Mercurial > parpg-source
annotate gamescenecontroller.py @ 189:4381be70e1bb tip
Fixed incompatibility with latest changes to bgrease.
author | Beliar <KarstenBock@gmx.net> |
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date | Sun, 08 Apr 2012 20:30:43 +0200 |
parents | 2a12e2843984 |
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1 # This file is part of PARPG. |
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2 |
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3 # PARPG is free software: you can redistribute it and/or modify |
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4 # it under the terms of the GNU General Public License as published by |
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5 # the Free Software Foundation, either version 3 of the License, or |
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6 # (at your option) any later version. |
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7 |
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8 # PARPG is distributed in the hope that it will be useful, |
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9 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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11 # GNU General Public License for more details. |
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12 |
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13 # You should have received a copy of the GNU General Public License |
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14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>. |
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15 """This file contains the GameSceneController that handles input when the game |
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16 is exploring a scene""" |
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17 |
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18 |
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19 from datetime import datetime |
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20 import random |
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21 import glob |
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22 import os |
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Removed the pos value from the fifeagent component. getItemActions of Gamescenecontroller gets the position by calling a method of the behaviour.
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23 import logging |
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24 |
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25 from fife import fife |
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26 from fife import extensions |
177 | 27 from fife.extensions import pychan |
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28 |
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29 from controllerbase import ControllerBase |
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30 from parpg.gui.hud import Hud |
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31 from parpg.gui import drag_drop_data as data_drag |
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32 from entities.action import (ChangeMapAction, ExamineAction, TalkAction, |
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33 OpenAction, CloseAction, UnlockAction, LockAction, |
107 | 34 PickUpAction, DropItemAction, |
35 ExamineContentsAction, | |
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36 ) |
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37 |
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38 from parpg.world import PARPGWorld |
88 | 39 |
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40 #For debugging/code analysis |
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41 if False: |
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42 from gamesceneview import GameSceneView |
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43 from gamemodel import GameModel |
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44 from parpg import PARPGApplication |
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45 |
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46 |
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47 logger = logging.getLogger('gamescenecontroller') |
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48 |
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49 class GameSceneController(PARPGWorld, ControllerBase): |
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50 ''' |
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51 This controller handles inputs when the game is in "scene" state. |
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52 "Scene" state is when the player can move around and interact |
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53 with objects. Like, talking to a npc or examining the contents of a box. |
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54 ''' |
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55 |
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56 |
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57 def __init__(self, engine, view, model, application): |
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58 ''' |
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59 Constructor |
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60 @param engine: Instance of the active fife engine |
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61 @type engine: fife.Engine |
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62 @param view: Instance of a GameSceneView |
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63 @param type: parpg.GameSceneView |
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64 @param model: The model that has the current gamestate |
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65 @type model: parpg.GameModel |
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66 @param application: The application that created this controller |
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67 @type application: parpg.PARPGApplication |
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68 @param settings: The current settings of the application |
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69 @type settings: fife.extensions.fife_settings.Setting |
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70 ''' |
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71 ControllerBase.__init__(self, |
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72 engine, |
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73 view, |
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74 model, |
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75 application) |
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76 PARPGWorld.__init__(self, engine) |
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77 |
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78 #setup functions for the GameEnvironment |
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79 createItemByID = lambda identifier : ( |
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80 self.model.createItemByID( |
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81 identifier=identifier, |
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82 world=self) |
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83 ) |
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84 createItemByType = lambda item_type, identifier: ( |
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85 self.model.createItemByType( |
