Mercurial > parpg-source
comparison objects/actors.py @ 0:7a89ea5404b1
Initial commit of parpg-core.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 14 May 2011 01:12:35 -0700 |
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-1:000000000000 | 0:7a89ea5404b1 |
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1 # This file is part of PARPG. | |
2 | |
3 # PARPG is free software: you can redistribute it and/or modify | |
4 # it under the terms of the GNU General Public License as published by | |
5 # the Free Software Foundation, either version 3 of the License, or | |
6 # (at your option) any later version. | |
7 | |
8 # PARPG is distributed in the hope that it will be useful, | |
9 # but WITHOUT ANY WARRANTY; without even the implied warranty of | |
10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
11 # GNU General Public License for more details. | |
12 | |
13 # You should have received a copy of the GNU General Public License | |
14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>. | |
15 | |
16 from random import randrange | |
17 | |
18 | |
19 from fife import fife | |
20 | |
21 from base import GameObject, Living, Scriptable, CharStats | |
22 from composed import CarryableItem | |
23 from parpg.inventory import Inventory | |
24 | |
25 """All actors go here. Concrete classes only.""" | |
26 | |
27 __all__ = ["PlayerCharacter", "NonPlayerCharacter", ] | |
28 | |
29 _AGENT_STATE_NONE, _AGENT_STATE_IDLE, _AGENT_STATE_APPROACH, _AGENT_STATE_RUN, _AGENT_STATE_WANDER, _AGENT_STATE_TALK = xrange(6) | |
30 | |
31 class ActorBehaviour (fife.InstanceActionListener): | |
32 """Fife agent listener""" | |
33 def __init__(self, layer): | |
34 fife.InstanceActionListener.__init__(self) | |
35 self.layer = layer | |
36 self.agent = None | |
37 self.state = None | |
38 self.speed = 0 | |
39 self.idle_counter = 1 | |
40 | |
41 def attachToLayer(self, agent_ID): | |
42 """Attaches to a certain layer | |
43 @type agent_ID: String | |
44 @param agent_ID: ID of the layer to attach to. | |
45 @return: None""" | |
46 self.agent = self.layer.getInstance(agent_ID) | |
47 self.agent.addActionListener(self) | |
48 self.state = _AGENT_STATE_NONE | |
49 | |
50 def getX(self): | |
51 """Get the NPC's x position on the map. | |
52 @rtype: integer" | |
53 @return: the x coordinate of the NPC's location""" | |
54 return self.agent.getLocation().getLayerCoordinates().x | |
55 | |
56 def getY(self): | |
57 """Get the NPC's y position on the map. | |
58 @rtype: integer | |
59 @return: the y coordinate of the NPC's location""" | |
60 return self.agent.getLocation().getLayerCoordinates().y | |
61 | |
62 def onNewMap(self, layer): | |
63 """Sets the agent onto the new layer.""" | |
64 if self.agent is not None: | |
65 self.agent.removeActionListener(self) | |
66 | |
67 self.agent = layer.getInstance(self.parent.ID) | |
68 self.agent.addActionListener(self) | |
69 self.state = _AGENT_STATE_NONE | |
70 self.idle_counter = 1 | |
71 | |
72 def idle(self): | |
73 """@return: None""" | |
74 self.state = _AGENT_STATE_IDLE | |
75 self.agent.act('stand', self.agent.getFacingLocation()) | |
76 | |
77 def onInstanceActionFinished(self, instance, action): | |
78 pass | |
79 | |
80 class PCBehaviour (ActorBehaviour): | |
81 def __init__(self, parent=None, layer=None): | |
82 super(PCBehaviour, self).__init__(layer) | |
83 self.parent = parent | |
84 self.idle_counter = 1 | |
85 self.speed = 0 | |
86 self.nextAction = None | |
87 self.agent = None | |
88 | |
89 def onInstanceActionFinished(self, instance, action): | |
90 """@type instance: ??? | |
91 @param instance: ??? | |
92 @type action: ??? | |
93 @param action: ??? | |
94 @return: None""" | |
95 # First we reset the next behavior | |
96 act = self.nextAction | |
97 self.nextAction = None | |
98 self.idle() | |
99 | |
100 if act: | |
101 act.execute() | |
102 | |
103 if(action.getId() != 'stand'): | |
104 self.idle_counter = 1 | |
