Mercurial > parpg-source
annotate gamemodel.py @ 78:a57ec730e753
Fixed item_type not being set when creating items.
author | KarstenBock@gmx.net |
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date | Fri, 23 Sep 2011 13:30:41 +0200 |
parents | 4cf150131139 |
children | 43e7a8d94446 |
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 |
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34 from parpg.components import fifeagent, container, equip |
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35 |
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36 try: |
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37 import xml.etree.cElementTree as ElementTree |
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38 except ImportError: |
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39 import xml.etree.ElementTree as ElementTree |
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40 |
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41 import yaml |
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42 |
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43 logger = logging.getLogger('gamemodel') |
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44 |
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45 class GameModel(object): |
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46 """GameModel holds the logic for the game. |
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47 Since some data (object position and so forth) is held in the |
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48 fife, and would be pointless to replicate, we hold a instance of |
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49 the fife view here. This also prevents us from just having a |
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50 function heavy controller.""" |
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51 ALL_AGENTS_KEY = "All" |
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52 MAX_ID_NUMBER = 1000 |
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53 |
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54 def __init__(self, engine, settings): |
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55 """Initialize the instance. |
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56 @param engine: A fife.Engine object |
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57 @type emgome: fife.Engine |
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58 @param setting: The applications settigns |
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59 @type setting: parpg.settings.Settings object |
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60 @return: None""" |
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61 self.settings = settings |
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62 |
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63 self.map_change = False |
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64 self.load_saver = False |
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65 self.savegame = None |
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66 quests_directory = settings.parpg.QuestsPath |
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67 self.game_state = GameState(quests_dir=quests_directory) |
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68 #self.game_state.quest_engine = |
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69 #self.game_state.quest_engine.readQuests() |
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70 self.pc_run = 1 |
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71 self.target_position = None |
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72 self.target_map_name = None |
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73 self.object_db = {} |
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74 self.active_map = None |
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75 self.map_files = {} |
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76 self.agents = {} |
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77 self.agents[self.ALL_AGENTS_KEY] = {} |
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78 self.engine = engine |
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79 self.fife_model = engine.getModel() |
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80 |
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81 # set values from settings |
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82 maps_directory = settings.parpg.MapsPath |
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83 self.game_state.maps_file = '/'.join([maps_directory, |
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84 settings.parpg.MapsFile]) |
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85 self.all_agents_file = '/'.join([maps_directory, |
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86 settings.parpg.AllAgentsFile]) |
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87 objects_directory = self.settings.parpg.ObjectsPath |
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88 self.objects_directory = objects_directory |
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89 self.object_db_file = '/'.join([objects_directory, |
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90 settings.parpg.ObjectDatabaseFile]) |
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91 self.dialogue_directory = settings.parpg.DialoguesPath |
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92 self.dialogues = {} |
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93 self.agent_import_files = {} |
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94 self.obj_loader = XMLObjectLoader( |
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95 self.engine.getImagePool(), |
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96 self.engine.getAnimationPool(), |
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97 self.engine.getModel(), |
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98 self.engine.getVFS() |
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99 ) |
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100 |
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101 def checkAttributes(self, attributes, template): |
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102 """Checks for attributes that where not given in the map file |
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103 and fills them with values from the object database |
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104 @param attributes: attributes to check |
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105 @type attributes: Dictionary |
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106 @param template: Template from which the values will be used |
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107 @return: The modified attributes""" |
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108 if self.object_db.has_key(template): |
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109 db_attributes = deepcopy(self.object_db[template]) |
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110 for key in db_attributes.keys(): |
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111 if attributes.has_key(key): |
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112 attributes[key] = attributes[key] or db_attributes[key] |
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113 else: |
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114 attributes[key] = db_attributes[key] |
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115 return attributes |
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116 |
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117 def isIDUsed(self, ID): |
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118 if self.game_state.hasObject(ID): |
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119 return True |
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120 for namespace in self.agents: |
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121 if ID in self.agents[namespace]: |
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122 return True |
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123 return False |
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124 |
