annotate behaviours/base.py @ 151:4c11d9d8b19d

Added onInstanceActionFrame to BaseBehaviour. This fixes the "blinking Objects" problem.
author KarstenBock@gmx.net
date Fri, 21 Oct 2011 13:39:40 +0200
parents 57f1cff9a75d
children
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 from collections import deque
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17
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18 from fife import fife
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19
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20 _AGENT_STATE_NONE, _AGENT_STATE_IDLE, _AGENT_STATE_APPROACH, _AGENT_STATE_RUN, _AGENT_STATE_WANDER, _AGENT_STATE_TALK = xrange(6)
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21
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22 class BaseBehaviour (fife.InstanceActionListener):
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23 """Fife agent listener"""
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24 def __init__(self):
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25 fife.InstanceActionListener.__init__(self)
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26 self.agent = None
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27 self.state = None
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28 self.animation_queue = deque()
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29 self.nextAction = None
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30
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31 def attachToLayer(self, agent_ID, layer):
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32 """Attaches to a certain layer
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33 @type agent_ID: String
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34 @param agent_ID: ID of the layer to attach to.
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35 @type layer: Fife layer
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36 @param layer: Layer of the agent to attach the behaviour to
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37 @return: None"""
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38 self.agent = layer.getInstance(agent_ID)
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39 self.agent.addActionListener(self)
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40 self.state = _AGENT_STATE_NONE
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41
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42 def getX(self):
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43 """Get the NPC's x position on the map.
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44 @rtype: integer"
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45 @return: the x coordinate of the NPC's location"""
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46 return self.agent.getLocation().getLayerCoordinates().x
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47
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48 def getY(self):
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49 """Get the NPC's y position on the map.
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50 @rtype: integer
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51 @return: the y coordinate of the NPC's location"""
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52 return self.agent.getLocation().getLayerCoordinates().y
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53
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54 def onNewMap(self, layer):
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55 """Sets the agent onto the new layer."""
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56 if self.agent is not None:
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57 self.agent.removeActionListener(self)
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58
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59 self.agent = layer.getInstance(self.parent.general.identifier)
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60 self.agent.addActionListener(self)
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61 self.state = _AGENT_STATE_NONE
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62
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63 def idle(self):
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64 """@return: None"""
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65 self.state = _AGENT_STATE_IDLE
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66
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67 def onInstanceActionFinished(self, instance, action):
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68 """@type instance: ???
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69 @param instance: ???
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70 @type action: ???
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71 @param action: ???
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72 @return: None"""
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73 # First we reset the next behavior
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74 act = self.nextAction
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75 self.nextAction = None
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76 self.idle()
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77
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78 if act:
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79 act.execute()
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80 try:
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81 animtion = self.animation_queue.popleft()
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82 self.animate(**animtion)
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83 except IndexError:
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84 self.idle()
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85
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86 def onInstanceActionFrame(self, instance, action, frame):
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87 pass
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88
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89 def getLocation(self):
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90 """Get the agents position as a fife.Location object.
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91 @rtype: fife.Location
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92 @return: the location of the agent"""
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93 return self.agent.getLocation()
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94
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95
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96 def talk(self, pc):
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97 """Makes the agent ready to talk to the PC
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98 @return: None"""
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99 self.state = _AGENT_STATE_TALK
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100 self.pc = pc.behaviour.agent
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101 self.clear_animations()
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102 self.idle()
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103
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104 def animate(self, action, direction = None, repeating = False):
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105 """Perform an animation"""
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106 direction = direction or self.agent.getFacingLocation()
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107 self.agent.act(action, direction, repeating)
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108
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109 def queue_animation(self, action, direction = None, repeating = False):
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110 """Add an action to the queue"""
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111 self.animation_queue.append({"action": action, "direction": direction,
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112 "repeating": repeating})
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113
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114 def clear_animations(self):
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115 """Remove all actions from the queue"""
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116 self.animation_queue.clear()