Mercurial > parpg-source
annotate gamemodel.py @ 69:c1959525efda
Added get_equipable and take_equipable functions.
author | KarstenBock@gmx.net |
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date | Wed, 21 Sep 2011 17:32:36 +0200 |
parents | e856b604b650 |
children | 9e03f7816061 |
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 |
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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 createContainerItems(self, container_objs): |
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138 """Create the items of a container from a dictionary |
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139 @param container_objs: Dictionary containing the items |
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140 @type container_objs: dict""" |
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141 items = [] |
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142 for container_obj in container_objs: |
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143 items.append(self.createContainerObject(container_obj)) |
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144 |
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145 return items |
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146 |
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147 def createContainerObject(self, attributes): |
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148 """Create an object that can be stored in |
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149 an container and return it |
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150 @param attributes: Dictionary of all object attributes |
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151 @type attributes: Dictionary |
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152 @return: The created object """ |
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153 # create the extra data |
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154 extra = {} |
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155 extra['controller'] = self |
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156 |
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157 info = {} |
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158 info.update(attributes) |
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159 info.update(extra) |
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160 ID = info.pop("id") if info.has_key("id") else info.pop("ID") |
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161 if not info.has_key("item_type"): |
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162 info["item_type"] = info["type"] |
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163 ID = self.createUniqueID(ID) |
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164 if info.has_key("attributes"): |
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165 attributes = info["attributes"] |
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166 if "Container" in attributes: |
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167 info["actions"]["Open"] = "" |
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168 if info.has_key("Items"): |
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169 inventory_objs = info["Items"] |
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170 info["items"] = self.createContainerItems(inventory_objs) |
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171 |
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172 new_item = CarryableContainer(ID = ID, **info) |
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173 else: |
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174 new_item = CarryableItem(ID = ID, **info) |
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175 else: |
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176 new_item = CarryableItem(ID = ID, **info) |
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177 self.game_state.addObject(None, new_item) |
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178 return new_item |
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179 |
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180 def createInventoryObject(self, container, attributes): |
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181 """Create an inventory object and place it into a container |
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182 @type container: base.Container |
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183 @param container: Container where the item is on |
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184 @type attributes: Dictionary |
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185 @param attributes: Dictionary of all object attributes |
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186 @return: None""" |
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187 index = attributes.pop("index") if attributes.has_key("index") else None |
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188 slot = attributes.pop("slot") if attributes.has_key("slot") else None |
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189 obj = self.createContainerObject(attributes) |
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190 #obj = createObject(attributes, extra) |
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191 if slot: |
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192 container.moveItemToSlot(obj, slot) |
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193 else: |
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194 container.placeItem(obj, index) |
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195 |
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196 def deleteObject(self, object_id): |
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197 """Removes an object from the game |
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198 @param object_id: ID of the object |
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199 @type object_id: str """ |
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200 del self.agents["All"][object_id] |
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201 self.game_state.deleteObject(object_id) |
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202 |
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203 def save(self, path, filename): |
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204 """Writes the saver to a file. |
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205 @type filename: string |
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206 @param filename: the name of the file to write to |
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207 @return: None""" |
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208 fname = '/'.join([path, filename]) |
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209 try: |
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210 save_file = open(fname, 'w') |
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211 except(IOError): |
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212 sys.stderr.write("Error: Can't create save game: " + fname + "\n") |
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213 return |
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214 save_state = {} |
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215 save_state["Agents"] = {} |
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216 for map_name in self.agents: |
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217 if map_name == self.ALL_AGENTS_KEY: |
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218 continue |
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219 agents_dict = {} |
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220 for agent in self.agents[map_name]: |
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221 agent_obj = self.game_state.getObjectById(agent, map_name) |
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222 agent_inst = self.game_state.maps[map_name].\ |
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223 agent_layer.getInstance(agent) |
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224 agent_dict = self.agents[map_name][agent] |
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225 agent_dict.update(agent_obj.getStateForSaving()) |
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226 agent_dict["Rotation"] = agent_inst.getRotation() |
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227 agents_dict[agent] = agent_dict |