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86 item_type=item_type, |
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87 identifier=identifier, |
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88 world=self) |
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89 ) |
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90 funcs = { |
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91 "createItemByID": createItemByID, |
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92 "createItemByType": createItemByType, |
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93 } |
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94 self.model.game_state.funcs.update(funcs) |
160 | 95 self.systems.scripting.game_state = self.model.game_state |
96 | |
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97 #this can be helpful for IDEs code analysis |
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98 if False: |
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99 assert(isinstance(self.engine, fife.Engine)) |
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100 assert(isinstance(self.view, GameSceneView)) |
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101 assert(isinstance(self.view, GameModel)) |
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102 assert(isinstance(self.application, PARPGApplication)) |
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103 assert(isinstance(self.event_manager, fife.EventManager)) |
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104 |
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105 # Last saved mouse coords |
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106 self.action_number = 1 |
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107 |
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108 self.has_mouse_focus = True |
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109 self.last_mousecoords = None |
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110 self.mouse_callback = None |
4 | 111 self.original_cursor_id = self.engine.getCursor().getId() |
112 self.scroll_data = {"mouse":[], "kb":[], "offset":[0,0]} | |
113 self.scroll_timer = extensions.fife_timer.Timer( | |
114 100, | |
115 lambda: self.view.moveCamera(self.scroll_data["offset"]), | |
116 ) | |
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117 |
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118 #this is temporary until we can set the native cursor |
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119 self.resetMouseCursor() |
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120 self.paused = False |
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121 |
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122 if model.settings.get("fife", "PlaySounds"): |
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123 if not self.view.sounds.music_init: |
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124 music_path = 'music' |
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125 music_file = random.choice( |
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126 glob.glob('/'.join([music_path, '*.ogg'])) |
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127 ) |
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128 self.view.sounds.playMusic(music_file) |
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129 self.initHud() |
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130 |
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131 |
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132 def initHud(self): |
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133 """Initialize the hud member |
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134 @return: None""" |
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135 hud_callbacks = { |
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136 'saveGame': self.saveGame, |
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137 'loadGame': self.loadGame, |
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138 'quitGame': self.quitGame, |
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139 } |
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140 self.view.hud = Hud(self, |
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141 self.model.settings, |
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142 hud_callbacks) |
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143 |
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144 def keyPressed(self, evt): |
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145 """Whenever a key is pressed, fife calls this routine. |
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146 @type evt: fife.event |
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147 @param evt: The event that fife caught |
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148 @return: None""" |
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149 key = evt.getKey() |
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150 key_val = key.getValue() |
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151 |
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152 if(key_val == key.Q): |
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153 # we need to quit the game |
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154 self.view.hud.quitGame() |
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155 if(key_val == key.T): |
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156 self.model.active_map.toggleRenderer('GridRenderer') |
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157 if(key_val == key.F1): |
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158 # display the help screen and pause the game |
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159 self.view.hud.displayHelp() |
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160 if(key_val == key.F5): |
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161 self.model.active_map.toggleRenderer('CoordinateRenderer') |
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162 if(key_val == key.F7): |
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163 # F7 saves a screenshot to screenshots directory |
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164 |
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165 settings = self.model.settings |
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166 # FIXME M. George Hansen 2011-06-06: Not sure that user_path is set |
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167 # correctly atm. |
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168 screenshot_directory = os.path.join(settings.user_path, |
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169 'screenshots') |
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170 # try to create the screenshots directory |
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171 try: |
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172 os.mkdir(screenshot_directory) |
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173 #TODO: distinguish between already existing permissions error |
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174 except OSError: |
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175 logger.warning("screenshot directory wasn't created.") |
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176 |
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177 screenshot_file = os.path.join(screenshot_directory, |
