Mercurial > parpg-source
view gamemodel.py @ 144:86b9b181ad1c
Added drag and drop and context menu to the equipment part of the character screen.
author | KarstenBock@gmx.net |
---|---|
date | Sun, 09 Oct 2011 19:24:37 +0200 |
parents | 53faff63037f |
children | 80672955ab70 |
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# This file is part of PARPG. # PARPG 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. # PARPG 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 PARPG. If not, see <http://www.gnu.org/licenses/>. # there should be NO references to FIFE here! import sys import os.path import logging from copy import deepcopy from fife import fife from fife.extensions.serializers.xmlobject import XMLObjectLoader from parpg.bGrease.geometry import Vec2d from parpg import vfs from gamestate import GameState from gamemap import GameMap from common.utils import locateFiles from common.utils import parseBool from parpg.dialogueparsers import YamlDialogueParser, DialogueFormatError from parpg.entities import createEntity from parpg import behaviours from parpg import components from parpg.components import fifeagent, container, equip try: import xml.etree.cElementTree as ElementTree except ImportError: import xml.etree.ElementTree as ElementTree import yaml logger = logging.getLogger('gamemodel') class GameModel(object): """GameModel holds the logic for the game. Since some data (object position and so forth) is held in the fife, and would be pointless to replicate, we hold a instance of the fife view here. This also prevents us from just having a function heavy controller.""" ALL_AGENTS_KEY = "All" MAX_ID_NUMBER = 1000 GENERIC_ITEM_GFX = "generic_item" def __init__(self, engine, settings): """Initialize the instance. @param engine: A fife.Engine object @type emgome: fife.Engine @param setting: The applications settigns @type setting: parpg.settings.Settings object @return: None""" self.settings = settings self.map_change = False self.load_saver = False self.savegame = None quests_directory = settings.parpg.QuestsPath self.game_state = GameState(quests_dir=quests_directory) #self.game_state.quest_engine = #self.game_state.quest_engine.readQuests() self.pc_run = 1 self.target_position = None self.target_map_name = None self.object_db = {} self.active_map = None self.map_files = {} self.agents = {} self.agents[self.ALL_AGENTS_KEY] = {} self.items = {} self.engine = engine self.fife_model = engine.getModel() # set values from settings maps_directory = settings.parpg.MapsPath self.game_state.maps_file = '/'.join([maps_directory, settings.parpg.MapsFile]) self.all_agents_file = '/'.join([maps_directory, settings.parpg.AllAgentsFile]) objects_directory = self.settings.parpg.ObjectsPath self.objects_directory = objects_directory self.object_db_file = '/'.join([objects_directory, settings.parpg.ObjectDatabaseFile]) self.dialogue_directory = settings.parpg.DialoguesPath self.dialogues = {} self.agent_import_files = {} self.obj_loader = XMLObjectLoader( self.engine.getImagePool(), self.engine.getAnimationPool(), self.engine.getModel(), self.engine.getVFS() ) def checkAttributes(self, attributes, template): """Checks for attributes that where not given in the map file and fills them with values from the object database @param attributes: attributes to check @type attributes: Dictionary @param template: Template from which the values will be used @return: The modified attributes""" if self.object_db.has_key(template): db_attributes = deepcopy(self.object_db[template]) for key in db_attributes.keys(): if attributes.has_key(key): tmp_attributes = db_attributes[key] tmp_attributes.update(attributes[key]) attributes[key] = tmp_attributes else: attributes[key] = db_attributes[key] return attributes def isIDUsed(self, ID): if self.game_state.hasObject(ID): return True for namespace in self.agents: if ID in self.agents[namespace]: return True return False def createUniqueID(self, ID): if self.isIDUsed(ID): id_number = 1 while self.isIDUsed(ID + "_" + str(id_number)): id_number += 1 if id_number > self.MAX_ID_NUMBER: raise