105 else: | |
106 self.idle_counter += 1 | |
107 | |
108 | |
109 class NPCBehaviour(ActorBehaviour): | |
110 def __init__(self, Parent=None, Layer=None): | |
111 super(NPCBehaviour, self).__init__(Layer) | |
112 | |
113 self.parent = Parent | |
114 self.state = _AGENT_STATE_NONE | |
115 self.pc = None | |
116 self.target_loc = None | |
117 self.nextAction = None | |
118 | |
119 # hard code these for now | |
120 self.distRange = (2, 4) | |
121 # these are parameters to lower the rate of wandering | |
122 # wander rate is the number of "IDLEs" before a wander step | |
123 # this could be set for individual NPCs at load time | |
124 # or thrown out altogether. | |
125 self.wanderCounter = 0 | |
126 self.wanderRate = 9 | |
127 | |
128 def getTargetLocation(self): | |
129 """@rtype: fife.Location | |
130 @return: NPC's position""" | |
131 x = self.getX() | |
132 y = self.getY() | |
133 if self.state == _AGENT_STATE_WANDER: | |
134 """ Random Target Location """ | |
135 l = [0, 0] | |
136 for i in range(len(l)): | |
137 sign = randrange(0, 2) | |
138 dist = randrange(self.distRange[0], self.distRange[1]) | |
139 if sign == 0: | |
140 dist *= -1 | |
141 l[i] = dist | |
142 x += l[0] | |
143 y += l[1] | |
144 # Random walk is | |
145 # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud | |
146 l = fife.Location(self.agent.getLocation()) | |
147 l.setLayerCoordinates(fife.ModelCoordinate(x, y)) | |
148 return l | |
149 | |
150 def onInstanceActionFinished(self, instance, action): | |
151 """What the NPC does when it has finished an action. | |
152 Called by the engine and required for InstanceActionListeners. | |
153 @type instance: fife.Instance | |
154 @param instance: self.agent (the NPC listener is listening for this | |
155 instance) | |
156 @type action: ??? | |
157 @param action: ??? | |
158 @return: None""" | |
159 if self.state == _AGENT_STATE_WANDER: | |
160 self.target_loc = self.getTargetLocation() | |
161 self.idle() | |
162 | |
163 | |
164 def idle(self): | |
165 """Controls the NPC when it is idling. Different actions | |
166 based on the NPC's state. | |
167 @return: None""" | |
168 if self.state == _AGENT_STATE_NONE: | |
169 self.state = _AGENT_STATE_IDLE | |
170 self.agent.act('stand', self.agent.getFacingLocation()) | |
171 elif self.state == _AGENT_STATE_IDLE: | |
172 if self.wanderCounter > self.wanderRate: | |
173 self.wanderCounter = 0 | |
174 self.state = _AGENT_STATE_WANDER | |
175 else: | |
176 self.wanderCounter += 1 | |
177 self.state = _AGENT_STATE_NONE | |
178 | |
179 self.target_loc = self.getTargetLocation() | |
180 self.agent.act('stand', self.agent.getFacingLocation()) | |
181 elif self.state == _AGENT_STATE_WANDER: | |
182 self.parent.wander(self.target_loc) | |
183 self.state = _AGENT_STATE_NONE | |
184 elif self.state == _AGENT_STATE_TALK: | |
185 self.agent.act('stand', self.pc.getLocation()) | |
186 | |
187 class CharacterBase(GameObject, CharStats, Living): | |
188 """Base class for Characters""" | |
189 def __init__(self, ID, agent_layer=None, inventory=None, text="", | |
190 primary_stats=None, secondary_stats=None, **kwargs): | |
191 GameObject.__init__(self, ID, text=text, **kwargs) | |
192 CharStats.__init__(self, **kwargs) | |
193 Living.__init__(self, **kwargs) | |
194 self.statistics = {} | |
195 if primary_stats is not None: | |
196 for primary_stat in primary_stats: | |
197 name = primary_stat.name | |
198 self.statistics[name] = primary_stat | |
199 if secondary_stats is not None: | |
200 for secondary_stat in primary_stats: | |
201 long_name = secondary_stat.long_name | |
202 self.statistics[long_name] = secondary_stat | |
203 short_name = secondary_stat.short_name | |
204 self.statistics[short_name] = secondary_stat | |
205 secondary_stat.attach(self) | |
206 self.behaviour = None | |
207 if inventory == None: | |
208 self.inventory = Inventory() | |
209 else: | |
210 self.inventory = inventory | |
211 self.state = _AGENT_STATE_NONE | |