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178 'screen-{0}.png'.format( |
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179 datetime.now().strftime( |
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180 '%Y-%m-%d-%H-%M-%S'))) |
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181 self.engine.getRenderBackend().captureScreen(screenshot_file) |
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182 logger.info("PARPG: Saved: {0}".format(screenshot_file)) |
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183 if(key_val == key.F10): |
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184 # F10 shows/hides the console |
177 | 185 pychan.manager.hook.guimanager.getConsole().toggleShowHide() |
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186 if(key_val == key.C): |
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187 # C opens and closes the character screen. |
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188 self.view.hud.toggleCharacterScreen() |
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189 if(key_val == key.I): |
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190 # I opens and closes the inventory |
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191 self.view.hud.toggleInventory() |
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192 if(key_val == key.A): |
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193 # A adds a test action to the action box |
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194 # The test actions will follow this format: Action 1, |
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195 # Action 2, etc. |
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196 self.view.hud.addAction("Action " + str(self.action_number)) |
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197 self.action_number += 1 |
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198 if(key_val == key.ESCAPE): |
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199 # Escape brings up the main menu |
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200 self.view.hud.displayMenu() |
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201 # Hide the quit menu |
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202 self.view.hud.quit_window.hide() |
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203 if(key_val == key.M): |
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204 self.view.sounds.toggleMusic() |
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205 if(key_val == key.PAUSE): |
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206 # Pause pause/unpause the game |
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207 self.model.togglePause() |
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208 self.pause(False) |
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209 if(key_val == key.SPACE): |
4 | 210 self.model.active_map.centerCameraOnPlayer() |
211 | |
212 #alter scroll data if a directional key is hit | |
213 if(key_val == key.UP): | |
214 if not "up" in self.scroll_data["kb"]: | |
215 self.scroll_data["kb"].append("up") | |
216 | |
217 if(key_val == key.RIGHT): | |
218 if not "right" in self.scroll_data["kb"]: | |
219 self.scroll_data["kb"].append("right") | |
220 | |
221 if(key_val == key.DOWN): | |
222 if not "down" in self.scroll_data["kb"]: | |
223 self.scroll_data["kb"].append("down") | |
224 | |
225 if(key_val == key.LEFT): | |
226 if not "left" in self.scroll_data["kb"]: | |
227 self.scroll_data["kb"].append("left") | |
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228 |
4 | 229 def keyReleased(self, evt): |
230 """Whenever a key is pressed, fife calls this routine. | |
231 @type evt: fife.event | |
232 @param evt: The event that fife caught | |
233 @return: None""" | |
234 key = evt.getKey() | |
235 key_val = key.getValue() | |
236 | |
237 #alter scroll data if a directional key is released | |
238 if(key_val == key.UP): | |
239 if "up" in self.scroll_data["kb"]: | |
240 self.scroll_data["kb"].remove("up") | |
241 | |
242 if(key_val == key.RIGHT): | |
243 if "right" in self.scroll_data["kb"]: | |
244 self.scroll_data["kb"].remove("right") | |
245 | |
246 if(key_val == key.DOWN): | |
247 if "down" in self.scroll_data["kb"]: | |
248 self.scroll_data["kb"].remove("down") | |
249 | |
250 if(key_val == key.LEFT): | |
251 if "left" in self.scroll_data["kb"]: | |
252 self.scroll_data["kb"].remove("left") | |
253 | |
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254 def mouseReleased(self, evt): |
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255 """If a mouse button is released, fife calls this routine. |
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256 We want to wait until the button is released, because otherwise |
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257 pychan captures the release if a menu is opened. |
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258 @type evt: fife.event |
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259 @param evt: The event that fife caught |
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260 @return: None""" |
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261 self.view.hud.hideContextMenu() |
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262 scr_point = fife.ScreenPoint(evt.getX(), evt.getY()) |
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263 if(evt.getButton() == fife.MouseEvent.LEFT): |
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264 if(data_drag.dragging): |
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265 coord = self.model.getCoords(scr_point)\ |
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266 .getExactLayerCoordinates() |
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267 commands = ({"Command": "ResetMouseCursor"}, |
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268 {"Command": "StopDragging"}) |
116 | 269 player_char = (self.model.game_state. |
270 getObjectById("PlayerCharacter")) | |
271 action = DropItemAction(self, | |
272 data_drag.dragged_item, | |
273 commands) | |
274 player_char.fifeagent.behaviour.approach([coord.x, coord.y], | |
275 action) | |
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276 else: |
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277 self.model.movePlayer(self.model.getCoords(scr_point)) |
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278 elif(evt.getButton() == fife.MouseEvent.RIGHT): |
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279 # is there an object here? |
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280 tmp_active_map = self.model.active_map |
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281 instances = tmp_active_map.cameras[tmp_active_map.my_cam_id].\ |
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282 getMatchingInstances(scr_point, |
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283 tmp_active_map.agent_layer) |
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284 info = None |
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285 for inst in instances: |
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286 # check to see if this is an active item |
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287 if(self.model.objectActive(inst.getId())): |
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288 # yes, get the model |
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289 info = self.getItemActions(inst.getId()) |
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290 break |
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291 |
