Mercurial > parpg-source
annotate gamescenecontroller.py @ 177:62aed6388159
Fixed showing the console.
author | Beliar |
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date | Tue, 06 Mar 2012 15:15:18 +0100 |
parents | b3b82c2aebee |
children | ab6a0fd1668a |
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 """This file contains the GameSceneController that handles input when the game |
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16 is exploring a scene""" |
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17 |
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18 |
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19 from datetime import datetime |
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20 import random |
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21 import glob |
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22 import os |
57
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Removed the pos value from the fifeagent component. getItemActions of Gamescenecontroller gets the position by calling a method of the behaviour.
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23 import logging |
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24 |
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25 from fife import fife |
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26 from fife import extensions |
177 | 27 from fife.extensions import pychan |
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28 |
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29 from controllerbase import ControllerBase |
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30 from parpg.gui.hud import Hud |
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31 from parpg.gui import drag_drop_data as data_drag |
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32 from entities.action import (ChangeMapAction, ExamineAction, TalkAction, |
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33 OpenAction, CloseAction, UnlockAction, LockAction, |
107 | 34 PickUpAction, DropItemAction, |
35 ExamineContentsAction, | |
104
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36 ) |
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37 |
88 | 38 from parpg.world import World |
39 | |
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40 #For debugging/code analysis |
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41 if False: |
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42 from gamesceneview import GameSceneView |
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43 from gamemodel import GameModel |
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44 from parpg import PARPGApplication |
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45 |
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46 |
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47 logger = logging.getLogger('gamescenecontroller') |
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48 |
88 | 49 class GameSceneController(World, ControllerBase): |
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50 ''' |
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51 This controller handles inputs when the game is in "scene" state. |
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52 "Scene" state is when the player can move around and interact |
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53 with objects. Like, talking to a npc or examining the contents of a box. |
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54 ''' |
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55 |
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56 |
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57 def __init__(self, engine, view, model, application): |
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58 ''' |
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59 Constructor |
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60 @param engine: Instance of the active fife engine |
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61 @type engine: fife.Engine |
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62 @param view: Instance of a GameSceneView |
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63 @param type: parpg.GameSceneView |
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64 @param model: The model that has the current gamestate |
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65 @type model: parpg.GameModel |
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66 @param application: The application that created this controller |
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67 @type application: parpg.PARPGApplication |
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68 @param settings: The current settings of the application |
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69 @type settings: fife.extensions.fife_settings.Setting |
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70 ''' |
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71 ControllerBase.__init__(self, |
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72 engine, |
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73 view, |
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74 model, |
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75 application) |
88 | 76 World.__init__(self) |
160 | 77 self.systems.scripting.game_state = self.model.game_state |
78 | |
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79 #this can be helpful for IDEs code analysis |
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80 if False: |
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81 assert(isinstance(self.engine, fife.Engine)) |
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82 assert(isinstance(self.view, GameSceneView)) |
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83 assert(isinstance(self.view, GameModel)) |
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84 assert(isinstance(self.application, PARPGApplication)) |
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85 assert(isinstance(self.event_manager, fife.EventManager)) |
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86 |
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87 # Last saved mouse coords |
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88 self.action_number = 1 |
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89 |
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90 self.has_mouse_focus = True |
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91 self.last_mousecoords = None |
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92 self.mouse_callback = None |
4 | 93 self.original_cursor_id = self.engine.getCursor().getId() |
94 self.scroll_data = {"mouse":[], "kb":[], "offset":[0,0]} | |
95 self.scroll_timer = extensions.fife_timer.Timer( | |
96 100, | |
97 lambda: self.view.moveCamera(self.scroll_data["offset"]), | |
98 ) | |
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99 |