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228 save_state["Agents"][map_name] = agents_dict |
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229 agents_dict = {} |
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230 for agent in self.agents["All"]: |
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231 map_name = self.agents["All"][agent]["Map"] |
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232 agent_dict = self.agents["All"][agent] |
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233 agent_obj = None |
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234 if agent == "PlayerCharacter": |
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235 agent_obj = self.game_state.getObjectById("PlayerCharacter").fifeagent |
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236 else: |
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237 agent_obj = self.game_state.getObjectById(agent, map_name) |
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238 if agent_obj: |
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239 agent_inst = self.game_state.maps[map_name].\ |
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240 agent_layer.getInstance(agent) |
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241 agent_dict.update(agent_obj.getStateForSaving()) |
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242 agent_dict["Rotation"] = agent_inst.getRotation() |
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243 agent_dict["MapName"] = map_name |
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244 agents_dict[agent] = agent_dict |
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245 save_state["Agents"]["All"] = agents_dict |
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246 save_state["GameState"] = self.game_state.getStateForSaving() |
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247 yaml.dump(save_state, save_file) |
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248 |
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249 save_file.close() |
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250 |
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251 def load(self, path, filename): |
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252 """Loads a saver from a file. |
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253 @type filename: string |
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254 @param filename: the name of the file (including path) to load from |
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255 @return: None""" |
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256 fname = '/'.join([path, filename]) |
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257 |
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258 try: |
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259 load_file = open(fname, 'r') |
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260 except(IOError): |
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261 sys.stderr.write("Error: Can't find save game file\n") |
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262 return |
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263 self.deleteMaps() |
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264 self.clearAgents() |
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265 |
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266 save_state = yaml.load(load_file) |
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267 self.game_state.restoreFromState(save_state["GameState"]) |
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268 maps = save_state["Agents"] |
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269 for map_name in maps: |
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270 for agent_name in maps[map_name]: |
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271 agent = {agent_name:maps[map_name][agent_name]} |
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272 self.addAgent(map_name, agent) |
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273 |
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274 # Load the current map |
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275 if self.game_state.current_map_name: |
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276 self.loadMap(self.game_state.current_map_name) |
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277 load_file.close() |
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278 |
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279 |
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280 # Recreate all the behaviours. These can't be saved because FIFE |
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281 # objects cannot be pickled |
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282 |
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283 self.placeAgents() |
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284 self.placePC() |
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285 |
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286 # In most maps we'll create the PlayerCharacter Instance internally. |
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287 # In these cases we need a target position |
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288 |
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289 def teleport(self, agent, position): |
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290 """Called when a an agent is moved instantly to a new position. |
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291 The setting of position may wan to be created as its own method down the road. |
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292 @type position: String Tuple |
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293 @param position: X,Y coordinates passed from engine.changeMap |
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294 @return: fife.Location""" |
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295 logging.debug(position) |
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296 coord = fife.DoublePoint3D(float(position[0]), float(position[1]), 0) |
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297 location = fife.Location(self.active_map.agent_layer) |
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298 location.setMapCoordinates(coord) |
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299 agent.teleport(location) |
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300 |
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301 def getObjectAtCoords(self, coords): |
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302 """Get the object which is at the given coords |
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303 @type coords: fife.Screenpoint |
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304 @param coords: Coordinates where to check for an object |
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305 @rtype: fife.Object |
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306 @return: An object or None""" |
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307 instances = self.active_map.cameras[ |
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308 self.active_map.my_cam_id].\ |
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309 getMatchingInstances(coords, self.active_map.agent_layer) |
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310 # no object returns an empty tuple |
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311 if(instances != ()): |
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312 front_y = 0 |
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313 |
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314 |
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315 for obj in instances: |
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316 # check to see if this in our list at all |
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317 if(self.objectActive(obj.getId())): |
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318 # check if the object is on the foreground |
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319 obj_map_coords = \ |
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320 obj.getLocation().getMapCoordinates() |
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321 obj_screen_coords = self.active_map.\ |
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322 cameras[self.active_map.my_cam_id]\ |
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323 .toScreenCoordinates(obj_map_coords) |
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324 |