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125 def createUniqueID(self, ID): |
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126 if self.isIDUsed(ID): |
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127 id_number = 1 |
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128 while self.isIDUsed(ID + "_" + str(id_number)): |
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129 id_number += 1 |
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130 if id_number > self.MAX_ID_NUMBER: |
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131 raise ValueError( |
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132 "Number exceeds MAX_ID_NUMBER:" + str(self.MAX_ID_NUMBER)) |
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133 |
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134 ID = ID + "_" + str(id_number) |
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135 return ID |
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136 |
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137 def deleteObject(self, object_id): |
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138 """Removes an object from the game |
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139 @param object_id: ID of the object |
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140 @type object_id: str """ |
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141 del self.agents["All"][object_id] |
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142 self.game_state.deleteObject(object_id) |
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143 |
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144 def save(self, path, filename): |
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145 """Writes the saver to a file. |
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146 @type filename: string |
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147 @param filename: the name of the file to write to |
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148 @return: None""" |
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149 fname = '/'.join([path, filename]) |
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150 try: |
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151 save_file = open(fname, 'w') |
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152 except(IOError): |
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153 sys.stderr.write("Error: Can't create save game: " + fname + "\n") |
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154 return |
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155 save_state = {} |
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156 save_state["Agents"] = {} |
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157 for map_name in self.agents: |
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158 if map_name == self.ALL_AGENTS_KEY: |
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159 continue |
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160 agents_dict = {} |
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161 for agent in self.agents[map_name]: |
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162 agent_obj = self.game_state.getObjectById(agent, map_name) |
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163 agent_inst = self.game_state.maps[map_name].\ |
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164 agent_layer.getInstance(agent) |
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165 agent_dict = self.agents[map_name][agent] |
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166 agent_dict.update(agent_obj.getStateForSaving()) |
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167 agent_dict["Rotation"] = agent_inst.getRotation() |
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168 agents_dict[agent] = agent_dict |
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169 save_state["Agents"][map_name] = agents_dict |
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170 agents_dict = {} |
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171 for agent in self.agents["All"]: |
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172 map_name = self.agents["All"][agent]["Map"] |
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173 agent_dict = self.agents["All"][agent] |
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174 agent_obj = None |
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175 if agent == "PlayerCharacter": |
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176 agent_obj = self.game_state.getObjectById("PlayerCharacter").fifeagent |
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177 else: |
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178 agent_obj = self.game_state.getObjectById(agent, map_name) |
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179 if agent_obj: |
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180 agent_inst = self.game_state.maps[map_name].\ |
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181 agent_layer.getInstance(agent) |
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182 agent_dict.update(agent_obj.getStateForSaving()) |
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183 agent_dict["Rotation"] = agent_inst.getRotation() |
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184 agent_dict["MapName"] = map_name |
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185 agents_dict[agent] = agent_dict |
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186 save_state["Agents"]["All"] = agents_dict |
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187 save_state["GameState"] = self.game_state.getStateForSaving() |
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188 yaml.dump(save_state, save_file) |
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189 |
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190 save_file.close() |
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191 |
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192 def load(self, path, filename): |
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193 """Loads a saver from a file. |
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194 @type filename: string |
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195 @param filename: the name of the file (including path) to load from |
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196 @return: None""" |
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197 fname = '/'.join([path, filename]) |
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198 |
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199 try: |
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200 load_file = open(fname, 'r') |
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201 except(IOError): |
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202 sys.stderr.write("Error: Can't find save game file\n") |
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203 return |
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204 self.deleteMaps() |
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205 self.clearAgents() |
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206 |
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207 save_state = yaml.load(load_file) |
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208 self.game_state.restoreFromState(save_state["GameState"]) |
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209 maps = save_state["Agents"] |
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210 for map_name in maps: |
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211 for agent_name in maps[map_name]: |
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212 agent = {agent_name:maps[map_name][agent_name]} |
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213 self.addAgent(map_name, agent) |
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214 |
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215 # Load the current map |
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216 if self.game_state.current_map_name: |
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217 self.loadMap(self.game_state.current_map_name) |
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218 load_file.close() |
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219 |
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220 |