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100 #this is temporary until we can set the native cursor |
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101 self.resetMouseCursor() |
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102 self.paused = False |
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103 |
167
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104 if model.settings.get("fife", "PlaySounds"): |
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105 if not self.view.sounds.music_init: |
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106 music_path = 'music' |
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107 music_file = random.choice( |
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108 glob.glob('/'.join([music_path, '*.ogg'])) |
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109 ) |
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110 self.view.sounds.playMusic(music_file) |
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111 self.initHud() |
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112 |
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113 |
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114 def initHud(self): |
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115 """Initialize the hud member |
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116 @return: None""" |
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117 hud_callbacks = { |
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118 'saveGame': self.saveGame, |
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119 'loadGame': self.loadGame, |
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120 'quitGame': self.quitGame, |
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121 } |
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122 self.view.hud = Hud(self, |
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123 self.model.settings, |
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124 hud_callbacks) |
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125 |
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126 def keyPressed(self, evt): |
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127 """Whenever a key is pressed, fife calls this routine. |
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128 @type evt: fife.event |
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129 @param evt: The event that fife caught |
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130 @return: None""" |
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131 key = evt.getKey() |
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132 key_val = key.getValue() |
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133 |
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134 if(key_val == key.Q): |
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135 # we need to quit the game |
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136 self.view.hud.quitGame() |
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137 if(key_val == key.T): |
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138 self.model.active_map.toggleRenderer('GridRenderer') |
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139 if(key_val == key.F1): |
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140 # display the help screen and pause the game |
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141 self.view.hud.displayHelp() |
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142 if(key_val == key.F5): |
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143 self.model.active_map.toggleRenderer('CoordinateRenderer') |
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144 if(key_val == key.F7): |
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145 # F7 saves a screenshot to screenshots directory |
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146 |
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147 settings = self.model.settings |
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148 # FIXME M. George Hansen 2011-06-06: Not sure that user_path is set |
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149 # correctly atm. |
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150 screenshot_directory = os.path.join(settings.user_path, |
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151 'screenshots') |
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152 # try to create the screenshots directory |
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153 try: |
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154 os.mkdir(screenshot_directory) |
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155 #TODO: distinguish between already existing permissions error |
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156 except OSError: |
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157 logger.warning("screenshot directory wasn't created.") |
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158 |
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159 screenshot_file = os.path.join(screenshot_directory, |
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160 'screen-{0}.png'.format( |
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161 datetime.now().strftime( |
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162 '%Y-%m-%d-%H-%M-%S'))) |
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163 self.engine.getRenderBackend().captureScreen(screenshot_file) |
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164 logger.info("PARPG: Saved: {0}".format(screenshot_file)) |
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165 if(key_val == key.F10): |
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166 # F10 shows/hides the console |
177 | 167 pychan.manager.hook.guimanager.getConsole().toggleShowHide() |
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168 if(key_val == key.C): |
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169 # C opens and closes the character screen. |
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170 self.view.hud.toggleCharacterScreen() |
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171 if(key_val == key.I): |
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172 # I opens and closes the inventory |
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173 self.view.hud.toggleInventory() |
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174 if(key_val == key.A): |
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175 # A adds a test action to the action box |
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176 # The test actions will follow this format: Action 1, |
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177 # Action 2, etc. |
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178 self.view.hud.addAction("Action " + str(self.action_number)) |
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179 self.action_number += 1 |
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180 if(key_val == key.ESCAPE): |
