Mercurial > parpg-source
annotate gamescenecontroller.py @ 120:adbcdb900fa9
Modified InventoryGrid to set a name for each slot containing the index.
Added getSlot method to InventoryGrid.
Renamed InventoryGUI class to CharacterGUI.
Added InventoryGUI class which handles the inventory part of the CharacterGUI.
An InventoryGUI instance is now created in CharacterGUI.
author | KarstenBock@gmx.net |
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date | Wed, 05 Oct 2011 12:59:22 +0200 |
parents | 7f7f54c4077b |
children | 452bbc3d915d |
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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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 |
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27 |
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28 from controllerbase import ControllerBase |
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29 from parpg.gui.hud import Hud |
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30 from parpg.gui import drag_drop_data as data_drag |
104
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31 from objects.action import (ChangeMapAction, ExamineAction, TalkAction, |
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32 OpenAction, CloseAction, UnlockAction, LockAction, |
107 | 33 PickUpAction, DropItemAction, |
34 ExamineContentsAction, | |
104
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35 ) |
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36 |
88 | 37 from parpg.world import World |
38 | |
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39 #For debugging/code analysis |
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40 if False: |
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41 from gamesceneview import GameSceneView |
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42 from gamemodel import GameModel |
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43 from parpg import PARPGApplication |
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44 |
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45 |
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46 logger = logging.getLogger('gamescenecontroller') |
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47 |
88 | 48 class GameSceneController(World, ControllerBase): |
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49 ''' |
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50 This controller handles inputs when the game is in "scene" state. |
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51 "Scene" state is when the player can move around and interact |
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52 with objects. Like, talking to a npc or examining the contents of a box. |
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53 ''' |
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54 |
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55 |
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56 def __init__(self, engine, view, model, application): |
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57 ''' |
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58 Constructor |
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59 @param engine: Instance of the active fife engine |
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60 @type engine: fife.Engine |
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61 @param view: Instance of a GameSceneView |
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62 @param type: parpg.GameSceneView |
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63 @param model: The model that has the current gamestate |
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64 @type model: parpg.GameModel |
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65 @param application: The application that created this controller |
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66 @type application: parpg.PARPGApplication |
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67 @param settings: The current settings of the application |
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68 @type settings: fife.extensions.fife_settings.Setting |
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69 ''' |
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70 ControllerBase.__init__(self, |
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71 engine, |
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72 view, |
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73 model, |
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74 application) |
88 | 75 World.__init__(self) |
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76 #this can be helpful for IDEs code analysis |
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77 if False: |
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78 assert(isinstance(self.engine, fife.Engine)) |
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79 assert(isinstance(self.view, GameSceneView)) |
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80 assert(isinstance(self.view, GameModel)) |
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81 assert(isinstance(self.application, PARPGApplication)) |
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82 assert(isinstance(self.event_manager, fife.EventManager)) |
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83 |
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84 # Last saved mouse coords |
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85 self.action_number = 1 |
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86 |
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87 self.has_mouse_focus = True |
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88 self.last_mousecoords = None |
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89 self.mouse_callback = None |
4 | 90 self.original_cursor_id = self.engine.getCursor().getId() |
91 self.scroll_data = {"mouse":[], "kb":[], "offset":[0,0]} | |
92 self.scroll_timer = extensions.fife_timer.Timer( | |
93 100, | |
94 lambda: self.view.moveCamera(self.scroll_data["offset"]), | |
95 ) | |
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96 |
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97 #this is temporary until we can set the native cursor |
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98 self.resetMouseCursor() |
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99 self.paused = False |
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100 |
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101 if model.settings.fife.EnableSound: |
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102 if not self.view.sounds.music_init: |