212 self.layer_id = agent_layer.getId() | |
213 self.createBehaviour(agent_layer) | |
214 | |
215 def createBehaviour(self, layer): | |
216 """Creates the behaviour for this actor. | |
217 @return: None""" | |
218 pass | |
219 | |
220 def setup(self): | |
221 """@return: None""" | |
222 self.behaviour.attachToLayer(self.ID) | |
223 | |
224 def start(self): | |
225 """@return: None""" | |
226 self.behaviour.idle() | |
227 | |
228 def teleport(self, location): | |
229 """Teleports a Character instantly to the given location. | |
230 @type location: fife.Location | |
231 @param location: Target coordinates for Character. | |
232 @return: None""" | |
233 self.state = _AGENT_STATE_IDLE | |
234 self.behaviour.nextAction = None | |
235 self.behaviour.agent.setLocation(location) | |
236 | |
237 def give (self, item, actor): | |
238 """Gives the specified item to the different actor. Raises an exception if the item was invalid or not found | |
239 @type item: Carryable | |
240 @param item: The item object to give | |
241 @param actor: Person to give item to""" | |
242 if item == None: | |
243 raise ValueError("I don't have %s" % item.name) | |
244 self.inventory.takeItem(item) | |
245 actor.inventory.placeItem(item) | |
246 | |
247 def hasItem(self, item_type): | |
248 """Returns wether an item is present in the players inventory or not | |
249 @param item_type: ID of the item | |
250 @type item_type: str | |
251 @return: True when the item is present, False when not""" | |
252 return self.inventory.findItem(item_type=item_type) | |
253 | |
254 def itemCount(self, item_type=""): | |
255 """Returns number of all items or items specified by item_type | |
256 the player has. | |
257 @param item_type: ID of the item, can be empty | |
258 @type item_type: str | |
259 @return: Number of items""" | |
260 return self.inventory.count(item_type) | |
261 | |
262 def getLocation(self): | |
263 """Get the NPC's position as a fife.Location object. Basically a | |
264 wrapper. | |
265 @rtype: fife.Location | |
266 @return: the location of the NPC""" | |
267 return self.behaviour.agent.getLocation() | |
268 | |
269 def run(self, location): | |
270 """Makes the PC run to a certain location | |
271 @type location: fife.ScreenPoint | |
272 @param location: Screen position to run to. | |
273 @return: None""" | |
274 self.state = _AGENT_STATE_RUN | |
275 self.behaviour.nextAction = None | |
276 self.behaviour.agent.move('run', location, self.behaviour.speed + 1) | |
277 | |
278 def walk(self, location): | |
279 """Makes the PC walk to a certain location. | |
280 @type location: fife.ScreenPoint | |
281 @param location: Screen position to walk to. | |
282 @return: None""" | |
283 self.state = _AGENT_STATE_RUN | |
284 self.behaviour.nextAction = None | |
285 self.behaviour.agent.move('walk', location, self.behaviour.speed - 1) | |
286 | |
287 def getStateForSaving(self): | |
288 """Returns state for saving | |
289 """ | |
290 ret_dict = GameObject.getStateForSaving(self) | |
291 ret_dict["Inventory"] = self.inventory.serializeInventory() | |
292 return ret_dict | |
293 | |
294 def _getCoords(self): | |
295 """Get-er property function""" | |
296 return (self.getLocation().getMapCoordinates().x, | |
297 self.getLocation().getMapCoordinates().y) | |
298 | |
299 def _setCoords(self, coords): | |
300 """Set-er property function""" | |
301 map_coords = self.getLocation().getMapCoordinates() | |
302 map_coords.X, map_coords.Y = float(coords[0]), float (coords[1]) | |
303 self.teleport(map_coords) | |
304 | |
305 coords = property (_getCoords, _setCoords, | |
306 doc="Property allowing you to get and set the object's \ | |
307 coordinates via tuples") | |
308 | |
309 class PlayerCharacter (CharacterBase): | |
310 """PC class""" | |
311 def __init__ (self, ID, agent_layer=None, inventory=None, | |
312 text="Its you. Who would've thought that?", **kwargs): | |
313 if inventory == None: | |
