Mercurial > parpg-source
annotate dialogueactions.py @ 147:bb29d81d7ce6
Removed the _InventoryGUI class. That was the class for the Old Inventory screen.
author | KarstenBock@gmx.net |
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date | Sun, 09 Oct 2011 20:54:03 +0200 |
parents | b46afa76d2ef |
children | 75c0b728ccf3 |
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 Provides classes used to implement dialogue logic and allow dialogues to have |
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17 external effects on the game state. |
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18 """ |
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19 import logging |
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20 |
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take_stuff and give_stuff in dialogues work again.
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21 from parpg.components import container |
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22 |
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23 logger = logging.getLogger('dialogueaction') |
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24 |
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25 class DialogueAction(object): |
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26 """ |
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27 Abstract base class for subclasses that represent dialogue actions embedded |
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28 within a DialogueSection or DialogueResponse. |
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29 |
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30 Subclasses must define the keyword class variable and implement both the |
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31 __init__ and __call__ methods. |
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32 |
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33 @cvar keyword: keyword used by the L{DialogueParser} to recognize the |
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34 L{DialogueAction} in serialized L{Dialogues<Dialogues>}. |
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35 @type keyword: basestring |
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36 """ |
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37 logger = logging.getLogger('dialogueaction.DialogueAction') |
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38 registered_actions = {} |
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39 |
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40 @classmethod |
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41 def registerAction(cls, dialogue_action_type): |
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42 """ |
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43 Register a L{DialogueAction} subclass for easy reference. |
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44 |
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45 @param dialogue_action_type: dialogue action to register. |
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46 @type dialogue_action_type: L{DialogueAction} subclass |
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47 """ |
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48 cls.registered_actions[dialogue_action_type.keyword] = \ |
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49 dialogue_action_type |
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50 |
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51 def __init__(self, *args, **kwargs): |
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52 """ |
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53 Initialize a new L{DialogueAction} instance. |
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54 |
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55 @param args: positional arguments passed by the L{DialogueParser} after |
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56 reading a serialized L{Dialogue}. |
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57 @type args: list of objects |
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58 @param kwargs: keyword arguments passed by the L{DialogueParser} after |
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59 reading a serialized L{Dialogue}. |
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60 @type kwargs: dict of objects |
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61 """ |
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62 if (not hasattr(type(self), 'keyword')): |
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63 raise AttributeError('DialogueAction subclasses must define the ' |
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64 'keyword class variable.') |
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65 self.arguments = (args, kwargs) |
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66 |
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67 def __call__(self, game_state): |
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68 """ |
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69 Execute the L{DialogueAction}. |
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70 |
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71 @param game_state: variables and functions that make up the current |
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72 game state. |
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73 @type game_state: dict of objects |
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74 """ |
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75 raise NotImplementedError('subclasses of DialogueAction must ' |
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76 'override __call__') |
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77 |
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78 |
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79 class MeetAction(DialogueAction): |
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80 """ |
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81 L{DialogueAction} that adds an NPC to the list of NPCs known by the player. |
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82 """ |
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83 keyword = 'meet' |
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84 |
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85 def __init__(self, *args, **kwargs): |
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86 """ |
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87 Initialize a new L{MeetAction} instance. |
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88 |
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89 @param args: positional arguments. |
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90 @type args: list of objects |
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91 @param npc_id: identifier of the NPC that the player has met. |
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92 @type npc_id: basestring |
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93 @param kwargs: keyword arguments (not used). |
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94 @type kwargs: dict of objects |
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95 """ |
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96 DialogueAction.__init__(self, *args, **kwargs) |
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97 self.npc_id = args[0] |
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98 |
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99 def __call__(self, game_state): |
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100 """ |
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101 Add an NPC to the list of NPCs known by the player. |
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102 |
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103 @param game_state: variables and functions that make up the current |
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104 game state. |
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105 @type game_state: dict of objects |
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106 """ |
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107 npc_id = self.npc_id |
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108 # NOTE Technomage 2010-11-13: This print statement seems overly |
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109 # verbose, so I'm logging it as an INFO message instead. |
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110 # print("You've met {0}!".format(npc_id)) |