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325 if obj_screen_coords.y > front_y: |
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326 #Object on the foreground |
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327 front_y = obj_screen_coords.y |
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328 return obj |
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329 else: |
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330 return None |
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331 else: |
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332 return None |
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333 |
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334 def getCoords(self, click): |
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335 """Get the map location x, y coordinates from the screen coordinates |
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336 @type click: fife.ScreenPoint |
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337 @param click: Screen coordinates |
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338 @rtype: fife.Location |
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339 @return: The map coordinates""" |
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340 coord = self.active_map.cameras[self.active_map.my_cam_id].\ |
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341 toMapCoordinates(click, False) |
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342 coord.z = 0 |
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343 location = fife.Location(self.active_map.agent_layer) |
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344 location.setMapCoordinates(coord) |
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345 return location |
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346 |
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347 def pause(self, paused): |
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348 """ Pause/Unpause the game |
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349 @return: nothing""" |
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350 if self.active_map: |
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351 self.active_map.pause(paused) |
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352 |
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353 def togglePause(self): |
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354 """ Toggle paused state. |
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355 @return: nothing""" |
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356 self.active_map.togglePause() |
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357 |
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358 def isPaused(self): |
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359 """Returns wheter the game is paused or not""" |
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360 return self.active_map.isPaused() |
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361 |
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362 def readMapFiles(self): |
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363 """Read all a available map-files and store them""" |
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364 maps_file = vfs.VFS.open(self.game_state.maps_file) |
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365 self.map_files = yaml.load(maps_file)["Maps"] |
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366 |
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367 def addAgent(self, namespace, agent): |
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368 """Adds an agent to the agents dictionary |
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369 @param namespace: the namespace where the agent is to be added to |
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370 @type namespace: str |
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371 @param agent: The agent to be added |
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372 @type agent: dict """ |
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373 from fife.extensions.serializers.xml_loader_tools import loadImportFile |
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374 if not self.agents.has_key(namespace): |
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375 self.agents[namespace] = {} |
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376 |
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377 agent_values = agent.values()[0] |
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378 unique_agent_id = self.createUniqueID(agent.keys()[0]) |
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379 del agent[agent.keys()[0]] |
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380 agent[unique_agent_id] = agent_values |
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381 self.agents[namespace].update(agent) |
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382 object_model = "" |
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383 if agent_values["Entity"].has_key("fifeagent") \ |
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384 and agent_values["Entity"]["fifeagent"].has_key("gfx"): |
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385 object_model = agent_values["Entity"]["fifeagent"]["gfx"] |
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386 else: |
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387 object_model = self.object_db[agent_values["Template"]]["fifeagent"]["gfx"] |
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388 import_file = self.agent_import_files[object_model] |
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389 loadImportFile(self.obj_loader, import_file, self.engine) |
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390 |
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391 def readAgentsOfMap(self, map_name): |
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392 """Read the agents of the map |
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393 @param map_name: Name of the map |
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394 @type map_name: str """ |
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395 #Get the agents of the map |
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396 map_agents_file = self.map_files[map_name].\ |
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397 replace(".xml", "_agents.yaml") |
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398 agents_data = vfs.VFS.open(map_agents_file) |
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399 agents = yaml.load_all(agents_data) |
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400 for agent in agents: |
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401 if not agent == None: |
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402 self.addAgent(map_name, agent) |
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403 |
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404 def readAllAgents(self): |
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405 """Read the agents of the all_agents_file and store them""" |
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406 agents_file = vfs.VFS.open(self.all_agents_file) |
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407 agents = yaml.load_all(agents_file) |
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408 for agent in agents: |
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409 if agent is not None: |
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410 self.addAgent(self.ALL_AGENTS_KEY, agent) |
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411 |
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412 def getAgentsOfMap(self, map_name): |
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413 """Returns the agents that are on the given map |
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414 @param map_name: Name of the map |
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415 @type map_name: str |
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416 @return: A dictionary with the agents of the map""" |
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417 if not self.agents.has_key(map_name): |
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418 return {} |
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419 ret_dict = self.agents[map_name].copy() |
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420 for agent_name, agent_value in self.agents[self.ALL_AGENTS_KEY]\ |