314 inventory = Inventory() | |
315 inventory.placeItem(CarryableItem(ID=456, name="Dagger123")) | |
316 inventory.placeItem(CarryableItem(ID=555, name="Beer")) | |
317 inventory.placeItem(CarryableItem(ID=616, | |
318 name="Pamphlet", | |
319 image="/gui/inv_images/inv_pamphlet.png")) | |
320 CharacterBase.__init__(self, ID, agent_layer, inventory, text, **kwargs) | |
321 self.people_i_know = set() | |
322 self.attributes.append("PC") | |
323 | |
324 def getStateForSaving(self): | |
325 """Returns state for saving | |
326 """ | |
327 ret_dict = super(PlayerCharacter, self).getStateForSaving() | |
328 ret_dict["PeopleKnown"] = self.people_i_know | |
329 return ret_dict | |
330 | |
331 def meet(self, npc): | |
332 """Record that the PC has met a certain NPC | |
333 @type npc: str | |
334 @param npc: The NPC's name or id""" | |
335 if npc in self.people_i_know: | |
336 # we could raise an error here, but should probably be a warn | |
337 # raise RuntimeError("I already know %s" % npc) | |
338 return | |
339 self.people_i_know.add(npc) | |
340 | |
341 def met(self, npc): | |
342 """Indicate whether the PC has met this npc before | |
343 @type npc: str | |
344 @param npc: The NPC's name or id | |
345 @return: None""" | |
346 return npc in self.people_i_know | |
347 | |
348 def createBehaviour(self, layer): | |
349 """Creates the behaviour for this actor. | |
350 @return: None""" | |
351 self.behaviour = PCBehaviour(self, layer) | |
352 | |
353 def approach(self, location, action=None): | |
354 """Approaches a location and then perform an action (if set). | |
355 @type loc: fife.Location | |
356 @param loc: the location to approach | |
357 @type action: Action | |
358 @param action: The action to schedule for execution after the approach. | |
359 @return: None""" | |
360 self.state = _AGENT_STATE_APPROACH | |
361 self.behaviour.nextAction = action | |
362 boxLocation = tuple([int(float(i)) for i in location]) | |
363 l = fife.Location(self.behaviour.agent.getLocation()) | |
364 l.setLayerCoordinates(fife.ModelCoordinate(*boxLocation)) | |
365 self.behaviour.agent.move('run', l, self.behaviour.speed + 1) | |
366 | |
367 class NonPlayerCharacter(CharacterBase, Scriptable): | |
368 """NPC class""" | |
369 def __init__(self, ID, agent_layer=None, name='NPC', \ | |
370 text='A nonplayer character', inventory=None, | |
371 real_name='NPC', dialogue=None, **kwargs): | |
372 # init game object | |
373 CharacterBase.__init__(self, ID, agent_layer=agent_layer, | |
374 inventory=inventory, name=name, | |
375 real_name=real_name, text=text, **kwargs) | |
376 Scriptable.__init__(self, **kwargs) | |
377 | |
378 self.attributes.append("NPC") | |
379 self.dialogue = dialogue | |
380 | |
381 def prepareStateForSaving(self, state): | |
382 """Prepares state for saving | |
383 @type state: dictionary | |
384 @param state: State of the object | |
385 """ | |
386 CharacterBase.prepareStateForSaving(self, state) | |
387 del state["behaviour"] | |
388 | |
389 def getStateForSaving(self): | |
390 """Returns state for saving | |
391 """ | |
392 ret_dict = CharacterBase.getStateForSaving(self) | |
393 ret_dict["Lives"] = self.lives | |
394 ret_dict["State"] = self.behaviour.state | |
395 return ret_dict | |
396 | |
397 def createBehaviour(self, layer): | |
398 """Creates the behaviour for this actor. | |
399 @return None """ | |
400 self.behaviour = NPCBehaviour(self, layer) | |
401 | |
402 def wander(self, location): | |
403 """Nice slow movement for random walking. | |
404 @type location: fife.Location | |
405 @param location: Where the NPC will walk to. | |
406 @return: None""" | |
407 self.behaviour.agent.move('walk', location, self.behaviour.speed - 1) | |
408 | |
409 def talk(self, pc): | |
410 """Makes the NPC ready to talk to the PC | |
411 @return: None""" | |
412 self.behaviour.state = _AGENT_STATE_TALK | |
413 self.behaviour.pc = pc.behaviour.agent | |
414 self.behaviour.idle() |