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111 self.logger.info("You've met {0}!".format(npc_id)) |
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112 game_state['meet'](npc_id) |
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113 DialogueAction.registerAction(MeetAction) |
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114 |
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115 |
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116 class InventoryAction(DialogueAction): |
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117 """ |
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118 Abstract base class for L{DialogueActions<DialogueAction>} used to |
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119 manipulate the NPC's and the player's inventory. |
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120 """ |
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121 def __init__(self, *args, **kwargs): |
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122 """ |
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123 Initialize a new L{InventoryAction} instance. |
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124 |
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125 @param args: positional arguments. |
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126 @type args: list of objects |
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127 @param item_types: item types that should be manipulated. |
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128 @type item_types: list of basestrings |
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129 @param kwargs: keyword arguments. |
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130 @type kwargs: dict of objects |
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131 """ |
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132 DialogueAction.__init__(self, *args, **kwargs) |
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133 self.item_types = args |
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134 |
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135 |
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136 class TakeStuffAction(InventoryAction): |
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137 """ |
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138 L{InventoryAction} used to move items from the NPC's inventory to the |
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139 player's inventory. |
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140 """ |
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141 keyword = 'take_stuff' |
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142 |
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143 def __call__(self, game_state): |
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144 """ |
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145 Move items from the NPC's inventory to the player's inventory. |
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146 |
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147 @param game_state: variables and functions that make up the current |
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148 game state. |
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149 @type game_state: dict of objects |
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150 """ |
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151 item_types = self.item_types |
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152 for item_type in item_types: |
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153 item = container.take_item(game_state['npc'].container, item_type) |
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154 if (item): |
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155 container.put_item(game_state['pc'].container, item) |
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156 print("{0} gave you the {1}".format(game_state['npc']. |
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157 description.view_name, |
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158 item_type)) |
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159 else: |
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160 print("{0} doesn't have the {1}".format(game_state['npc']. |
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161 description.view_name, |
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162 item_type)) |
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163 DialogueAction.registerAction(TakeStuffAction) |
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164 |
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165 |
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166 class GiveStuffAction(InventoryAction): |
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167 """ |
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168 L{InventoryAction} used to move items from the player's inventory to the |
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169 NPC's inventory. |
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170 """ |
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171 keyword = 'give_stuff' |
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172 |
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173 def __call__(self, game_state): |
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174 """ |
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175 Move items from the player's inventory to the NPC's inventory. |
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176 |
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177 @param game_state: variables and functions that make up the current |
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178 game state. |
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179 @type game_state: dict of objects |
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180 """ |
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181 item_types = self.item_types |
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182 for item_type in item_types: |
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183 item = container.take_item(game_state['pc'].container, item_type) |
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184 if (item): |
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185 container.put_item(game_state['npc'].container, item) |
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186 print("You give the {0} to {1}".format(item_type, |
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187 game_state['npc']. |
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188 description.view_name)) |
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189 else: |
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190 print("You don't have the {0}".format(item_type)) |
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191 DialogueAction.registerAction(GiveStuffAction) |
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192 |
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193 |
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194 class ReplaceItemAction(InventoryAction): |
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195 """ |
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196 L{InventoryAction} used to replace an item with another in the player's |
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197 inventory. |
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198 """ |
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199 |
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200 keyword = 'replace_item' |
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201 |
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202 def __call__(self, game_state): |
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203 """ |
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204 Take an item from the player and place another at its place. |
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205 |
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206 @param game_state: variables and functions that make up the current |
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207 game state. |
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208 @type game_state: dict of objects |
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209 """ |
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210 old_type = self.item_types[0] |
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211 new_type = self.item_types[1] |