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181 # Escape brings up the main menu |
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182 self.view.hud.displayMenu() |
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183 # Hide the quit menu |
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184 self.view.hud.quit_window.hide() |
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185 if(key_val == key.M): |
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186 self.view.sounds.toggleMusic() |
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187 if(key_val == key.PAUSE): |
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188 # Pause pause/unpause the game |
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189 self.model.togglePause() |
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190 self.pause(False) |
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191 if(key_val == key.SPACE): |
4 | 192 self.model.active_map.centerCameraOnPlayer() |
193 | |
194 #alter scroll data if a directional key is hit | |
195 if(key_val == key.UP): | |
196 if not "up" in self.scroll_data["kb"]: | |
197 self.scroll_data["kb"].append("up") | |
198 | |
199 if(key_val == key.RIGHT): | |
200 if not "right" in self.scroll_data["kb"]: | |
201 self.scroll_data["kb"].append("right") | |
202 | |
203 if(key_val == key.DOWN): | |
204 if not "down" in self.scroll_data["kb"]: | |
205 self.scroll_data["kb"].append("down") | |
206 | |
207 if(key_val == key.LEFT): | |
208 if not "left" in self.scroll_data["kb"]: | |
209 self.scroll_data["kb"].append("left") | |
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210 |
4 | 211 def keyReleased(self, evt): |
212 """Whenever a key is pressed, fife calls this routine. | |
213 @type evt: fife.event | |
214 @param evt: The event that fife caught | |
215 @return: None""" | |
216 key = evt.getKey() | |
217 key_val = key.getValue() | |
218 | |
219 #alter scroll data if a directional key is released | |
220 if(key_val == key.UP): | |
221 if "up" in self.scroll_data["kb"]: | |
222 self.scroll_data["kb"].remove("up") | |
223 | |
224 if(key_val == key.RIGHT): | |
225 if "right" in self.scroll_data["kb"]: | |
226 self.scroll_data["kb"].remove("right") | |
227 | |
228 if(key_val == key.DOWN): | |
229 if "down" in self.scroll_data["kb"]: | |
230 self.scroll_data["kb"].remove("down") | |
231 | |
232 if(key_val == key.LEFT): | |
233 if "left" in self.scroll_data["kb"]: | |
234 self.scroll_data["kb"].remove("left") | |
235 | |
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236 def mouseReleased(self, evt): |
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237 """If a mouse button is released, fife calls this routine. |
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238 We want to wait until the button is released, because otherwise |
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239 pychan captures the release if a menu is opened. |
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240 @type evt: fife.event |
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241 @param evt: The event that fife caught |
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242 @return: None""" |
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243 self.view.hud.hideContextMenu() |
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244 scr_point = fife.ScreenPoint(evt.getX(), evt.getY()) |
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245 if(evt.getButton() == fife.MouseEvent.LEFT): |
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246 if(data_drag.dragging): |
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247 coord = self.model.getCoords(scr_point)\ |
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248 .getExactLayerCoordinates() |
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249 commands = ({"Command": "ResetMouseCursor"}, |
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250 {"Command": "StopDragging"}) |
116 | 251 player_char = (self.model.game_state. |
252 getObjectById("PlayerCharacter")) | |
253 action = DropItemAction(self, | |
254 data_drag.dragged_item, | |
255 commands) | |
256 player_char.fifeagent.behaviour.approach([coord.x, coord.y], | |
257 action) | |
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258 else: |
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259 self.model.movePlayer(self.model.getCoords(scr_point)) |
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260 elif(evt.getButton() == fife.MouseEvent.RIGHT): |
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261 # is there an object here? |
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262 tmp_active_map = self.model.active_map |
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263 instances = tmp_active_map.cameras[tmp_active_map.my_cam_id].\ |
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264 getMatchingInstances(scr_point, |
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265 tmp_active_map.agent_layer) |
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266 info = None |
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267 for inst in instances: |
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268 # check to see if this is an active item |
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269 if(self.model.objectActive(inst.getId())): |
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270 # yes, get the model |
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271 info = self.getItemActions(inst.getId()) |
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272 break |
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273 |
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274 # take the menu items returned by the engine or show a |
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275 # default menu if no items |
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276 data = info or \ |
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277 [["Walk", "Walk here", self.view.onWalk, |
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278 self.model.getCoords(scr_point)]] |
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279 # show the menu |
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280 self.view.hud.showContextMenu(data, (scr_point.x, scr_point.y)) |
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281 |
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282 |
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283 def updateMouse(self): |
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284 """Updates the mouse values""" |
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285 if self.paused: |
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286 return |
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287 cursor = self.engine.getCursor() |
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288 #this can be helpful for IDEs code analysis |
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289 if False: |