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103 music_path = 'music' |
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104 music_file = random.choice( |
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105 glob.glob('/'.join([music_path, '*.ogg'])) |
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106 ) |
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107 self.view.sounds.playMusic(music_file) |
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108 self.initHud() |
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109 |
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110 |
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111 def initHud(self): |
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112 """Initialize the hud member |
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113 @return: None""" |
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114 hud_callbacks = { |
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115 'saveGame': self.saveGame, |
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116 'loadGame': self.loadGame, |
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117 'quitGame': self.quitGame, |
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118 } |
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119 self.view.hud = Hud(self, |
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120 self.model.settings, |
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121 hud_callbacks) |
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122 |
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123 def keyPressed(self, evt): |
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124 """Whenever a key is pressed, fife calls this routine. |
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125 @type evt: fife.event |
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126 @param evt: The event that fife caught |
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127 @return: None""" |
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128 key = evt.getKey() |
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129 key_val = key.getValue() |
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130 |
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131 if(key_val == key.Q): |
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132 # we need to quit the game |
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133 self.view.hud.quitGame() |
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134 if(key_val == key.T): |
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135 self.model.active_map.toggleRenderer('GridRenderer') |
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136 if(key_val == key.F1): |
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137 # display the help screen and pause the game |
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138 self.view.hud.displayHelp() |
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139 if(key_val == key.F5): |
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140 self.model.active_map.toggleRenderer('CoordinateRenderer') |
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141 if(key_val == key.F7): |
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142 # F7 saves a screenshot to screenshots directory |
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143 |
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144 settings = self.model.settings |
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145 # FIXME M. George Hansen 2011-06-06: Not sure that user_path is set |
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146 # correctly atm. |
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147 screenshot_directory = os.path.join(settings.user_path, |
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148 'screenshots') |
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149 # try to create the screenshots directory |
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150 try: |
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151 os.mkdir(screenshot_directory) |
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152 #TODO: distinguish between already existing permissions error |
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153 except OSError: |
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154 logger.warning("screenshot directory wasn't created.") |
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155 |
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156 screenshot_file = os.path.join(screenshot_directory, |
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157 'screen-{0}.png'.format( |
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158 datetime.now().strftime( |
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159 '%Y-%m-%d-%H-%M-%S'))) |
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160 self.engine.getRenderBackend().captureScreen(screenshot_file) |
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161 logger.info("PARPG: Saved: {0}".format(screenshot_file)) |
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162 if(key_val == key.F10): |
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163 # F10 shows/hides the console |
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164 self.engine.getGuiManager().getConsole().toggleShowHide() |
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165 if(key_val == key.C): |
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166 # C opens and closes the character screen. |
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167 self.view.hud.toggleCharacterScreen() |
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168 if(key_val == key.I): |
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169 # I opens and closes the inventory |
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170 self.view.hud.toggleInventory() |
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171 if(key_val == key.A): |
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172 # A adds a test action to the action box |
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173 # The test actions will follow this format: Action 1, |
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174 # Action 2, etc. |
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175 self.view.hud.addAction("Action " + str(self.action_number)) |
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176 self.action_number += 1 |
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177 if(key_val == key.ESCAPE): |
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178 # Escape brings up the main menu |
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179 self.view.hud.displayMenu() |