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212 item = container.take_item(game_state['pc'].container, old_type) |
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213 if item: |
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214 model = game_state['model'] |
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215 new_item = model.createItemByType(new_type, new_type, |
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216 item.entity.world) |
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217 container.put_item(game_state['pc'].container, |
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218 new_item.containable, item.slot) |
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219 model.deleteObject(item.entity.general.identifier) |
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220 item.delete() |
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221 print("{0} took the {1} and gave you the {2}".format( |
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222 game_state['npc'].description.view_name, old_type, item_type)) |
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223 else: |
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224 print("You don't have the {0}".format(old_type)) |
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225 DialogueAction.registerAction(ReplaceItemAction) |
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226 |
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227 class QuestAction(DialogueAction): |
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228 """ |
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229 Abstract base class for quest-related L{DialogueActions<DialogueAction>}. |
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230 """ |
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231 def __init__(self, *args, **kwargs): |
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232 """ |
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233 Initialize a new L{QuestAction} instance. |
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234 |
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235 @param args: positional arguments. |
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236 @type args: list of objects |
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237 @param quest_id: ID of the quest to manipulate. |
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238 @type quest_id: basestring |
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239 @param kwargs: keyword arguments (not used). |
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240 @type kwargs: dict of objects |
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241 """ |
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242 DialogueAction.__init__(self, *args, **kwargs) |
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243 self.quest_id = kwargs['quest'] if 'quest' in kwargs else args[0] |
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244 |
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245 |
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246 class StartQuestAction(QuestAction): |
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247 """L{QuestAction} used to activate a quest.""" |
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248 keyword = 'start_quest' |
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249 |
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250 def __call__(self, game_state): |
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251 """ |
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252 Activate a quest. |
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253 |
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254 @param game_state: variables and functions that make up the current |
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255 game state. |
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256 @type game_state: dict of objects |
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257 """ |
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258 quest_id = self.quest_id |
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259 print("You've picked up the \"{0}\" quest!".format(quest_id)) |
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260 game_state['quest'].activateQuest(quest_id) |
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261 DialogueAction.registerAction(StartQuestAction) |
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262 |
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263 |
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264 class CompleteQuestAction(QuestAction): |
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265 """ |
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266 L{QuestAction} used to mark a quest as successfully finished/completed. |
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267 """ |
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268 keyword = 'complete_quest' |
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269 |
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270 def __call__(self, game_state): |
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271 """ |
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272 Successfully complete a quest. |
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273 |
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274 @param game_state: variables and functions that make up the current |
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275 game state. |
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276 @type game_state: dict of objects |
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277 """ |
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278 quest_id = self.quest_id |
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279 print("You've finished the \"{0}\" quest".format(quest_id)) |
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280 game_state['quest'].finishQuest(quest_id) |
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281 DialogueAction.registerAction(CompleteQuestAction) |
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282 |
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283 |
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284 class FailQuestAction(QuestAction): |
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285 """L{QuestAction} used to fail an active quest.""" |
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286 keyword = 'fail_quest' |
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287 |
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288 def __call__(self, game_state): |
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289 """ |
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290 Fail an active quest. |
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291 |
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292 @param game_state: variables and functions that make up the current |
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293 game state. |
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294 @type game_state: dict of objects |
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295 """ |
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296 quest_id = self.quest_id |
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297 print("You've failed the \"{0}\" quest".format(quest_id)) |
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298 game_state['quest'].failQuest(quest_id) |
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299 DialogueAction.registerAction(FailQuestAction) |
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300 |
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301 |
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302 class RestartQuestAction(QuestAction): |
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303 """L{QuestAction} used to restart an active quest.""" |
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304 keyword = 'restart_quest' |
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305 |
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306 def __call__(self, game_state): |
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307 """ |
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308 Restart an active quest. |
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309 |
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310 @param game_state: variables and functions that make up the current |
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311 game state. |
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312 @type game_state: dict of objects |