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290 assert(isinstance(cursor, fife.Cursor)) |
4 | 291 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), cursor.getY()) |
292 self.view.highlightFrontObject(self.last_mousecoords) | |
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293 |
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294 #set the trigger area in pixles |
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295 pixle_edge = 20 |
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296 |
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297 mouse_x = self.last_mousecoords.x |
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298 screen_width = self.model.engine.getSettings().getScreenWidth() |
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299 mouse_y = self.last_mousecoords.y |
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300 screen_height = self.model.engine.getSettings().getScreenHeight() |
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301 |
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302 image = None |
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303 settings = self.model.settings |
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304 |
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305 |
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306 #edge logic |
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307 if self.has_mouse_focus: |
4 | 308 direction = self.scroll_data["mouse"] = [] |
309 | |
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310 #up |
4 | 311 if mouse_y <= pixle_edge: |
312 direction.append("up") | |
167
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313 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorUp")]) |
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314 |
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315 #right |
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316 if mouse_x >= screen_width - pixle_edge: |
4 | 317 direction.append("right") |
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318 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorRight")]) |
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319 |
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320 #down |
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321 if mouse_y >= screen_height - pixle_edge: |
4 | 322 direction.append("down") |
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323 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorDown")]) |
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324 |
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325 #left |
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326 if mouse_x <= pixle_edge: |
4 | 327 direction.append("left") |
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328 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorLeft")]) |
4 | 329 |
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330 if image is not None and not data_drag.dragging: |
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331 self.setMouseCursor(image, image) |
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332 |
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333 |
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334 def handleCommands(self): |
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335 """Check if a command is to be executed |
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336 """ |
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337 if self.model.map_change: |
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338 self.pause(True) |
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339 if self.model.active_map: |
88 | 340 self.model.updateObjectDB(self) |
341 player_char = self.model.game_state.\ | |
342 getObjectById("PlayerCharacter").fifeagent | |
343 pc_agent = self.model.agents\ | |
344 [self.model.ALL_AGENTS_KEY]["PlayerCharacter"] | |
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345 pc_agent["Map"] = self.model.target_map_name |
101 | 346 pc_agent["Position"] = (self.model.target_position or |
347 pc_agent["Position"]) | |
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348 player_agent = self.model.active_map.\ |
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349 agent_layer.getInstance("PlayerCharacter") |
101 | 350 self.model.game_state.deleteObject("PlayerCharacter").delete() |
351 deleted = self.model.game_state.deleteObjectsFromMap( | |
88 | 352 self.model.game_state.current_map_name |
353 ) | |
101 | 354 deleted.extend( |
355 self.model.game_state.deleteObjectsFromMap(None) | |
356 ) | |
357 for obj in deleted: | |
358 obj.delete() | |
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359 self.model.loadMap(self.model.target_map_name) |
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360 self.setupScripts(self.model.target_map_name) |
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361 |
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362 self.model.setActiveMap(self.model.target_map_name, self) |
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363 |
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364 self.model.placeAgents(self) |
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365 self.model.placePC(self) |
125
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366 self.model.updateObjectDB(self) |
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367 self.model.map_change = False |
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368 # The PlayerCharacter has an inventory, and also some |
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369 # filling of the ready slots in the HUD. |
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370 # At this point we sync the contents of the ready slots |
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371 # with the contents of the inventory. |
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372 self.view.hud.inventory = None |
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373 self.view.hud.initializeInventory() |
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374 self.pause(False) |
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375 |
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376 def setupScripts(self, map_name): |
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377 """Read scripts for the current map""" |
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378 self.systems.scripting.reset() |
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379 self.model.readScriptsOfMap(map_name, self) |
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380 |
4 | 381 def handleScrolling(self): |
382 """ | |
383 Merge kb and mouse related scroll data, limit the speed and | |
384 move the camera. | |
385 """ | |
386 #this is how many pxls the camera is moved in one time frame | |
387 scroll_offset = self.scroll_data["offset"] = [0,0] | |
388 | |
389 mouse = self.scroll_data["mouse"] | |
390 keyboard = self.scroll_data["kb"] | |