ValueError( "Number exceeds MAX_ID_NUMBER:" + str(self.MAX_ID_NUMBER)) ID = ID + "_" + str(id_number) return ID def moveObject(self, object_id, new_map): """Moves the object to a new map, or in a container @param object_id: ID of the object @type object_id: str @param new_map: ID of the new map, or None @type object_id: str """ game_object = self.deleteObject(object_id) self.game_state.addObject(object_id, new_map, game_object) def deleteObject(self, object_id): """Removes an object from the game @param object_id: ID of the object @type object_id: str """ if self.agents["All"].has_key(object_id): del self.agents["All"][object_id] else: del self.items[object_id] return self.game_state.deleteObject(object_id) def save(self, path, filename): """Writes the saver to a file. @type filename: string @param filename: the name of the file to write to @return: None""" fname = '/'.join([path, filename]) try: save_file = open(fname, 'w') except(IOError): sys.stderr.write("Error: Can't create save game: " + fname + "\n") return save_state = {} save_state["Agents"] = self.agents save_state["Items"] = self.items save_state["GameState"] = self.game_state.getStateForSaving() yaml.dump(save_state, save_file) save_file.close() def load(self, path, filename): """Loads a saver from a file. @type filename: string @param filename: the name of the file (including path) to load from @return: None""" fname = '/'.join([path, filename]) try: load_file = open(fname, 'r') except(IOError): sys.stderr.write("Error: Can't find save game file\n") return self.deleteMaps() self.clearAgents() save_state = yaml.load(load_file) self.game_state.restoreFromState(save_state["GameState"]) maps = save_state["Agents"] for map_name in maps: for agent_name in maps[map_name]: agent = {agent_name:maps[map_name][agent_name]} self.addAgent(map_name, agent) self.items = save_state["Items"] load_file.close() def teleport(self, agent, position): """Called when a an agent is moved instantly to a new position. The setting of position may wan to be created as its own method down the road. @type position: String Tuple @param position: X,Y coordinates passed from engine.changeMap @return: fife.Location""" logging.debug(position) coord = fife.DoublePoint3D(float(position[0]), float(position[1]), 0) location = fife.Location(self.active_map.agent_layer) location.setMapCoordinates(coord) agent.teleport(location) def getObjectAtCoords(self, coords): """Get the object which is at the given coords @type coords: fife.Screenpoint @param coords: Coordinates where to check for an object @rtype: fife.Object @return: An object or None""" instances = self.active_map.cameras[ self.active_map.my_cam_id].\ getMatchingInstances(coords, self.active_map.agent_layer) # no object returns an empty tuple if(instances != ()): front_y = 0 for obj in instances: # check to see if this in our list at all if(self.objectActive(obj.getId())): # check if the object is on the foreground obj_map_coords = \ obj.getLocation().getMapCoordinates() obj_screen_coords = self.active_map.\ cameras[self.active_map.my_cam_id]\ .toScreenCoordinates(obj_map_coords) if obj_screen_coords.y > front_y: #Object on the foreground front_y = obj_screen_coords.y return obj else: return None else: return None def getCoords(self, click): """Get the map location x, y coordinates from the screen coordinates @type click: fife.ScreenPoint @param click: Screen coordinates @rtype: fife.Location @return: The map coordinates""" coord = self.active_map.cameras[self.active_map.my_cam_id].