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221 # Recreate all the behaviours. These can't be saved because FIFE |
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222 # objects cannot be pickled |
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223 |
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224 self.placeAgents() |
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225 self.placePC() |
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226 |
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227 # In most maps we'll create the PlayerCharacter Instance internally. |
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228 # In these cases we need a target position |
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229 |
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230 def teleport(self, agent, position): |
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231 """Called when a an agent is moved instantly to a new position. |
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232 The setting of position may wan to be created as its own method down the road. |
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233 @type position: String Tuple |
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234 @param position: X,Y coordinates passed from engine.changeMap |
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235 @return: fife.Location""" |
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236 logging.debug(position) |
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237 coord = fife.DoublePoint3D(float(position[0]), float(position[1]), 0) |
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238 location = fife.Location(self.active_map.agent_layer) |
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239 location.setMapCoordinates(coord) |
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240 agent.teleport(location) |
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241 |
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242 def getObjectAtCoords(self, coords): |
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243 """Get the object which is at the given coords |
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244 @type coords: fife.Screenpoint |
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245 @param coords: Coordinates where to check for an object |
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246 @rtype: fife.Object |
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247 @return: An object or None""" |
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248 instances = self.active_map.cameras[ |
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249 self.active_map.my_cam_id].\ |
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250 getMatchingInstances(coords, self.active_map.agent_layer) |
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251 # no object returns an empty tuple |
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252 if(instances != ()): |
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253 front_y = 0 |
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254 |
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255 |
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256 for obj in instances: |
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257 # check to see if this in our list at all |
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258 if(self.objectActive(obj.getId())): |
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259 # check if the object is on the foreground |
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260 obj_map_coords = \ |
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261 obj.getLocation().getMapCoordinates() |
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262 obj_screen_coords = self.active_map.\ |
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263 cameras[self.active_map.my_cam_id]\ |
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264 .toScreenCoordinates(obj_map_coords) |
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265 |
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266 if obj_screen_coords.y > front_y: |
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267 #Object on the foreground |
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268 front_y = obj_screen_coords.y |
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269 return obj |
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270 else: |
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271 return None |
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272 else: |
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273 return None |
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274 |
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275 def getCoords(self, click): |
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276 """Get the map location x, y coordinates from the screen coordinates |
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277 @type click: fife.ScreenPoint |
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278 @param click: Screen coordinates |
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279 @rtype: fife.Location |
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280 @return: The map coordinates""" |
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281 coord = self.active_map.cameras[self.active_map.my_cam_id].\ |
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282 toMapCoordinates(click, False) |
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283 coord.z = 0 |
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284 location = fife.Location(self.active_map.agent_layer) |
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285 location.setMapCoordinates(coord) |
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286 return location |
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287 |
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288 def pause(self, paused): |
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289 """ Pause/Unpause the game |
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290 @return: nothing""" |
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291 if self.active_map: |
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292 self.active_map.pause(paused) |
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293 |
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294 def togglePause(self): |
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295 """ Toggle paused state. |
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296 @return: nothing""" |
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297 self.active_map.togglePause() |
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298 |
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299 def isPaused(self): |
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300 """Returns wheter the game is paused or not""" |
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301 return self.active_map.isPaused() |
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302 |
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303 def readMapFiles(self): |
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304 """Read all a available map-files and store them""" |
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305 maps_file = vfs.VFS.open(self.game_state.maps_file) |
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306 self.map_files = yaml.load(maps_file)["Maps"] |
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307 |
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308 def addAgent(self, namespace, agent): |
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309 """Adds an agent to the agents dictionary |
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310 @param namespace: the namespace where the agent is to be added to |
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311 @type namespace: str |
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312 @param agent: The agent to be added |
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313 @type agent: dict """ |
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314 from fife.extensions.serializers.xml_loader_tools import loadImportFile |
