Mercurial > parpg-source
view systems/scriptingsystem.py @ 174:230d316cc43b
Moved the getEnvironment method from the ScriptingSystem to the GameState and renamed it to getGameEnvironment.
author | Beliar |
---|---|
date | Fri, 02 Mar 2012 19:42:26 +0100 |
parents | 3abd31885f0f |
children | 2a12e2843984 |
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# This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. from collections import deque from copy import deepcopy from parpg.bGrease import System class Script(object): """Script object""" def __init__(self, actions, system): """Constructor""" assert(isinstance(actions, deque)) self.actions = actions assert(isinstance(system, ScriptingSystem)) self.system = system self.reset() def reset(self): """Resets the state of the script""" self.running_actions = deepcopy(self.actions) self.running = False self.finished = False self.time = 0 self.wait = 0 self.cur_action = None def update(self, time): """Advance the script""" if not self.running: return if self.cur_action and not self.cur_action.executed: return self.time += time if self.wait <= self.time: self.time = 0 try: globals, locals = self.system.game_state.getGameEnvironment() action_data = self.running_actions.popleft() action = self.system.actions[action_data[0]] action_params = eval( action_data[1], globals, locals ) if not (isinstance(action_params, list) or isinstance(action_params, tuple)): action_params = [action_params] self.cur_action = action(self.system.world, *action_params) self.wait = action_data[2] if len(action_data) >= 4: vals = ( eval(action_data[4], globals, locals) if len(action_data) > 4 else () ) command = action_data[3] self.system.commands[command]( *vals, action=self.cur_action ) else: self.cur_action.execute() except IndexError: self.finished = True self.running = False class ScriptingSystem(System): """ System responsible for managing scripts attached to entities to define their behavior. """ def __init__(self, commands, actions): """Constructor""" self.commands = commands self.actions = actions self.game_state = None self.reset() def reset(self): """Resets the script and condition collections""" self.scripts = {} self.conditions = [] def step(self, dt): """Execute a time step for the system. Must be defined by all system classes. :param dt: Time since last step invocation :type dt: float """ for condition_data in self.conditions: condition = condition_data[0] script_name = condition_data[1] if not self.scripts.has_key(script_name): return script = self.scripts[script_name] if (eval(condition, *self.game_state.getGameEnvironment()) and not script.running): script.running = True for script in self.scripts.itervalues(): assert(isinstance(script, Script)) if script.finished: script.reset() elif script.running: script.update(dt) def setScript(self, name, actions): """Sets a script. @param name: The name of the script @param actions: What the script does @type actions: deque or iterable """ if not(isinstance(actions, deque)): actions = deque(actions) self.scripts[name] = Script(actions, self ) def addCondition(self, condition, script_name): """Adds a condition. @param condition: Condition which will be evaluated @param script_name: Name of the script that will be executed if the condition evaluates to True. """ self.conditions.append((condition, script_name)) def runScript(self, name): """Runs a script with the given name @param name: The name of the script""" if self.scripts.has_key(name): self.scripts[name].running = True