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180 # Hide the quit menu |
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181 self.view.hud.quit_window.hide() |
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182 if(key_val == key.M): |
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183 self.view.sounds.toggleMusic() |
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184 if(key_val == key.PAUSE): |
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185 # Pause pause/unpause the game |
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186 self.model.togglePause() |
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187 self.pause(False) |
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188 if(key_val == key.SPACE): |
4 | 189 self.model.active_map.centerCameraOnPlayer() |
190 | |
191 #alter scroll data if a directional key is hit | |
192 if(key_val == key.UP): | |
193 if not "up" in self.scroll_data["kb"]: | |
194 self.scroll_data["kb"].append("up") | |
195 | |
196 if(key_val == key.RIGHT): | |
197 if not "right" in self.scroll_data["kb"]: | |
198 self.scroll_data["kb"].append("right") | |
199 | |
200 if(key_val == key.DOWN): | |
201 if not "down" in self.scroll_data["kb"]: | |
202 self.scroll_data["kb"].append("down") | |
203 | |
204 if(key_val == key.LEFT): | |
205 if not "left" in self.scroll_data["kb"]: | |
206 self.scroll_data["kb"].append("left") | |
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207 |
4 | 208 def keyReleased(self, evt): |
209 """Whenever a key is pressed, fife calls this routine. | |
210 @type evt: fife.event | |
211 @param evt: The event that fife caught | |
212 @return: None""" | |
213 key = evt.getKey() | |
214 key_val = key.getValue() | |
215 | |
216 #alter scroll data if a directional key is released | |
217 if(key_val == key.UP): | |
218 if "up" in self.scroll_data["kb"]: | |
219 self.scroll_data["kb"].remove("up") | |
220 | |
221 if(key_val == key.RIGHT): | |
222 if "right" in self.scroll_data["kb"]: | |
223 self.scroll_data["kb"].remove("right") | |
224 | |
225 if(key_val == key.DOWN): | |
226 if "down" in self.scroll_data["kb"]: | |
227 self.scroll_data["kb"].remove("down") | |
228 | |
229 if(key_val == key.LEFT): | |
230 if "left" in self.scroll_data["kb"]: | |
231 self.scroll_data["kb"].remove("left") | |
232 | |
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233 def mouseReleased(self, evt): |
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234 """If a mouse button is released, fife calls this routine. |
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235 We want to wait until the button is released, because otherwise |
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236 pychan captures the release if a menu is opened. |
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237 @type evt: fife.event |
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238 @param evt: The event that fife caught |
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239 @return: None""" |
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240 self.view.hud.hideContextMenu() |
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241 scr_point = fife.ScreenPoint(evt.getX(), evt.getY()) |
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242 if(evt.getButton() == fife.MouseEvent.LEFT): |
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243 if(data_drag.dragging): |
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244 coord = self.model.getCoords(scr_point)\ |
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245 .getExactLayerCoordinates() |
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246 commands = ({"Command": "ResetMouseCursor"}, |
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247 {"Command": "StopDragging"}) |
116 | 248 player_char = (self.model.game_state. |
249 getObjectById("PlayerCharacter")) | |
250 action = DropItemAction(self, | |
251 data_drag.dragged_item, | |
252 commands) | |
253 player_char.fifeagent.behaviour.approach([coord.x, coord.y], | |
254 action) | |
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255 else: |
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256 self.model.movePlayer(self.model.getCoords(scr_point)) |
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257 elif(evt.getButton() == fife.MouseEvent.RIGHT): |
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258 # is there an object here? |
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259 tmp_active_map = self.model.active_map |
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260 instances = tmp_active_map.cameras[tmp_active_map.my_cam_id].\ |
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261 getMatchingInstances(scr_point, |
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262 tmp_active_map.agent_layer) |
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263 info = None |
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264 for inst in instances: |
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265 # check to see if this is an active item |
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266 if(self.model.objectActive(inst.getId())): |
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267 # yes, get the model |
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268 info = self.getItemActions(inst.getId()) |
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269 break |
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270 |
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271 # take the menu items returned by the engine or show a |
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272 # default menu if no items |
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273 data = info or \ |
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274 [["Walk", "Walk here", self.view.onWalk, |
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275 self.model.getCoords(scr_point)]] |
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276 # show the menu |
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277 self.view.hud.showContextMenu(data, (scr_point.x, scr_point.y)) |
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278 |
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279 |
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280 def updateMouse(self): |
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281 """Updates the mouse values""" |
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282 if self.paused: |
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283 return |
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284 cursor = self.engine.getCursor() |
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285 #this can be helpful for IDEs code analysis |