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292 # take the menu items returned by the engine or show a |
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293 # default menu if no items |
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294 data = info or \ |
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295 [["Walk", "Walk here", self.view.onWalk, |
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296 self.model.getCoords(scr_point)]] |
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297 # show the menu |
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298 self.view.hud.showContextMenu(data, (scr_point.x, scr_point.y)) |
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299 |
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300 |
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301 def updateMouse(self): |
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302 """Updates the mouse values""" |
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303 if self.paused: |
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304 return |
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305 cursor = self.engine.getCursor() |
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306 #this can be helpful for IDEs code analysis |
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307 if False: |
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308 assert(isinstance(cursor, fife.Cursor)) |
4 | 309 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), cursor.getY()) |
310 self.view.highlightFrontObject(self.last_mousecoords) | |
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311 |
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312 #set the trigger area in pixles |
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313 pixle_edge = 20 |
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314 |
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315 mouse_x = self.last_mousecoords.x |
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316 screen_width = self.model.engine.getSettings().getScreenWidth() |
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317 mouse_y = self.last_mousecoords.y |
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318 screen_height = self.model.engine.getSettings().getScreenHeight() |
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319 |
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320 image = None |
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321 settings = self.model.settings |
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322 |
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323 |
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324 #edge logic |
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325 if self.has_mouse_focus: |
4 | 326 direction = self.scroll_data["mouse"] = [] |
327 | |
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328 #up |
4 | 329 if mouse_y <= pixle_edge: |
330 direction.append("up") | |
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331 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorUp")]) |
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332 |
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333 #right |
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334 if mouse_x >= screen_width - pixle_edge: |
4 | 335 direction.append("right") |
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336 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorRight")]) |
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337 |
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338 #down |
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339 if mouse_y >= screen_height - pixle_edge: |
4 | 340 direction.append("down") |
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341 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorDown")]) |
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342 |
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343 #left |
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344 if mouse_x <= pixle_edge: |
4 | 345 direction.append("left") |
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346 image = '/'.join(['gui/cursors', settings.get("parpg", "CursorLeft")]) |
4 | 347 |
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348 if image is not None and not data_drag.dragging: |
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349 self.setMouseCursor(image, image) |
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350 |
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351 |
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352 def handleCommands(self): |
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353 """Check if a command is to be executed |
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354 """ |
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355 if self.model.map_change: |
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356 self.pause(True) |
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357 if self.model.active_map: |
88 | 358 self.model.updateObjectDB(self) |
359 player_char = self.model.game_state.\ | |
360 getObjectById("PlayerCharacter").fifeagent | |
361 pc_agent = self.model.agents\ | |
362 [self.model.ALL_AGENTS_KEY]["PlayerCharacter"] | |
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363 pc_agent["Map"] = self.model.target_map_name |
101 | 364 pc_agent["Position"] = (self.model.target_position or |
365 pc_agent["Position"]) | |
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366 player_agent = self.model.active_map.\ |
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367 agent_layer.getInstance("PlayerCharacter") |
101 | 368 self.model.game_state.deleteObject("PlayerCharacter").delete() |
369 deleted = self.model.game_state.deleteObjectsFromMap( | |
88 | 370 self.model.game_state.current_map_name |
371 ) | |
101 | 372 deleted.extend( |
373 self.model.game_state.deleteObjectsFromMap(None) | |
374 ) | |
375 for obj in deleted: | |
376 obj.delete() | |
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377 self.model.loadMap(self.model.target_map_name) |
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378 self.setupScripts(self.model.target_map_name) |
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379 |
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380 self.model.setActiveMap(self.model.target_map_name, self) |
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381 |
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382 self.model.placeAgents(self) |
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383 self.model.placePC(self) |
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384 self.model.updateObjectDB(self) |
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385 self.model.map_change = False |
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386 # The PlayerCharacter has an inventory, and also some |
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387 # filling of the ready slots in the HUD. |
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388 # At this point we sync the contents of the ready slots |
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389 # with the contents of the inventory. |
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390 self.view.hud.inventory = None |
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391 self.view.hud.initializeInventory() |
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392 self.pause(False) |
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393 |