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421 .iteritems(): |
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422 if agent_value["Map"] == map_name: |
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423 ret_dict[agent_name] = agent_value |
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424 return ret_dict |
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425 |
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426 def getAgentsOfActiveMap(self): |
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427 """Returns the agents that are on active map |
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428 @return: A dictionary with the agents of the map """ |
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429 return self.getAgentsOfMap(self.active_map.map.getId()) |
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430 |
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431 def clearAgents(self): |
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432 """Resets the agents dictionary""" |
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433 self.agents = {} |
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434 self.agents[self.ALL_AGENTS_KEY] = {} |
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435 |
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436 def loadMap(self, map_name): |
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437 """Load a new map. |
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438 @type map_name: string |
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439 @param map_name: Name of the map to load |
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440 @return: None""" |
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441 if not map_name in self.game_state.maps: |
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442 map_file = self.map_files[map_name] |
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443 new_map = GameMap(self.engine, self) |
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444 self.game_state.maps[map_name] = new_map |
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445 new_map.load(map_file) |
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446 |
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447 def createAgent(self, agent, inst_id, world): |
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448 entity_data = agent["Entity"] |
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449 if agent.has_key("Template"): |
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450 entity_data = self.checkAttributes(entity_data, agent["Template"]) |
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451 object_id = agent["Entity"]["fifeagent"]["gfx"] \ |
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452 if agent["Entity"]["fifeagent"].has_key("gfx") \ |
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453 else "generic_item" |
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454 map_obj = self.fife_model.getObject(str(object_id), "PARPG") |
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455 if not map_obj: |
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456 logging.warning("Object with inst_id={0}, ns=PARPG, " |
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457 "could not be found. " |
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458 "Omitting...".format(str(obj_id))) |
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459 |
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460 x_pos = agent["Position"][0] |
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461 y_pos = agent["Position"][1] |
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462 z_pos = agent["Position"][2] if len(agent["Position"]) == 3 \ |
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463 else 0.0 |
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464 stack_pos = agent["Stackposition"] if \ |
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465 agent.has_key("StackPosition") \ |
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466 else None |
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467 inst = self.active_map.agent_layer.\ |
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468 createInstance(map_obj, |
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469 fife.ExactModelCoordinate(x_pos, |
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470 y_pos, |
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471 z_pos), |
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472 inst_id) |
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473 inst.setId(inst_id) |
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474 |
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475 rotation = agent["Rotation"] |
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476 inst.setRotation(rotation) |
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477 |
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478 fife.InstanceVisual.create(inst) |
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479 if (stack_pos): |
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480 inst.get2dGfxVisual().setStackPosition(int(stack_pos)) |
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481 |
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482 if (map_obj.getAction('default')): |
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483 target = fife.Location(self.active_map.agent_layer) |
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484 inst.act('default', target, True) |
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485 |
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486 |
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487 entity_data["fifeagent"]["identifier"] = inst_id |
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488 if entity_data["fifeagent"].has_key("behaviour"): |
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489 entity_data["fifeagent"]["behaviour"] = getattr(behaviours, entity_data["fifeagent"]["behaviour"])() |
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490 else: |
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491 entity_data["fifeagent"]["behaviour"] = behaviours.Base() |
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492 if self.dialogues.has_key(inst_id): |
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493 entity_data["dialogue"] = {} |
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494 entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] |
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495 |
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496 self.createMapObject(self.active_map.agent_layer, entity_data, world) |
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497 |
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498 def placeAgents(self, world): |
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499 """Places the current maps agents """ |
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500 if not self.active_map: |
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501 return |
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502 agents = self.getAgentsOfMap(self.game_state.current_map_name) |
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503 for agent in agents: |
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504 if agent == "PlayerCharacter": |
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505 continue |
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506 if self.active_map.agent_layer.getInstances(agent): |
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507 continue |
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508 self.createAgent(agents[agent], agent, world) |
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509 |
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510 def placePC(self, world): |
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511 """Places the PlayerCharacter on the map""" |
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512 agent = self.agents[self.ALL_AGENTS_KEY]["PlayerCharacter"] |
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513 inst_id = "PlayerCharacter" |
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514 self.createAgent(agent, inst_id, world) |
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515 |
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516 # create the PlayerCharacter agent |
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517 self.active_map.addPC() |
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518 #self.game_state.getObjectById("PlayerCharacter").fifeagent.start() |