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315 if not self.agents.has_key(namespace): |
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316 self.agents[namespace] = {} |
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317 |
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318 agent_values = agent.values()[0] |
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319 unique_agent_id = self.createUniqueID(agent.keys()[0]) |
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320 del agent[agent.keys()[0]] |
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321 agent[unique_agent_id] = agent_values |
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322 self.agents[namespace].update(agent) |
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323 object_model = "" |
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324 if agent_values["Entity"].has_key("fifeagent") \ |
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325 and agent_values["Entity"]["fifeagent"].has_key("gfx"): |
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326 object_model = agent_values["Entity"]["fifeagent"]["gfx"] |
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327 else: |
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328 object_model = self.object_db[agent_values["Template"]]["fifeagent"]["gfx"] |
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329 import_file = self.agent_import_files[object_model] |
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330 loadImportFile(self.obj_loader, import_file, self.engine) |
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331 |
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332 def readAgentsOfMap(self, map_name): |
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333 """Read the agents of the map |
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334 @param map_name: Name of the map |
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335 @type map_name: str """ |
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336 #Get the agents of the map |
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337 map_agents_file = self.map_files[map_name].\ |
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338 replace(".xml", "_agents.yaml") |
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339 agents_data = vfs.VFS.open(map_agents_file) |
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340 agents = yaml.load_all(agents_data) |
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341 for agent in agents: |
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342 if not agent == None: |
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343 self.addAgent(map_name, agent) |
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344 |
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345 def readAllAgents(self): |
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346 """Read the agents of the all_agents_file and store them""" |
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347 agents_file = vfs.VFS.open(self.all_agents_file) |
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348 agents = yaml.load_all(agents_file) |
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349 for agent in agents: |
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350 if agent is not None: |
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351 self.addAgent(self.ALL_AGENTS_KEY, agent) |
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352 |
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353 def getAgentsOfMap(self, map_name): |
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354 """Returns the agents that are on the given map |
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355 @param map_name: Name of the map |
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356 @type map_name: str |
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357 @return: A dictionary with the agents of the map""" |
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358 if not self.agents.has_key(map_name): |
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359 return {} |
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360 ret_dict = self.agents[map_name].copy() |
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361 for agent_name, agent_value in self.agents[self.ALL_AGENTS_KEY]\ |
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362 .iteritems(): |
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363 if agent_value["Map"] == map_name: |
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364 ret_dict[agent_name] = agent_value |
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365 return ret_dict |
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366 |
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367 def getAgentsOfActiveMap(self): |
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368 """Returns the agents that are on active map |
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369 @return: A dictionary with the agents of the map """ |
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370 return self.getAgentsOfMap(self.active_map.map.getId()) |
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371 |
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372 def clearAgents(self): |
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373 """Resets the agents dictionary""" |
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374 self.agents = {} |
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375 self.agents[self.ALL_AGENTS_KEY] = {} |
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376 |
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377 def loadMap(self, map_name): |
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378 """Load a new map. |
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379 @type map_name: string |
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380 @param map_name: Name of the map to load |
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381 @return: None""" |
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382 if not map_name in self.game_state.maps: |
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383 map_file = self.map_files[map_name] |
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384 new_map = GameMap(self.engine, self) |
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385 self.game_state.maps[map_name] = new_map |
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386 new_map.load(map_file) |
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387 |
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388 def createAgent(self, agent, inst_id, world): |
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389 entity_data = agent["Entity"] |
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390 if agent.has_key("Template"): |
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391 entity_data = self.checkAttributes(entity_data, agent["Template"]) |
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392 object_id = agent["Entity"]["fifeagent"]["gfx"] \ |
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393 if agent["Entity"]["fifeagent"].has_key("gfx") \ |
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394 else "generic_item" |
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395 map_obj = self.fife_model.getObject(str(object_id), "PARPG") |
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396 if not map_obj: |
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397 logging.warning("Object with inst_id={0}, ns=PARPG, " |
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398 "could not be found. " |
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399 "Omitting...".format(str(obj_id))) |
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400 |
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401 x_pos = agent["Position"][0] |
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402 y_pos = agent["Position"][1] |
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403 z_pos = agent["Position"][2] if len(agent["Position"]) == 3 \ |
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404 else 0.0 |
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405 stack_pos = agent["Stackposition"] if \ |
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406 agent.has_key("StackPosition") \ |