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394 def setupScripts(self, map_name): |
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395 """Read scripts for the current map""" |
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396 self.systems.scripting.reset() |
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397 self.model.readScriptsOfMap(map_name, self) |
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398 |
4 | 399 def handleScrolling(self): |
400 """ | |
401 Merge kb and mouse related scroll data, limit the speed and | |
402 move the camera. | |
403 """ | |
404 #this is how many pxls the camera is moved in one time frame | |
405 scroll_offset = self.scroll_data["offset"] = [0,0] | |
406 | |
407 mouse = self.scroll_data["mouse"] | |
408 keyboard = self.scroll_data["kb"] | |
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409 speed = self.model.settings.get("parpg", "ScrollSpeed") |
4 | 410 |
411 #adds a value to the offset depending on the contents of each | |
412 # of the controllers: set() removes doubles | |
413 scroll_direction = set(mouse+keyboard) | |
414 for direction in scroll_direction: | |
415 if direction == "up": | |
416 scroll_offset[0] +=1 | |
417 scroll_offset[1] -=1 | |
418 elif direction == "right": | |
419 scroll_offset[0] +=1 | |
420 scroll_offset[1] +=1 | |
421 elif direction == "down": | |
422 scroll_offset[0] -=1 | |
423 scroll_offset[1] +=1 | |
424 elif direction == "left": | |
425 scroll_offset[0] -=1 | |
426 scroll_offset[1] -=1 | |
427 | |
428 #keep the speed within bounds | |
429 if scroll_offset[0] > 0: scroll_offset[0] = speed | |
430 if scroll_offset[0] < 0: scroll_offset[0] = -speed | |
431 | |
432 if scroll_offset[1] > 0: scroll_offset[1] = speed | |
433 if scroll_offset[1] < 0: scroll_offset[1] = -speed | |
434 | |
435 #de/activate scrolling | |
436 if scroll_offset != [0, 0]: | |
437 self.scroll_timer.start() | |
438 else: | |
439 self.scroll_timer.stop() | |
440 if not data_drag.dragging: | |
441 self.resetMouseCursor() | |
442 | |
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443 def nullFunc(self, userdata): |
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444 """Sample callback for the context menus.""" |
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445 logger.info(userdata) |
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446 |
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447 def initTalk(self, npc_info): |
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448 """ Starts the PlayerCharacter talking to an NPC. """ |
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449 # TODO: work more on this when we get NPCData and HeroData straightened |
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450 # out |
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451 npc = self.model.game_state.getObjectById( |
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452 npc_info.general.identifier, |
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453 self.model.game_state.current_map_name |
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454 ) |
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455 npc_behaviour = npc.fifeagent.behaviour |
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456 npc_pos = npc_behaviour.getLocation().getLayerCoordinates() |
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457 self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ |
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458 behaviour.approach(npc_behaviour.agent, |
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459 TalkAction(self, npc)) |
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460 |
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461 def getItemActions(self, obj_id): |
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462 """Given the objects ID, return the text strings and callbacks. |
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463 @type obj_id: string |
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464 @param obj_id: ID of object |
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465 @rtype: list |
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466 @return: List of text and callbacks""" |
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467 actions = [] |
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468 obj = self.model.game_state.\ |
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469 getObjectById(obj_id, |
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470 self.model.game_state.current_map_name) |
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471 #obj_pos = obj.fifeagent.behaviour.getLocation().getLayerCoordinates() |
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472 agent = obj.fifeagent.behaviour.agent |
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473 player = self.model.game_state.getObjectById("PlayerCharacter") |
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474 is_player = obj.general.identifier == player.general.identifier |
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475 |
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476 |
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477 #TODO: Check all actions to be compatible with the grease components |
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478 if obj is not None: |
53
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479 if obj.dialogue and not is_player: |
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480 actions.append(["Talk", "Talk", self.initTalk, obj]) |
53
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481 if obj.characterstats and not is_player: |
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482 actions.append(["Attack", "Attack", self.nullFunc, obj]) |
82
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483 if obj.description and obj.description.desc: |
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484 actions.append(["Examine", "Examine", |
51
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485 player.fifeagent.behaviour.approach, |
158
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486 agent, |
0
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487 ExamineAction(self, |
51
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488 obj_id, obj.description.view_name, |
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489 obj.description.desc)]) |
81
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490 |
51
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491 if obj.change_map: |
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492 actions.append(["Change Map", "Change Map", |
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493 player.fifeagent.behaviour.approach, |
158
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494 agent, |
81
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495 ChangeMapAction(self, obj.change_map.target_map, |
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496 obj.change_map.target_position)]) |
51
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497 |
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498 if obj.lockable: |
104
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499 if obj.lockable.closed: |
115
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500 if not obj.lockable.locked: |
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501 actions.append(["Open", "Open", |
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502 player.fifeagent.behaviour.approach, |
158
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503 agent, |