\ toMapCoordinates(click, False) coord.z = 0 location = fife.Location(self.active_map.agent_layer) location.setMapCoordinates(coord) return location def pause(self, paused): """ Pause/Unpause the game @return: nothing""" if self.active_map: self.active_map.pause(paused) def togglePause(self): """ Toggle paused state. @return: nothing""" self.active_map.togglePause() def isPaused(self): """Returns wheter the game is paused or not""" return self.active_map.isPaused() def readMapFiles(self): """Read all a available map-files and store them""" maps_file = vfs.VFS.open(self.game_state.maps_file) self.map_files = yaml.load(maps_file)["Maps"] def addAgent(self, namespace, agent): """Adds an agent to the agents dictionary @param namespace: the namespace where the agent is to be added to @type namespace: str @param agent: The agent to be added @type agent: dict """ from fife.extensions.serializers.xml_loader_tools import loadImportFile if not self.agents.has_key(namespace): self.agents[namespace] = {} agent_values = agent.values()[0] unique_agent_id = self.createUniqueID(agent.keys()[0]) del agent[agent.keys()[0]] agent[unique_agent_id] = agent_values self.agents[namespace].update(agent) object_model = "" if agent_values["Entity"].has_key("graphics") \ and agent_values["Entity"]["graphics"].has_key("gfx"): object_model = agent_values["Entity"]["graphics"]["gfx"] elif agent_values.has_key("Template"): object_model = self.object_db[agent_values["Template"]]["graphics"]["gfx"] else: object_model = self.GENERIC_ITEM_GFX import_file = self.agent_import_files[object_model] loadImportFile(self.obj_loader, import_file, self.engine) def readAgentsOfMap(self, map_name): """Read the agents of the map @param map_name: Name of the map @type map_name: str """ #Get the agents of the map map_agents_file = self.map_files[map_name].\ replace(".xml", "_agents.yaml") agents_data = vfs.VFS.open(map_agents_file) agents = yaml.load_all(agents_data) self.agents[map_name] = {} for agent in agents: if not agent == None: self.addAgent(map_name, agent) def readAllAgents(self): """Read the agents of the all_agents_file and store them""" agents_file = vfs.VFS.open(self.all_agents_file) agents = yaml.load_all(agents_file) for agent in agents: if agent is not None: self.addAgent(self.ALL_AGENTS_KEY, agent) def getAgentsOfMap(self, map_name): """Returns the agents that are on the given map @param map_name: Name of the map @type map_name: str @return: A dictionary with the agents of the map""" if not self.agents.has_key(map_name): return {} ret_dict = self.agents[map_name].copy() for agent_name, agent_value in self.agents[self.ALL_AGENTS_KEY]\ .iteritems(): if agent_value["Map"] == map_name: ret_dict[agent_name] = agent_value return ret_dict def getAgentsOfActiveMap(self): """Returns the agents that are on active map @return: A dictionary with the agents of the map """ return self.getAgentsOfMap(self.active_map.map.getId()) def clearAgents(self): """Resets the agents dictionary""" self.agents = {} self.agents[self.ALL_AGENTS_KEY] = {} def loadMap(self, map_name): """Load a new map. @type map_name: string @param map_name: Name of the map to load @return: None""" if not map_name in self.game_state.maps: map_file = self.map_files[map_name] new_map = GameMap(self.engine, self) self.game_state.maps[map_name] = new_map new_map.load(map_file) def createAgent(self, agent, inst_id, world): if self.game_state.hasObject(inst_id): return None entity_data = deepcopy(agent["Entity"]) entity_data["fifeagent"] = {} template = None if agent.has_key("Template"): template = agent["Template"] entity_data = self.checkAttributes(entity_data, template) object_id = (entity_data["graphics"]["gfx"] if entity_data.has_key("graphics") and entity_data["graphics"].has_key("gfx") else self.GENERIC_ITEM_GFX ) map_obj = self.fife_model.getObject(str(object_id), "PARPG") if not map_obj: logging.warning("Object with inst_id={0}, ns=PARPG, " "could not be found. " "Omitting...".format(str(object_id))) x_pos = agent["Position"][0] y_pos = agent["Position"][1] z_pos = agent["Position"][2] if len(agent["Position"]) == 3 \ else 0.0 stack_pos = agent["Stackposition"] if \ agent.has_key("StackPosition") \ else None inst = self.active_map.agent_layer.