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286 if False: |
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287 assert(isinstance(cursor, fife.Cursor)) |
4 | 288 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), cursor.getY()) |
289 self.view.highlightFrontObject(self.last_mousecoords) | |
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290 |
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291 #set the trigger area in pixles |
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292 pixle_edge = 20 |
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293 |
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294 mouse_x = self.last_mousecoords.x |
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295 screen_width = self.model.engine.getSettings().getScreenWidth() |
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296 mouse_y = self.last_mousecoords.y |
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297 screen_height = self.model.engine.getSettings().getScreenHeight() |
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298 |
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299 image = None |
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300 settings = self.model.settings |
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301 |
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302 |
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303 #edge logic |
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304 if self.has_mouse_focus: |
4 | 305 direction = self.scroll_data["mouse"] = [] |
306 | |
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307 #up |
4 | 308 if mouse_y <= pixle_edge: |
309 direction.append("up") | |
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310 image = '/'.join(['gui/cursors', settings.parpg.CursorUp]) |
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311 |
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312 #right |
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313 if mouse_x >= screen_width - pixle_edge: |
4 | 314 direction.append("right") |
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315 image = '/'.join(['gui/cursors', settings.parpg.CursorRight]) |
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316 |
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317 #down |
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318 if mouse_y >= screen_height - pixle_edge: |
4 | 319 direction.append("down") |
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320 image = '/'.join(['gui/cursors', settings.parpg.CursorDown]) |
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321 |
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322 #left |
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323 if mouse_x <= pixle_edge: |
4 | 324 direction.append("left") |
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325 image = '/'.join(['gui/cursors', settings.parpg.CursorLeft]) |
4 | 326 |
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327 if image is not None and not data_drag.dragging: |
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328 self.setMouseCursor(image, image) |
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329 |
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330 |
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331 def handleCommands(self): |
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332 """Check if a command is to be executed |
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333 """ |
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334 if self.model.map_change: |
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335 self.pause(True) |
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336 if self.model.active_map: |
88 | 337 self.model.updateObjectDB(self) |
338 player_char = self.model.game_state.\ | |
339 getObjectById("PlayerCharacter").fifeagent | |
340 pc_agent = self.model.agents\ | |
341 [self.model.ALL_AGENTS_KEY]["PlayerCharacter"] | |
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342 pc_agent["Map"] = self.model.target_map_name |
101 | 343 pc_agent["Position"] = (self.model.target_position or |
344 pc_agent["Position"]) | |
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345 player_agent = self.model.active_map.\ |
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346 agent_layer.getInstance("PlayerCharacter") |
101 | 347 self.model.game_state.deleteObject("PlayerCharacter").delete() |
348 deleted = self.model.game_state.deleteObjectsFromMap( | |
88 | 349 self.model.game_state.current_map_name |
350 ) | |
101 | 351 deleted.extend( |
352 self.model.game_state.deleteObjectsFromMap(None) | |
353 ) | |
354 for obj in deleted: | |
355 obj.delete() | |
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356 |
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357 self.model.loadMap(self.model.target_map_name) |
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358 |
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359 self.model.setActiveMap(self.model.target_map_name) |
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360 |
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361 self.model.placeAgents(self) |
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362 self.model.placePC(self) |
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363 self.model.map_change = False |
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364 # The PlayerCharacter has an inventory, and also some |
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365 # filling of the ready slots in the HUD. |
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366 # At this point we sync the contents of the ready slots |
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367 # with the contents of the inventory. |
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368 self.view.hud.inventory = None |
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369 self.view.hud.initializeInventory() |
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370 self.pause(False) |
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371 |
4 | 372 def handleScrolling(self): |
373 """ | |
374 Merge kb and mouse related scroll data, limit the speed and | |
375 move the camera. | |
376 """ | |
377 #this is how many pxls the camera is moved in one time frame | |
378 scroll_offset = self.scroll_data["offset"] = [0,0] | |
379 | |
380 mouse = self.scroll_data["mouse"] | |
381 keyboard = self.scroll_data["kb"] | |
382 speed = self.model.settings.parpg.ScrollSpeed | |
383 | |
384 #adds a value to the offset depending on the contents of each | |
385 # of the controllers: set() removes doubles | |
386 scroll_direction = set(mouse+keyboard) | |