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519 if agent.has_key("PeopleKnown"): |
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520 self.game_state.getObjectById("PlayerCharacter").fifeagent.people_i_know = agent["PeopleKnown"] |
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521 |
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522 def changeMap(self, map_name, target_position = None): |
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523 """Registers for a map change on the next pump(). |
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524 @type map_name: String |
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525 @param map_name: Id of the map to teleport to |
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526 @type map_file: String |
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527 @param map_file: Filename of the map to teleport to |
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528 @type target_position: Tuple |
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529 @param target_position: Position of PlayerCharacter on target map. |
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530 @return None""" |
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531 # set the parameters for the map change if moving to a new map |
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532 if map_name != self.game_state.current_map_name: |
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533 self.target_map_name = map_name |
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534 self.target_position = target_position |
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535 # issue the map change |
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536 self.map_change = True |
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537 |
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538 def deleteMaps(self): |
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539 """Clear all currently loaded maps from FIFE as well as clear our |
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540 local map cache |
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541 @return: nothing""" |
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542 self.engine.getModel().deleteMaps() |
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543 self.engine.getModel().deleteObjects() |
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544 self.game_state.clearObjects() |
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545 self.game_state.maps = {} |
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546 |
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547 def setActiveMap(self, map_name): |
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548 """Sets the active map that is to be rendered. |
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549 @type map_name: String |
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550 @param map_name: The name of the map to load |
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551 @return: None""" |
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552 # Turn off the camera on the old map before we turn on the camera |
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553 # on the new map. |
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554 self.active_map.cameras[self.active_map.my_cam_id].setEnabled(False) |
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555 # Make the new map active. |
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556 self.active_map = self.game_state.maps[map_name] |
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557 self.active_map.makeActive() |
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558 self.game_state.current_map_name = map_name |
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559 |
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560 def createMapObject (self, layer, attributes, world): |
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561 """Create an object and add it to the current map. |
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562 @type layer: fife.Layer |
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563 @param layer: FIFE layer object exists in |
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564 @type attributes: Dictionary |
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565 @param attributes: Dictionary of all object attributes |
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566 @type instance: fife.Instance |
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567 @param instance: FIFE instance corresponding to the object |
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568 @return: None""" |
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569 # create the extra data |
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570 extra = {} |
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571 if layer is not None: |
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572 extra['fifeagent'] = {} |
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573 extra['fifeagent']['layer'] = layer |
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574 |
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575 obj = createEntity(attributes, world, extra) |
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576 if obj: |
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577 self.addObject(layer, obj) |
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578 |
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579 def addPC(self, layer, player_char): |
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580 """Add the PlayerCharacter to the map |
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581 @type layer: fife.Layer |
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582 @param layer: FIFE layer object exists in |
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583 @type player_char: PlayerCharacter |
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584 @param player_char: PlayerCharacter object |
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585 @type instance: fife.Instance |
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586 @param instance: FIFE instance of PlayerCharacter |
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587 @return: None""" |
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588 # For now we copy the PlayerCharacter, |
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589 # in the future we will need to copy |
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590 # PlayerCharacter specifics between the different PlayerCharacter's |
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591 self.game_state.getObjectById("PlayerCharacter").fifeagent = player_char |
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592 self.game_state.getObjectById("PlayerCharacter").fifeagent.setup() |
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593 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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594 |
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595 |
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596 def addObject(self, layer, obj): |
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597 """Adds an object to the map. |
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598 @type layer: fife.Layer |
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599 @param layer: FIFE layer object exists in |
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600 @type obj: GameObject |
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601 @param obj: corresponding object class |
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602 @type instance: fife.Instance |
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603 @param instance: FIFE instance of object |
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604 @return: None""" |
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605 ref = self.game_state.getObjectById(obj.fifeagent.identifier, |
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606 self.game_state.current_map_name) |
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607 if ref is None: |
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608 # no, add it to the game state |
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609 self.game_state.addObject(self.game_state.current_map_name, obj) |
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610 else: |