\ createInstance(map_obj, fife.ExactModelCoordinate(x_pos, y_pos, z_pos), inst_id) inst.setId(inst_id) rotation = agent["Rotation"] inst.setRotation(rotation) fife.InstanceVisual.create(inst) if (stack_pos): inst.get2dGfxVisual().setStackPosition(int(stack_pos)) if (map_obj.getAction('default')): target = fife.Location(self.active_map.agent_layer) inst.act('default', target, True) if entity_data.has_key("behaviour"): entity_data["fifeagent"]["behaviour"] = \ getattr(behaviours, entity_data["behaviour"]["behaviour_type"])() else: entity_data["fifeagent"]["behaviour"] = behaviours.Base() if self.dialogues.has_key(inst_id): entity_data["dialogue"] = {} entity_data["dialogue"]["dialogue"] = self.dialogues[inst_id] if (entity_data.has_key("containable") and not entity_data["containable"].has_key("item_type") ): entity_data["containable"]["item_type"] = template obj = self.createMapObject(self.active_map.agent_layer, entity_data, inst_id, world) if agent.has_key("Inventory"): inv = agent["Inventory"] self.createInventoryItems(inv, obj, world) if agent.has_key("Equipment"): for slot, data in agent["Equipment"].iteritems(): item = None if data.has_key("type"): item_type = data["type"] item_data = {} item_data = self.checkAttributes(item_data, item_type) if item_data.has_key("containable") and item_data.has_key("equipable"): item = self.createItem( self.createUniqueID(data["ID"]), item_data, world, item_type) else: raise Exception("Item %s is not containable or equipable." % item_type) else: identifier = data["ID"] if self.game_state.hasObject(identifier): item = self.game_state.getObjectById(identifier) else: item_data = self.items[identifier]["Entity"] item_type = item_data["containable"]["item_type"] item = self.createItem(identifier, item_data, world, item_type) equip.equip(obj.equip, item.equipable, slot) if (obj.fifeagent and (obj.lockable and not obj.lockable.closed)): obj.fifeagent.behaviour.animate("opened", repeating=True) return obj def createInventoryItems(self, inv, obj, world): slots = inv["Slots"] obj.container.children = list() for x in xrange(slots): obj.container.children.append(None) items = inv["Items"] if inv.has_key("Items") else list() for data in items: item = None slot = data["Slot"] if data.has_key("Slot") else -1 if data.has_key("type"): item_type = data["type"] item = self.createItemByType(item_type, data["ID"], world) else: identifier = data["ID"] item = self.createItemByID(world, identifier) container.put_item(obj.container, item.containable, slot) def createItemByID(self, world, identifier): if self.game_state.hasObject(identifier): item = self.game_state.getObjectById(identifier) else: agent_data = self.items[identifier] item_data = agent_data["Entity"] item_type = item_data["containable"]["item_type"] item = self.createItem(identifier, item_data, world, item_type) if item.container and agent_data.has_key("Inventory"): self.createInventoryItems(agent_data["Inventory"], item, world) return item def createItemByType(self, item_type, identifier, world): item_data = {} item_data = self.checkAttributes(item_data, item_type) if item_data.has_key("containable"): return self.createItem( self.createUniqueID(identifier), item_data, world, item_type) else: raise Exception("Item %s is not containable." % item_type) def createItem(self, identifier, item_data, world, item_type): if not item_data["description"].has_key("view_name"): item_data["description"]["view_name"] = ( item_data["description"]["real_name"]) item = createEntity(item_data, identifier, world, None) item.containable.item_type = item_type self.game_state.addObject(identifier, None, item) self.updateObjectDB(world) return item def placeAgents(self, world): """Places the current maps agents """ if not self.active_map: return agents = self.getAgentsOfMap(self.game_state.current_map_name) for agent in agents: if agent == "PlayerCharacter": continue if self.active_map.agent_layer.getInstances(agent): continue self.createAgent(agents[agent], agent, world) def placePC(self, world): """Places the PlayerCharacter on the map""" agent = self.agents[self.ALL_AGENTS_KEY]["PlayerCharacter"] inst_id = "PlayerCharacter" self.createAgent(agent, inst_id, world) # create the PlayerCharacter agent self.active_map.addPC() #self.game_state.getObjectById("PlayerCharacter").fifeagent.start() if agent.has_key("PeopleKnown"): self.game_state.getObjectById("PlayerCharacter").fifeagent.people_i_know = agent["PeopleKnown"] def changeMap(self, map_name, target_position = None): """Registers for a map change