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313 """ |
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314 quest_id = self.quest_id |
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315 print("You've restarted the \"{0}\" quest".format(quest_id)) |
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316 game_state['quest'].restartQuest(quest_id) |
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317 DialogueAction.registerAction(RestartQuestAction) |
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318 |
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319 |
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320 class QuestVariableAction(QuestAction): |
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321 """ |
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322 Base class for L{QuestActions<QuestAction>} that modify quest |
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323 variables. |
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324 """ |
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325 def __init__(self, *args, **kwargs): |
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326 """ |
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327 Initialize a new L{QuestVariableAction} instance. |
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328 |
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329 @param args: positional arguments (not used). |
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330 @type args: list of objects |
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331 @param kwargs: keyword arguments. |
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332 @type kwargs: dict of objects |
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333 @keyword quest: ID of the quest whose variable should be modified. |
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334 @type quest: basestring |
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335 @keyword variable: name of the quest variable to modify. |
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336 @type variable: basestring |
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337 @keyword value: new value that should be used to modify the quest |
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338 variable. |
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339 @type value: object |
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340 """ |
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341 QuestAction.__init__(self, *args, **kwargs) |
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342 self.variable_name = kwargs['variable'] |
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343 self.value = kwargs['value'] |
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344 |
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345 |
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346 class IncreaseQuestVariableAction(QuestVariableAction): |
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347 """ |
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348 L{QuestVariableAction} used to increase the value of a quest variable by a |
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349 set amount. |
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350 """ |
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351 keyword = 'increase_quest_variable' |
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352 |
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353 def __call__(self, game_state): |
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354 """ |
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355 Increase a quest variable by a set amount. |
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356 |
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357 @param game_state: variables and functions that make up the current |
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358 game state. |
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359 @type game_state: dict of objects |
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360 """ |
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361 quest_id = self.quest_id |
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362 variable_name = self.variable_name |
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363 value = self.value |
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364 print('Increased {0} by {1}'.format(variable_name, value)) |
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365 game_state['quest'][quest_id].increaseValue(variable_name, value) |
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366 DialogueAction.registerAction(IncreaseQuestVariableAction) |
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367 |
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368 |
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369 class DecreaseQuestVariableAction(QuestVariableAction): |
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370 """ |
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371 L{QuestVariableAction} used to decrease the value of a quest variable by a |
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372 set amount. |
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373 """ |
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374 keyword = 'decrease_quest_variable' |
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375 |
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376 def __call__(self, game_state): |
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377 """ |
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378 Decrease a quest variable by a set amount. |
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379 |
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380 @param game_state: variables and functions that make up the current |
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381 game state. |
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382 @type game_state: dict of objects |
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383 """ |
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384 quest_id = self.quest_id |
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385 variable_name = self.variable_name |
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386 value = self.value |
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387 print('Decreased {0} by {1}'.format(variable_name, value)) |
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388 game_state['quest'][quest_id].decreaseValue(variable_name, value) |
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389 DialogueAction.registerAction(DecreaseQuestVariableAction) |
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390 |
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391 |
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392 class SetQuestVariableAction(QuestVariableAction): |
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393 """ |
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394 L{QuestVariableAction} used to set the value of a quest variable. |
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395 """ |
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396 keyword = 'set_quest_variable' |
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397 |
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398 def __call__(self, game_state): |
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399 """ |
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400 Set the value of a quest variable. |
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401 |
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402 @param game_state: variables and functions that make up the current |
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403 game state. |
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404 @type game_state: dict of objects |
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405 """ |
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406 quest_id = self.quest_id |
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407 variable_name = self.variable_name |
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408 value = self.value |
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409 print('Set {0} to {1}'.format(variable_name, value)) |
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410 game_state['quest'][quest_id].setValue(variable_name, value) |
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411 DialogueAction.registerAction(SetQuestVariableAction) |