier, self.game_state.current_map_name, obj) |
0
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597 else: |
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598 # yes, use the current game state data |
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599 obj.fifeagent.pos.X = ref.X |
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600 obj.fifeagent.pos.Y = ref.Y |
88 | 601 obj.fifeagent.gfx = ref.gfx |
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602 |
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|
603 if obj.fifeagent.behaviour: |
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|
604 obj.fifeagent.behaviour.parent = obj |
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605 fifeagent.setup_behaviour(obj.fifeagent) |
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606 obj.fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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607 #Start the behaviour |
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608 obj.fifeagent.behaviour.idle() |
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609 # create the agent |
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610 #obj.setup() |
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611 #obj.behaviour.speed = self.settings.parpg.PCSpeed |
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612 # create the PlayerCharacter agent |
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613 #obj.start() |
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614 #if obj.trueAttr("AnimatedContainer"): |
0
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615 # create the agent |
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616 #obj.setup() |
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617 |
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618 def objectActive(self, ident): |
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619 """Given the objects ID, pass back the object if it is active, |
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620 False if it doesn't exist or not displayed |
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621 @type ident: string |
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622 @param ident: ID of object |
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623 @rtype: boolean |
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624 @return: Status of result (True/False)""" |
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625 for game_object in \ |
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626 self.game_state.getObjectsFromMap(self.game_state.current_map_name): |
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627 if (game_object.general.identifier == ident): |
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628 # we found a match |
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629 return game_object |
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630 # no match |
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631 return False |
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632 |
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633 def movePlayer(self, position): |
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634 """Code called when the player should move to another location |
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635 @type position: fife.ScreenPoint |
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636 @param position: Screen position to move to |
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637 @return: None""" |
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638 if(self.pc_run == 1): |
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639 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.run(position) |
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640 else: |
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641 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.walk(position) |
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642 |
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643 def teleportAgent(self, agent, position): |
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644 """Code called when an agent should teleport to another location |
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645 @type position: fife.ScreenPoint |
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646 @param position: Screen position to teleport to |
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647 @return: None""" |
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648 agent.teleport(position) |
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649 self.agents[agent.ID]["Position"] = position |
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650 |
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651 def readObjectDB(self): |
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652 """Reads the Object Information Database from a file. """ |
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653 database_file = vfs.VFS.open(self.object_db_file) |
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654 database = yaml.load_all(database_file) |
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655 for object_info in database: |
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656 self.object_db.update(object_info) |
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657 |
88 | 658 def updateObjectDB(self, world): |
659 """Updates the values in the object database with the worlds values""" | |
660 | |
661 for entity in world.entities: | |
662 identifier = entity.general.identifier | |
663 agent_data = {} | |
664 map_id = self.game_state.getMapOfObject(identifier) | |
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665 if map_id: |
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666 if self.agents[self.ALL_AGENTS_KEY].has_key(identifier): |
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667 agent_data = self.agents[self.ALL_AGENTS_KEY][identifier] |
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668 else: |
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669 agent_data = self.agents[map_id][identifier] |
88 | 670 else: |
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671 if not self.items.has_key(identifier): |
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672 self.items[identifier] = {} |
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673 agent_data = self.items[identifier] |
88 | 674 entity_data = {} |
675 entity_data["general"] = {"identifier": identifier} | |
676 for name, component in components.components.iteritems(): | |
90 | 677 if getattr(entity, name): |
88 | 678 comp_data = {} |
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679 comp_vals = getattr(entity, name) |
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680 #Items that are in containers will be saved with them. |
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681 for field in component.saveable_fields: |
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682 try: |
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683 comp_data[field] = getattr(comp_vals, field) |
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684 except AttributeError: |
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685 #The entity doesn't have this specific value, |
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686 #ignore it |
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687 pass |
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688 if comp_data: |
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689 entity_data[name] = comp_data |
88 | 690 if name == "fifeagent": |
691 if entity.fifeagent.layer: | |
692 layer = entity.fifeagent.layer | |
693 inst = layer.getInstance(identifier) | |
694 loc = inst.getLocation().getExactLayerCoordinates() | |
695 agent_data["Position"] = (loc.x, loc.y, loc.z) | |
696 agent_data["Map"] = map_id | |
697 agent_data["Rotation"] = inst.getRotation() | |
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698 elif name == "container" and hasattr(comp_vals, |
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699 "children"): |
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700 inventory_data = {} |
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701 inventory_data["Slots"] = len(comp_vals.children) |
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702 items = [] |
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703 for child in comp_vals.children: |
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704 if not child: |
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705 continue |
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706 items.append( |
106
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707 {"ID": child.entity.general.identifier, |
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708 "Slot": child.slot} |
100
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709 ) |
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710 inventory_data["Items"] = items |
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711 agent_data["Inventory"] = inventory_data |
88 | 712 elif name == "equip": |
100
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713 equip_data = {} |
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714 for field in component.fields: |
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715 if(hasattr(comp_vals, field)): |
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716 equipable = getattr(comp_vals, field) |
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717 if equipable: |
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718 equip_data[field] = { |
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719 "ID": |
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720 equipable.entity.general.identifier |
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721 } |
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722 agent_data["Equipment"] = equip_data |
88 | 723 agent_data["Entity"] = entity_data |
724 | |
725 | |
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726 def getAgentImportFiles(self): |
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727 """Searches the agents directory for import files """ |
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728 filepaths = locateFiles("*.xml", self.objects_directory) |
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729 for filepath in filepaths: |
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730 try: |
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731 xml_file = vfs.VFS.open(filepath) |
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732 root = ElementTree.parse(xml_file).getroot() |
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733 if root.tag == "object": |
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734 self.agent_import_files[root.attrib["id"]] = filepath |
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735 except SyntaxError as error: |
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736 logging.error("Error parsing file {0}: {1}".format(filepath, |
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737 error)) |
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738 |
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739 def getDialogues(self): |
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740 """Searches the dialogue directory for dialogues """ |
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741 files = locateFiles("*.yaml", self.dialogue_directory) |
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742 dialogue_parser = YamlDialogueParser() |
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743 for dialogue_filepath in files: |
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744 # Note Technomage 2010-11-13: the new DialogueEngine uses its own |
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745 # parser now, YamlDialogueParser. |
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746 # dialogues = yaml.load_all(file(dialogue_file, "r")) |
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747 dialogue_file = vfs.VFS.open(dialogue_filepath) |
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748 try: |
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749 dialogue = dialogue_parser.load(dialogue_file) |
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750 except DialogueFormatError as error: |
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751 logging.error('unable to load dialogue file {0}: {1}' |
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752 .format(dialogue_filepath, error)) |
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753 else: |
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754 self.dialogues[dialogue.npc_name] = dialogue |
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755 # Note Technomage 2010-11-13: the below code is used to load |
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756 # multiple dialogues from a single file. Is this functionality |
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757 # used/necessary? |
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758 # for dialogue in dialogues: |
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759 # self.dialogues[dialogue["NPC"]] = dialogue |