115
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504 OpenAction(self, obj)]) |
104
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505 else: |
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506 actions.append(["Close", "Close", |
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507 player.fifeagent.behaviour.approach, |
158
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508 agent, |
104
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509 CloseAction(self, obj)]) |
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510 if obj.lockable.locked: |
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511 actions.append(["Unlock", "Unlock", |
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512 player.fifeagent.behaviour.approach, |
158
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513 agent, |
104
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514 UnlockAction(self, obj)]) |
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515 else: |
115
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516 if obj.lockable.closed: |
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517 actions.append(["Lock", "Lock", |
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518 player.fifeagent.behaviour.approach, |
158
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519 agent, |
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520 LockAction(self, obj)]) |
107 | 521 if obj.container: |
522 if obj.characterstats: | |
523 #TODO: This is reserved for a possible "Steal" action. | |
524 pass | |
525 elif not obj.lockable or not obj.lockable.closed: | |
526 actions.append(["Examine contents", "Examine Contents", | |
527 player.fifeagent.behaviour.approach, | |
158
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528 agent, |
107 | 529 ExamineContentsAction(self, obj)]) |
51
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530 if obj.containable: |
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531 actions.append(["Pick Up", "Pick Up", |
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532 player.fifeagent.behaviour.approach, |
158
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533 agent, |
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534 PickUpAction(self, obj)]) |
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535 |
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536 return actions |
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537 |
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538 def saveGame(self, *args, **kwargs): |
101 | 539 """Saves the game state, delegates call to gamemodel.GameModel |
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540 @return: None""" |
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541 self.model.pause(False) |
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542 self.pause(False) |
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543 self.view.hud.enabled = True |
101 | 544 self.model.updateObjectDB(self) |
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545 self.model.save(*args, **kwargs) |
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546 |
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547 def loadGame(self, *args, **kwargs): |
101 | 548 """Loads the game state, delegates call to gamemodel.GameModel |
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549 @return: None""" |
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550 # Remove all currently loaded maps so we can start fresh |
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551 self.model.pause(False) |
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552 self.pause(False) |
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553 self.view.hud.enabled = True |
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554 self.model.deleteMaps() |
101 | 555 for entity in self.entities.copy(): |
556 entity.delete() | |
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557 self.view.hud.inventory = None |
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558 |
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559 self.model.load(*args, **kwargs) |
101 | 560 # Load the current map |
561 if self.model.game_state.current_map_name: | |
562 self.model.loadMap(self.model.game_state.current_map_name) | |
563 self.model.placeAgents(self) | |
564 self.model.placePC(self) | |
161
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565 self.setupScripts(self.model.game_state.current_map_name) |
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566 self.view.hud.initializeInventory() |
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567 |
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568 def quitGame(self): |
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569 """Quits the game |
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570 @return: None""" |
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571 self.application.listener.quitGame() |
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572 |
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573 def pause(self, paused): |
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574 """Pauses the controller""" |
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575 super(GameSceneController, self).pause(paused) |
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576 self.paused = paused |
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577 if paused: |
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578 self.scroll_timer.stop() |
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579 |
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580 def onCommand(self, command): |
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581 if(command.getCommandType() == fife.CMD_MOUSE_FOCUS_GAINED): |
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582 self.has_mouse_focus = True |
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583 elif(command.getCommandType() == fife.CMD_MOUSE_FOCUS_LOST): |
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584 self.has_mouse_focus = False |
4 | 585 |
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586 def pump(self, dt): |
0
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587 """Routine called during each frame. Our main loop is in ./run.py""" |
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588 # uncomment to instrument |
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589 # t0 = time.time() |
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590 if self.paused: |
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591 return |
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592 ControllerBase.pump(self, dt) |
188
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Removed bGrease, which is in a seperate repository, here: https://github.com/Beliaar/bGrease
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593 PARPGWorld.pump(self, dt) |
0
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594 self.updateMouse() |
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595 if self.model.active_map: |
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596 self.view.highlightFrontObject(self.last_mousecoords) |
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597 self.view.refreshTopLayerTransparencies() |
4 | 598 self.handleScrolling() |
0
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599 self.handleCommands() |
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600 # print "%05f" % (time.time()-t0,) |