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407 else None |
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408 inst = self.active_map.agent_layer.\ |
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409 createInstance(map_obj, |
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410 fife.ExactModelCoordinate(x_pos, |
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411 y_pos, |
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412 z_pos), |
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413 inst_id) |
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414 inst.setId(inst_id) |
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415 |
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416 rotation = agent["Rotation"] |
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417 inst.setRotation(rotation) |
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418 |
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419 fife.InstanceVisual.create(inst) |
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420 if (stack_pos): |
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421 inst.get2dGfxVisual().setStackPosition(int(stack_pos)) |
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422 |
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423 if (map_obj.getAction('default')): |
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424 target = fife.Location(self.active_map.agent_layer) |
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425 inst.act('default', target, True) |
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426 |
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427 |
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428 entity_data["fifeagent"]["identifier"] = inst_id |
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429 if entity_data["fifeagent"].has_key("behaviour"): |
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430 entity_data["fifeagent"]["behaviour"] = getattr(behaviours, entity_data["fifeagent"]["behaviour"])() |
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431 else: |
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432 entity_data["fifeagent"]["behaviour"] = behaviours.Base() |
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433 if self.dialogues.has_key(inst_id): |
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434 entity_data["dialogue"] = {} |
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435 entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] |
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436 |
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437 obj = self.createMapObject(self.active_map.agent_layer, entity_data, world) |
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438 |
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439 if agent.has_key("Inventory"): |
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440 inv = agent["Inventory"] |
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441 slots = inv["Slots"] |
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442 obj.container.children = list() |
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443 for x in xrange(slots): |
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444 obj.container.children.append(None) |
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445 items = inv["Items"] if inv.has_key("Items") else list() |
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446 for data in items: |
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447 item_type = data["type"] |
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448 item_data = {} |
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449 item_data = self.checkAttributes(item_data, item_type) |
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450 if item_data.has_key("containable"): |
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451 item = self.create_item(item_data, world, item_type, data) |
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452 container.put_item(obj.container, item.containable) |
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453 else: |
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454 raise Exception("Item %s is not containable." % item_type) |
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455 |
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456 if agent.has_key("Equipment"): |
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457 for slot, data in agent["Equipment"].iteritems(): |
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458 item_type = data["type"] |
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459 item_data = {} |
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460 item_data = self.checkAttributes(item_data, item_type) |
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461 if item_data.has_key("containable") and item_data.has_key("equipable"): |
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462 item = self.create_item(item_data, world, item_type, data) |
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463 equip.equip(obj.equip, item.equipable, slot) |
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464 else: |
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465 raise Exception("Item %s is not containable or equipable." % item_type) |
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466 |
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467 def create_item(self, item_data, world, item_type, data): |
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468 item = createEntity(item_data, world, None) |
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469 item.containable.item_type = item_type |
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470 self.game_state.addObject(self.createUniqueID(data["ID"]), None, item) |
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471 return item |
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472 |
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473 def placeAgents(self, world): |
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474 """Places the current maps agents """ |
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475 if not self.active_map: |
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476 return |
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477 agents = self.getAgentsOfMap(self.game_state.current_map_name) |
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478 for agent in agents: |
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479 if agent == "PlayerCharacter": |
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480 continue |
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481 if self.active_map.agent_layer.getInstances(agent): |
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482 continue |
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483 self.createAgent(agents[agent], agent, world) |
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484 |
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485 def placePC(self, world): |
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486 """Places the PlayerCharacter on the map""" |
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487 agent = self.agents[self.ALL_AGENTS_KEY]["PlayerCharacter"] |
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488 inst_id = "PlayerCharacter" |
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489 self.createAgent(agent, inst_id, world) |
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490 |
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491 # create the PlayerCharacter agent |
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492 self.active_map.addPC() |
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493 #self.game_state.getObjectById("PlayerCharacter").fifeagent.start() |
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494 if agent.has_key("PeopleKnown"): |
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495 self.game_state.getObjectById("PlayerCharacter").fifeagent.people_i_know = agent["PeopleKnown"] |
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496 |
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497 def changeMap(self, map_name, target_position = None): |
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498 """Registers for a map change on the next pump(). |