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391 speed = self.model.settings.get("parpg", "ScrollSpeed") |
4 | 392 |
393 #adds a value to the offset depending on the contents of each | |
394 # of the controllers: set() removes doubles | |
395 scroll_direction = set(mouse+keyboard) | |
396 for direction in scroll_direction: | |
397 if direction == "up": | |
398 scroll_offset[0] +=1 | |
399 scroll_offset[1] -=1 | |
400 elif direction == "right": | |
401 scroll_offset[0] +=1 | |
402 scroll_offset[1] +=1 | |
403 elif direction == "down": | |
404 scroll_offset[0] -=1 | |
405 scroll_offset[1] +=1 | |
406 elif direction == "left": | |
407 scroll_offset[0] -=1 | |
408 scroll_offset[1] -=1 | |
409 | |
410 #keep the speed within bounds | |
411 if scroll_offset[0] > 0: scroll_offset[0] = speed | |
412 if scroll_offset[0] < 0: scroll_offset[0] = -speed | |
413 | |
414 if scroll_offset[1] > 0: scroll_offset[1] = speed | |
415 if scroll_offset[1] < 0: scroll_offset[1] = -speed | |
416 | |
417 #de/activate scrolling | |
418 if scroll_offset != [0, 0]: | |
419 self.scroll_timer.start() | |
420 else: | |
421 self.scroll_timer.stop() | |
422 if not data_drag.dragging: | |
423 self.resetMouseCursor() | |
424 | |
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425 def nullFunc(self, userdata): |
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426 """Sample callback for the context menus.""" |
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427 logger.info(userdata) |
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428 |
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429 def initTalk(self, npc_info): |
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430 """ Starts the PlayerCharacter talking to an NPC. """ |
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431 # TODO: work more on this when we get NPCData and HeroData straightened |
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432 # out |
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433 npc = self.model.game_state.getObjectById( |
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434 npc_info.general.identifier, |
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435 self.model.game_state.current_map_name |
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436 ) |
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437 npc_behaviour = npc.fifeagent.behaviour |
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438 npc_pos = npc_behaviour.getLocation().getLayerCoordinates() |
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439 self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ |
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440 behaviour.approach(npc_behaviour.agent, |
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441 TalkAction(self, npc)) |
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442 |
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443 def getItemActions(self, obj_id): |
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444 """Given the objects ID, return the text strings and callbacks. |
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445 @type obj_id: string |
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446 @param obj_id: ID of object |
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447 @rtype: list |
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448 @return: List of text and callbacks""" |
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449 actions = [] |
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450 obj = self.model.game_state.\ |
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451 getObjectById(obj_id, |
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452 self.model.game_state.current_map_name) |
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453 #obj_pos = obj.fifeagent.behaviour.getLocation().getLayerCoordinates() |
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454 agent = obj.fifeagent.behaviour.agent |
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455 player = self.model.game_state.getObjectById("PlayerCharacter") |
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456 is_player = obj.general.identifier == player.general.identifier |
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457 |
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458 |
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459 #TODO: Check all actions to be compatible with the grease components |
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460 if obj is not None: |
53
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461 if obj.dialogue and not is_player: |
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462 actions.append(["Talk", "Talk", self.initTalk, obj]) |
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463 if obj.characterstats and not is_player: |
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464 actions.append(["Attack", "Attack", self.nullFunc, obj]) |
82
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465 if obj.description and obj.description.desc: |
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466 actions.append(["Examine", "Examine", |
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467 player.fifeagent.behaviour.approach, |
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468 agent, |
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469 ExamineAction(self, |
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470 obj_id, obj.description.view_name, |
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471 obj.description.desc)]) |
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472 |
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473 if obj.change_map: |
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474 actions.append(["Change Map", "Change Map", |
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475 player.fifeagent.behaviour.approach, |
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476 agent, |
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477 ChangeMapAction(self, obj.change_map.target_map, |
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478 obj.change_map.target_position)]) |
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479 |
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480 if obj.lockable: |
104
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481 if obj.lockable.closed: |
115
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482 if not obj.lockable.locked: |
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483 actions.append(["Open", "Open", |
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484 player.fifeagent.behaviour.approach, |
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485 agent, |
115
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486 OpenAction(self, obj)]) |
104
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487 else: |
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488 actions.append(["Close", "Close", |
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489 player.fifeagent.behaviour.approach, |