on the next pump(). @type map_name: String @param map_name: Id of the map to teleport to @type map_file: String @param map_file: Filename of the map to teleport to @type target_position: Tuple @param target_position: Position of PlayerCharacter on target map. @return None""" # set the parameters for the map change if moving to a new map if map_name != self.game_state.current_map_name: self.target_map_name = map_name self.target_position = target_position # issue the map change self.map_change = True def deleteMaps(self): """Clear all currently loaded maps from FIFE as well as clear our local map cache @return: nothing""" self.engine.getModel().deleteMaps() self.engine.getModel().deleteObjects() self.game_state.clearObjects() self.game_state.maps = {} def setActiveMap(self, map_name): """Sets the active map that is to be rendered. @type map_name: String @param map_name: The name of the map to load @return: None""" # Turn off the camera on the old map before we turn on the camera # on the new map. self.active_map.cameras[self.active_map.my_cam_id].setEnabled(False) # Make the new map active. self.active_map = self.game_state.maps[map_name] self.active_map.makeActive() self.game_state.current_map_name = map_name if not self.agents.has_key(map_name): self.readAgentsOfMap(map_name) def createMapObject (self, layer, attributes, inst_id, world): """Create an object and add it to the current map. @type layer: fife.Layer @param layer: FIFE layer object exists in @type attributes: Dictionary @param attributes: Dictionary of all object attributes @type instance: fife.Instance @param instance: FIFE instance corresponding to the object @return: The created object""" # create the extra data extra = {} if layer is not None: extra['fifeagent'] = {} extra['fifeagent']['layer'] = layer obj = createEntity(attributes, inst_id, world, extra) if obj: self.addObject(layer, obj) return obj def addPC(self, layer, player_char): """Add the PlayerCharacter to the map @type layer: fife.Layer @param layer: FIFE layer object exists in @type player_char: PlayerCharacter @param player_char: PlayerCharacter object @type instance: fife.Instance @param instance: FIFE instance of PlayerCharacter @return: None""" # For now we copy the PlayerCharacter, # in the future we will need to copy # PlayerCharacter specifics between the different PlayerCharacter's self.game_state.getObjectById("PlayerCharacter").fifeagent = player_char self.game_state.getObjectById("PlayerCharacter").fifeagent.setup() self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed def addObject(self, layer, obj): """Adds an object to the map. @type layer: fife.Layer @param layer: FIFE layer object exists in @type obj: GameObject @param obj: corresponding object class @type instance: fife.Instance @param instance: FIFE instance of object @return: None""" ref = self.game_state.getObjectById(obj.general.identifier, self.game_state.current_map_name) if ref is None: # no, add it to the game state self.game_state.addObject(obj.general.identifier, self.game_state.current_map_name, obj) else: # yes, use the current game state data obj.fifeagent.pos.X = ref.X obj.fifeagent.pos.Y = ref.Y obj.fifeagent.gfx = ref.gfx if obj.fifeagent.behaviour: obj.fifeagent.behaviour.parent = obj fifeagent.setup_behaviour(obj.fifeagent) obj.fifeagent.behaviour.speed = self.settings.parpg.PCSpeed #Start the behaviour obj.fifeagent.behaviour.idle() # create the agent #obj.setup() #obj.behaviour.speed = self.settings.parpg.PCSpeed # create the PlayerCharacter agent #obj.start() #if obj.trueAttr("AnimatedContainer"): # create the agent #obj.setup() def objectActive(self, ident): """Given the objects ID, pass back the object if it is active, False if it doesn't exist or not displayed @type ident: string @param ident: ID of object @rtype: boolean @return: Status of result (True/False)""" for game_object in \ self.game_state.getObjectsFromMap(self.game_state.current_map_name): if (game_object.general.identifier == ident): # we found a match return game_object # no match return False def movePlayer(self, position): """Code