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499 @type map_name: String |
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500 @param map_name: Id of the map to teleport to |
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501 @type map_file: String |
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502 @param map_file: Filename of the map to teleport to |
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503 @type target_position: Tuple |
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504 @param target_position: Position of PlayerCharacter on target map. |
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505 @return None""" |
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506 # set the parameters for the map change if moving to a new map |
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507 if map_name != self.game_state.current_map_name: |
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508 self.target_map_name = map_name |
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509 self.target_position = target_position |
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510 # issue the map change |
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511 self.map_change = True |
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512 |
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513 def deleteMaps(self): |
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514 """Clear all currently loaded maps from FIFE as well as clear our |
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515 local map cache |
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516 @return: nothing""" |
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517 self.engine.getModel().deleteMaps() |
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518 self.engine.getModel().deleteObjects() |
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519 self.game_state.clearObjects() |
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520 self.game_state.maps = {} |
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521 |
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522 def setActiveMap(self, map_name): |
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523 """Sets the active map that is to be rendered. |
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524 @type map_name: String |
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525 @param map_name: The name of the map to load |
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526 @return: None""" |
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527 # Turn off the camera on the old map before we turn on the camera |
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528 # on the new map. |
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529 self.active_map.cameras[self.active_map.my_cam_id].setEnabled(False) |
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530 # Make the new map active. |
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531 self.active_map = self.game_state.maps[map_name] |
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532 self.active_map.makeActive() |
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533 self.game_state.current_map_name = map_name |
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534 |
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535 def createMapObject (self, layer, attributes, world): |
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536 """Create an object and add it to the current map. |
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537 @type layer: fife.Layer |
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538 @param layer: FIFE layer object exists in |
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539 @type attributes: Dictionary |
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540 @param attributes: Dictionary of all object attributes |
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541 @type instance: fife.Instance |
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542 @param instance: FIFE instance corresponding to the object |
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543 @return: The created object""" |
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544 # create the extra data |
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545 extra = {} |
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546 if layer is not None: |
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547 extra['fifeagent'] = {} |
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548 extra['fifeagent']['layer'] = layer |
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549 |
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550 obj = createEntity(attributes, world, extra) |
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551 if obj: |
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552 self.addObject(layer, obj) |
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553 return obj |
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554 |
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555 def addPC(self, layer, player_char): |
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556 """Add the PlayerCharacter to the map |
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557 @type layer: fife.Layer |
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558 @param layer: FIFE layer object exists in |
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559 @type player_char: PlayerCharacter |
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560 @param player_char: PlayerCharacter object |
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561 @type instance: fife.Instance |
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562 @param instance: FIFE instance of PlayerCharacter |
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563 @return: None""" |
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564 # For now we copy the PlayerCharacter, |
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565 # in the future we will need to copy |
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566 # PlayerCharacter specifics between the different PlayerCharacter's |
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567 self.game_state.getObjectById("PlayerCharacter").fifeagent = player_char |
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568 self.game_state.getObjectById("PlayerCharacter").fifeagent.setup() |
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569 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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570 |
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571 |
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572 def addObject(self, layer, obj): |
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573 """Adds an object to the map. |
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574 @type layer: fife.Layer |
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575 @param layer: FIFE layer object exists in |
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576 @type obj: GameObject |
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577 @param obj: corresponding object class |
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578 @type instance: fife.Instance |
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579 @param instance: FIFE instance of object |
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580 @return: None""" |
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581 ref = self.game_state.getObjectById(obj.fifeagent.identifier, |
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582 self.game_state.current_map_name) |
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583 if ref is None: |
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584 # no, add it to the game state |
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585 self.game_state.addObject(obj.fifeagent.identifier, self.game_state.current_map_name, obj) |
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586 else: |
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587 # yes, use the current game state data |
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588 obj.fifeagent.pos.X = ref.X |
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589 obj.fifeagent.pos.Y = ref.Y |