387 for direction in scroll_direction: | |
388 if direction == "up": | |
389 scroll_offset[0] +=1 | |
390 scroll_offset[1] -=1 | |
391 elif direction == "right": | |
392 scroll_offset[0] +=1 | |
393 scroll_offset[1] +=1 | |
394 elif direction == "down": | |
395 scroll_offset[0] -=1 | |
396 scroll_offset[1] +=1 | |
397 elif direction == "left": | |
398 scroll_offset[0] -=1 | |
399 scroll_offset[1] -=1 | |
400 | |
401 #keep the speed within bounds | |
402 if scroll_offset[0] > 0: scroll_offset[0] = speed | |
403 if scroll_offset[0] < 0: scroll_offset[0] = -speed | |
404 | |
405 if scroll_offset[1] > 0: scroll_offset[1] = speed | |
406 if scroll_offset[1] < 0: scroll_offset[1] = -speed | |
407 | |
408 #de/activate scrolling | |
409 if scroll_offset != [0, 0]: | |
410 self.scroll_timer.start() | |
411 else: | |
412 self.scroll_timer.stop() | |
413 if not data_drag.dragging: | |
414 self.resetMouseCursor() | |
415 | |
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416 def nullFunc(self, userdata): |
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417 """Sample callback for the context menus.""" |
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418 logger.info(userdata) |
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419 |
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420 def initTalk(self, npc_info): |
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421 """ Starts the PlayerCharacter talking to an NPC. """ |
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422 # TODO: work more on this when we get NPCData and HeroData straightened |
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423 # out |
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424 npc = self.model.game_state.getObjectById( |
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425 npc_info.general.identifier, |
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426 self.model.game_state.current_map_name |
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427 ) |
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428 npc_pos = npc.fifeagent.behaviour.getLocation().getLayerCoordinates() |
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429 self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ |
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430 behaviour.approach([npc_pos.x, |
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431 npc_pos.y], |
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432 TalkAction(self, npc)) |
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433 |
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434 def getItemActions(self, obj_id): |
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435 """Given the objects ID, return the text strings and callbacks. |
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436 @type obj_id: string |
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437 @param obj_id: ID of object |
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438 @rtype: list |
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439 @return: List of text and callbacks""" |
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440 actions = [] |
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441 obj = self.model.game_state.\ |
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442 getObjectById(obj_id, |
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443 self.model.game_state.current_map_name) |
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444 obj_pos = obj.fifeagent.behaviour.getLocation().getLayerCoordinates() |
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445 player = self.model.game_state.getObjectById("PlayerCharacter") |
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446 is_player = obj.general.identifier == player.general.identifier |
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447 |
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448 |
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449 #TODO: Check all actions to be compatible with the grease components |
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450 if obj is not None: |
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451 if obj.dialogue and not is_player: |
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452 actions.append(["Talk", "Talk", self.initTalk, obj]) |
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453 if obj.characterstats and not is_player: |
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454 actions.append(["Attack", "Attack", self.nullFunc, obj]) |
82
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455 if obj.description and obj.description.desc: |
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456 actions.append(["Examine", "Examine", |
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457 player.fifeagent.behaviour.approach, |
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458 [obj_pos.x, obj_pos.y], |
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459 ExamineAction(self, |
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460 obj_id, obj.description.view_name, |
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461 obj.description.desc)]) |
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462 |
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463 if obj.change_map: |
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464 actions.append(["Change Map", "Change Map", |
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465 player.fifeagent.behaviour.approach, |
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466 [obj_pos.x, obj_pos.y], |
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467 ChangeMapAction(self, obj.change_map.target_map, |
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468 obj.change_map.target_position)]) |
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469 |
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470 if obj.lockable: |
104
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471 if obj.lockable.closed: |
115
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472 if not obj.lockable.locked: |
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473 actions.append(["Open", "Open", |
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474 player.fifeagent.behaviour.approach, |
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475 [obj_pos.x, obj_pos.y], |
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476 OpenAction(self, obj)]) |
104
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477 else: |
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478 actions.append(["Close", "Close", |
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479 player.fifeagent.behaviour.approach, |
