annotate behaviours/npc.py @ 132:e2ccd64f3a86

Split code off from createInventoryItems to createItemByID and createItemByType. Entities with a containable component will now get the "item_type" field set to the Template, if that field is not present.
author KarstenBock@gmx.net
date Sat, 08 Oct 2011 14:18:16 +0200
parents 57f1cff9a75d
children 90ad38b00f13
rev   line source
103
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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 from random import randrange
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17
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18 from fife import fife
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19
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20 import base
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21 from moving import MovingAgentBehaviour
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22
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23 class NPCBehaviour(MovingAgentBehaviour):
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24 """This is a basic NPC behaviour"""
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25 def __init__(self, parent=None):
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26 super(NPCBehaviour, self).__init__()
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27
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28 self.parent = parent
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29 self.state = base._AGENT_STATE_NONE
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30 self.pc = None
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31 self.target_loc = None
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32
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33 # hard code these for now
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34 self.distRange = (2, 4)
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35 # these are parameters to lower the rate of wandering
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36 # wander rate is the number of "IDLEs" before a wander step
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37 # this could be set for individual NPCs at load time
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38 # or thrown out altogether.
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39 self.wanderCounter = 0
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40 self.wanderRate = 9
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41
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42 def getTargetLocation(self):
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43 """@rtype: fife.Location
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44 @return: NPC's position"""
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45 x = self.getX()
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46 y = self.getY()
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47 if self.state == base._AGENT_STATE_WANDER:
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48 """ Random Target Location """
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49 l = [0, 0]
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50 for i in range(len(l)):
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51 sign = randrange(0, 2)
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52 dist = randrange(self.distRange[0], self.distRange[1])
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53 if sign == 0:
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54 dist *= -1
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55 l[i] = dist
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56 x += l[0]
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57 y += l[1]
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58 # Random walk is
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59 # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud
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60 l = fife.Location(self.agent.getLocation())
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61 l.setLayerCoordinates(fife.ModelCoordinate(x, y))
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62 return l
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63
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64 def onInstanceActionFinished(self, instance, action):
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65 """What the NPC does when it has finished an action.
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66 Called by the engine and required for InstanceActionListeners.
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67 @type instance: fife.Instance
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68 @param instance: self.agent
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69 @type action: ???
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70 @param action: ???
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71 @return: None"""
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72 if self.state == base._AGENT_STATE_WANDER:
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73 self.target_loc = self.getTargetLocation()
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74 MovingAgentBehaviour.onInstanceActionFinished(self, instance, action)
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75
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76
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77 def idle(self):
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78 """Controls the NPC when it is idling. Different actions
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79 based on the NPC's state.
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80 @return: None"""
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81 if self.state == base._AGENT_STATE_NONE:
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82 self.state = base._AGENT_STATE_IDLE
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83 self.animate('stand')
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84 elif self.state == base._AGENT_STATE_IDLE:
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85 if self.wanderCounter > self.wanderRate:
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86 self.wanderCounter = 0
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87 self.state = base._AGENT_STATE_WANDER
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88 else:
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89 self.wanderCounter += 1
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90 self.state = base._AGENT_STATE_NONE
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91
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92 self.target_loc = self.getTargetLocation()
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93 self.animate('stand')
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94 elif self.state == base._AGENT_STATE_WANDER:
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95 self.wander(self.target_loc)
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96 self.state = base._AGENT_STATE_NONE
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97 elif self.state == base._AGENT_STATE_TALK:
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98 self.animate('stand', self.pc.getLocation())
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99
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100 def wander(self, location):
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101 """Nice slow movement for random walking.
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102 @type location: fife.Location
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103 @param location: Where the NPC will walk to.
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104 @return: None"""
47
dd9bd93ec81c Fixed NPC behaviour. NPCs are wandering around again.
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105 self.agent.move('walk', location, self.speed - 1)