158
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490 agent, |
104
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491 CloseAction(self, obj)]) |
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492 if obj.lockable.locked: |
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493 actions.append(["Unlock", "Unlock", |
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494 player.fifeagent.behaviour.approach, |
158
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495 agent, |
104
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496 UnlockAction(self, obj)]) |
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497 else: |
115
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498 if obj.lockable.closed: |
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499 actions.append(["Lock", "Lock", |
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500 player.fifeagent.behaviour.approach, |
158
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501 agent, |
115
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502 LockAction(self, obj)]) |
107 | 503 if obj.container: |
504 if obj.characterstats: | |
505 #TODO: This is reserved for a possible "Steal" action. | |
506 pass | |
507 elif not obj.lockable or not obj.lockable.closed: | |
508 actions.append(["Examine contents", "Examine Contents", | |
509 player.fifeagent.behaviour.approach, | |
158
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510 agent, |
107 | 511 ExamineContentsAction(self, obj)]) |
51
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512 if obj.containable: |
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513 actions.append(["Pick Up", "Pick Up", |
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514 player.fifeagent.behaviour.approach, |
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515 agent, |
51
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516 PickUpAction(self, obj)]) |
0
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517 |
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518 return actions |
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519 |
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520 def saveGame(self, *args, **kwargs): |
101 | 521 """Saves the game state, delegates call to gamemodel.GameModel |
0
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522 @return: None""" |
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523 self.model.pause(False) |
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524 self.pause(False) |
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525 self.view.hud.enabled = True |
101 | 526 self.model.updateObjectDB(self) |
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527 self.model.save(*args, **kwargs) |
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528 |
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529 def loadGame(self, *args, **kwargs): |
101 | 530 """Loads the game state, delegates call to gamemodel.GameModel |
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531 @return: None""" |
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532 # Remove all currently loaded maps so we can start fresh |
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533 self.model.pause(False) |
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534 self.pause(False) |
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535 self.view.hud.enabled = True |
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536 self.model.deleteMaps() |
101 | 537 for entity in self.entities.copy(): |
538 entity.delete() | |
0
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539 self.view.hud.inventory = None |
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540 |
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541 self.model.load(*args, **kwargs) |
101 | 542 # Load the current map |
543 if self.model.game_state.current_map_name: | |
544 self.model.loadMap(self.model.game_state.current_map_name) | |
545 self.model.placeAgents(self) | |
546 self.model.placePC(self) | |
161
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547 self.setupScripts(self.model.game_state.current_map_name) |
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548 self.view.hud.initializeInventory() |
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549 |
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550 def quitGame(self): |
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551 """Quits the game |
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552 @return: None""" |
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553 self.application.listener.quitGame() |
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554 |
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555 def pause(self, paused): |
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556 """Pauses the controller""" |
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557 super(GameSceneController, self).pause(paused) |
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558 self.paused = paused |
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559 if paused: |
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560 self.scroll_timer.stop() |
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561 |
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562 def onCommand(self, command): |
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563 if(command.getCommandType() == fife.CMD_MOUSE_FOCUS_GAINED): |
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564 self.has_mouse_focus = True |
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565 elif(command.getCommandType() == fife.CMD_MOUSE_FOCUS_LOST): |
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566 self.has_mouse_focus = False |
4 | 567 |
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568 def pump(self, dt): |
0
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569 """Routine called during each frame. Our main loop is in ./run.py""" |
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570 # uncomment to instrument |
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571 # t0 = time.time() |
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572 if self.paused: |
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573 return |
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574 ControllerBase.pump(self, dt) |
160 | 575 World.pump(self, dt) |
0
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576 self.updateMouse() |
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577 if self.model.active_map: |
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578 self.view.highlightFrontObject(self.last_mousecoords) |
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579 self.view.refreshTopLayerTransparencies() |
4 | 580 self.handleScrolling() |
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581 self.handleCommands() |
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582 # print "%05f" % (time.time()-t0,) |