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611 # yes, use the current game state data |
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612 obj.fifeagent.pos.X = ref.X |
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613 obj.fifeagent.pos.Y = ref.Y |
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614 obj.fifeagent.gfx = ref.gfx |
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615 |
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616 if obj.fifeagent.behaviour: |
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617 obj.fifeagent.behaviour.parent = obj |
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618 fifeagent.setup_behaviour(obj.fifeagent) |
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619 obj.fifeagent.behaviour.speed = self.settings.parpg.PCSpeed |
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620 #Start the behaviour |
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621 obj.fifeagent.behaviour.idle() |
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622 # create the agent |
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623 #obj.setup() |
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624 #obj.behaviour.speed = self.settings.parpg.PCSpeed |
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625 # create the PlayerCharacter agent |
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626 #obj.start() |
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627 #if obj.trueAttr("AnimatedContainer"): |
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628 # create the agent |
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629 #obj.setup() |
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630 |
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631 def objectActive(self, ident): |
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632 """Given the objects ID, pass back the object if it is active, |
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633 False if it doesn't exist or not displayed |
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634 @type ident: string |
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635 @param ident: ID of object |
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636 @rtype: boolean |
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637 @return: Status of result (True/False)""" |
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638 for game_object in \ |
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639 self.game_state.getObjectsFromMap(self.game_state.current_map_name): |
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640 if (game_object.fifeagent.identifier == ident): |
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641 # we found a match |
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642 return game_object |
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643 # no match |
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644 return False |
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645 |
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646 def movePlayer(self, position): |
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647 """Code called when the player should move to another location |
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648 @type position: fife.ScreenPoint |
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649 @param position: Screen position to move to |
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650 @return: None""" |
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651 if(self.pc_run == 1): |
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652 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.run(position) |
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653 else: |
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654 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.walk(position) |
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655 |
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656 def teleportAgent(self, agent, position): |
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657 """Code called when an agent should teleport to another location |
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658 @type position: fife.ScreenPoint |
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659 @param position: Screen position to teleport to |
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660 @return: None""" |
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661 agent.teleport(position) |
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662 self.agents[agent.ID]["Position"] = position |
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663 |
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664 def readObjectDB(self): |
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665 """Reads the Object Information Database from a file. """ |
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666 database_file = vfs.VFS.open(self.object_db_file) |
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667 database = yaml.load_all(database_file) |
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668 for object_info in database: |
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669 self.object_db.update(object_info) |
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670 |
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671 def getAgentImportFiles(self): |
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672 """Searches the agents directory for import files """ |
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673 filepaths = locateFiles("*.xml", self.objects_directory) |
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674 for filepath in filepaths: |
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675 try: |
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676 xml_file = vfs.VFS.open(filepath) |
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677 root = ElementTree.parse(xml_file).getroot() |
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678 if root.tag == "object": |
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679 self.agent_import_files[root.attrib["id"]] = filepath |
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680 except SyntaxError as error: |
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681 logging.error("Error parsing file {0}: {1}".format(filepath, |
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682 error)) |
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683 |
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684 def getDialogues(self): |
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685 """Searches the dialogue directory for dialogues """ |
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686 files = locateFiles("*.yaml", self.dialogue_directory) |
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687 dialogue_parser = YamlDialogueParser() |
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688 for dialogue_filepath in files: |
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689 # Note Technomage 2010-11-13: the new DialogueEngine uses its own |
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690 # parser now, YamlDialogueParser. |
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691 # dialogues = yaml.load_all(file(dialogue_file, "r")) |
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692 dialogue_file = vfs.VFS.open(dialogue_filepath) |
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693 try: |
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694 dialogue = dialogue_parser.load(dialogue_file) |
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695 except DialogueFormatError as error: |
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696 logging.error('unable to load dialogue file {0}: {1}' |
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697 .format(dialogue_filepath, error)) |
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698 else: |
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699 self.dialogues[dialogue.npc_name] = dialogue |
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700 # Note Technomage 2010-11-13: the below code is used to load |
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701 # multiple dialogues from a single file. Is this functionality |
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702 # used/necessary? |
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703 # for dialogue in dialogues: |
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704 # self.dialogues[dialogue["NPC"]] = dialogue |