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590 obj.fifeagent.gfx = ref.gfx |
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591 |
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592 if obj.fifeagent.behaviour: |
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593 obj.fifeagent.behaviour.parent = obj |
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594 fifeagent.setup_behaviour(obj.fifeagent) |
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595 obj.fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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596 #Start the behaviour |
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597 obj.fifeagent.behaviour.idle() |
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598 # create the agent |
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599 #obj.setup() |
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600 #obj.behaviour.speed = self.settings.parpg.PCSpeed |
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601 # create the PlayerCharacter agent |
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602 #obj.start() |
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603 #if obj.trueAttr("AnimatedContainer"): |
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604 # create the agent |
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605 #obj.setup() |
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606 |
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607 def objectActive(self, ident): |
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608 """Given the objects ID, pass back the object if it is active, |
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609 False if it doesn't exist or not displayed |
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610 @type ident: string |
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611 @param ident: ID of object |
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612 @rtype: boolean |
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613 @return: Status of result (True/False)""" |
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614 for game_object in \ |
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615 self.game_state.getObjectsFromMap(self.game_state.current_map_name): |
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616 if (game_object.fifeagent.identifier == ident): |
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617 # we found a match |
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618 return game_object |
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619 # no match |
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620 return False |
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621 |
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622 def movePlayer(self, position): |
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623 """Code called when the player should move to another location |
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624 @type position: fife.ScreenPoint |
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625 @param position: Screen position to move to |
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626 @return: None""" |
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627 if(self.pc_run == 1): |
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628 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.run(position) |
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629 else: |
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630 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.walk(position) |
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631 |
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632 def teleportAgent(self, agent, position): |
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633 """Code called when an agent should teleport to another location |
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634 @type position: fife.ScreenPoint |
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635 @param position: Screen position to teleport to |
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636 @return: None""" |
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637 agent.teleport(position) |
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638 self.agents[agent.ID]["Position"] = position |
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639 |
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640 def readObjectDB(self): |
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641 """Reads the Object Information Database from a file. """ |
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642 database_file = vfs.VFS.open(self.object_db_file) |
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643 database = yaml.load_all(database_file) |
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644 for object_info in database: |
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645 self.object_db.update(object_info) |
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646 |
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647 def getAgentImportFiles(self): |
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648 """Searches the agents directory for import files """ |
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649 filepaths = locateFiles("*.xml", self.objects_directory) |
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650 for filepath in filepaths: |
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651 try: |
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652 xml_file = vfs.VFS.open(filepath) |
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653 root = ElementTree.parse(xml_file).getroot() |
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654 if root.tag == "object": |
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655 self.agent_import_files[root.attrib["id"]] = filepath |
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656 except SyntaxError as error: |
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657 logging.error("Error parsing file {0}: {1}".format(filepath, |
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658 error)) |
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659 |
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660 def getDialogues(self): |
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661 """Searches the dialogue directory for dialogues """ |
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662 files = locateFiles("*.yaml", self.dialogue_directory) |
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663 dialogue_parser = YamlDialogueParser() |
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664 for dialogue_filepath in files: |
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665 # Note Technomage 2010-11-13: the new DialogueEngine uses its own |
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666 # parser now, YamlDialogueParser. |
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667 # dialogues = yaml.load_all(file(dialogue_file, "r")) |
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668 dialogue_file = vfs.VFS.open(dialogue_filepath) |
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669 try: |
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670 dialogue = dialogue_parser.load(dialogue_file) |
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671 except DialogueFormatError as error: |
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672 logging.error('unable to load dialogue file {0}: {1}' |
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673 .format(dialogue_filepath, error)) |
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674 else: |
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675 self.dialogues[dialogue.npc_name] = dialogue |
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676 # Note Technomage 2010-11-13: the below code is used to load |
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677 # multiple dialogues from a single file. Is this functionality |
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678 # used/necessary? |
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679 # for dialogue in dialogues: |
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680 # self.dialogues[dialogue["NPC"]] = dialogue |