called when the player should move to another location @type position: fife.ScreenPoint @param position: Screen position to move to @return: None""" if(self.pc_run == 1): self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.run(position) else: self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.walk(position) def teleportAgent(self, agent, position): """Code called when an agent should teleport to another location @type position: fife.ScreenPoint @param position: Screen position to teleport to @return: None""" agent.teleport(position) self.agents[agent.ID]["Position"] = position def readObjectDB(self): """Reads the Object Information Database from a file. """ database_file = vfs.VFS.open(self.object_db_file) database = yaml.load_all(database_file) for object_info in database: self.object_db.update(object_info) def updateObjectDB(self, world): """Updates the values in the object database with the worlds values""" all_agents = self.agents[self.ALL_AGENTS_KEY] for entity in world.entities: identifier = entity.general.identifier agent_data = {} map_id = self.game_state.getMapOfObject(identifier) if map_id: if all_agents.has_key(identifier): agent_data = self.agents[self.ALL_AGENTS_KEY][identifier] else: agent_data = self.agents[map_id][identifier] else: if not self.items.has_key(identifier): self.items[identifier] = {} agent_data = self.items[identifier] entity_data = {} entity_data["general"] = {"identifier": identifier} for name, component in components.components.iteritems(): if getattr(entity, name): comp_data = {} comp_vals = getattr(entity, name) #Items that are in containers will be saved with them. for field in component.saveable_fields: try: comp_data[field] = getattr(comp_vals, field) except AttributeError: #The entity doesn't have this specific value, #ignore it pass if comp_data: entity_data[name] = comp_data if name == "fifeagent": if entity.fifeagent.layer: layer = entity.fifeagent.layer inst = layer.getInstance(identifier) loc = inst.getLocation().getExactLayerCoordinates() agent_data["Position"] = (loc.x, loc.y, loc.z) if all_agents.has_key(identifier): agent_data["Map"] = map_id agent_data["Rotation"] = inst.getRotation() elif name == "container" and hasattr(comp_vals, "children"): inventory_data = {} inventory_data["Slots"] = len(comp_vals.children) items = [] for child in comp_vals.children: if not child: continue items.append( {"ID": child.entity.general.identifier, "Slot": child.slot} ) inventory_data["Items"] = items agent_data["Inventory"] = inventory_data elif name == "equip": equip_data = {} for field in component.fields: if(hasattr(comp_vals, field)): equipable = getattr(comp_vals, field) if equipable: equip_data[field] = { "ID": equipable.entity.general.identifier } agent_data["Equipment"] = equip_data agent_data["Entity"] = entity_data def getAgentImportFiles(self): """Searches the agents directory for import files """ filepaths = locateFiles("*.xml", self.objects_directory) for filepath in filepaths: try: xml_file = vfs.VFS.open(filepath) root = ElementTree.parse(xml_file).getroot() if root.tag == "object": self.agent_import_files[root.attrib["id"]] = filepath except SyntaxError as error: logging.error("Error parsing file {0}: {1}".format(filepath, error)) def getDialogues(self): """Searches the dialogue directory for dialogues """ files = locateFiles("*.yaml", self.dialogue_directory) dialogue_parser = YamlDialogueParser() for dialogue_filepath in files: # Note Technomage 2010-11-13: the new DialogueEngine uses its own # parser now, YamlDialogueParser. # dialogues = yaml.load_all(file(dialogue_file, "r")) dialogue_file = vfs.VFS.open(dialogue_filepath) try: dialogue = dialogue_parser.load(dialogue_file) except DialogueFormatError as error: logging.error('unable to load dialogue file {0}: {1}' .format(dialogue_filepath, error)) else: self.dialogues[dialogue.npc_name] = dialogue # Note Technomage 2010-11-13: the below code is used to load # multiple dialogues from a single file. Is this functionality # used/necessary? # for dialogue in dialogues: # self.dialogues[dialogue["NPC"]] = dialogue