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480 [obj_pos.x, obj_pos.y], |
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481 CloseAction(self, obj)]) |
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482 if obj.lockable.locked: |
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483 actions.append(["Unlock", "Unlock", |
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484 player.fifeagent.behaviour.approach, |
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485 [obj_pos.x, obj_pos.y], |
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486 UnlockAction(self, obj)]) |
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487 else: |
115
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488 if obj.lockable.closed: |
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489 actions.append(["Lock", "Lock", |
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490 player.fifeagent.behaviour.approach, |
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491 [obj_pos.x, obj_pos.y], |
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492 LockAction(self, obj)]) |
107 | 493 if obj.container: |
494 if obj.characterstats: | |
495 #TODO: This is reserved for a possible "Steal" action. | |
496 pass | |
497 elif not obj.lockable or not obj.lockable.closed: | |
498 actions.append(["Examine contents", "Examine Contents", | |
499 player.fifeagent.behaviour.approach, | |
500 [obj_pos.x, obj_pos.y], | |
501 ExamineContentsAction(self, obj)]) | |
51
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502 if obj.containable: |
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503 actions.append(["Pick Up", "Pick Up", |
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504 player.fifeagent.behaviour.approach, |
57
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505 [obj_pos.x, obj_pos.y], |
51
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506 PickUpAction(self, obj)]) |
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507 |
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508 return actions |
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509 |
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510 def saveGame(self, *args, **kwargs): |
101 | 511 """Saves the game state, delegates call to gamemodel.GameModel |
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512 @return: None""" |
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513 self.model.pause(False) |
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514 self.pause(False) |
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515 self.view.hud.enabled = True |
101 | 516 self.model.updateObjectDB(self) |
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517 self.model.save(*args, **kwargs) |
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518 |
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519 def loadGame(self, *args, **kwargs): |
101 | 520 """Loads the game state, delegates call to gamemodel.GameModel |
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521 @return: None""" |
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522 # Remove all currently loaded maps so we can start fresh |
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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 |
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526 self.model.deleteMaps() |
101 | 527 for entity in self.entities.copy(): |
528 entity.delete() | |
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529 self.view.hud.inventory = None |
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530 |
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531 self.model.load(*args, **kwargs) |
101 | 532 # Load the current map |
533 if self.model.game_state.current_map_name: | |
534 self.model.loadMap(self.model.game_state.current_map_name) | |
535 self.model.placeAgents(self) | |
536 self.model.placePC(self) | |
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537 self.view.hud.initializeInventory() |
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538 |
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539 def quitGame(self): |
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540 """Quits the game |
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541 @return: None""" |
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542 self.application.listener.quitGame() |
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543 |
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544 def pause(self, paused): |
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545 """Pauses the controller""" |
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546 super(GameSceneController, self).pause(paused) |
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547 self.paused = paused |
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548 if paused: |
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549 self.scroll_timer.stop() |
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550 self.resetMouseCursor() |
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551 |
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552 def onCommand(self, command): |
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553 if(command.getCommandType() == fife.CMD_MOUSE_FOCUS_GAINED): |
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554 self.has_mouse_focus = True |
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555 elif(command.getCommandType() == fife.CMD_MOUSE_FOCUS_LOST): |
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556 self.has_mouse_focus = False |
4 | 557 |
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558 def pump(self, dt): |
0
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559 """Routine called during each frame. Our main loop is in ./run.py""" |
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560 # uncomment to instrument |
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561 # t0 = time.time() |
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562 if self.paused: |
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563 return |
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564 ControllerBase.pump(self, dt) |
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565 self.updateMouse() |
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566 if self.model.active_map: |
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567 self.view.highlightFrontObject(self.last_mousecoords) |
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568 self.view.refreshTopLayerTransparencies() |
4 | 569 self.handleScrolling() |
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570 self.handleCommands() |
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571 # print "%05f" % (time.time()-t0,) |