view objects/actors.py @ 71:8f1edcab5602

Functions in equip.py will now correctly set the equipable's attributes.
author KarstenBock@gmx.net
date Wed, 21 Sep 2011 17:39:07 +0200
parents 7a89ea5404b1
children
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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/>.

from random import randrange


from fife import fife

from base import GameObject, Living, Scriptable, CharStats
from composed import CarryableItem
from parpg.inventory import Inventory

"""All actors go here. Concrete classes only."""

__all__ = ["PlayerCharacter", "NonPlayerCharacter", ]

_AGENT_STATE_NONE, _AGENT_STATE_IDLE, _AGENT_STATE_APPROACH, _AGENT_STATE_RUN, _AGENT_STATE_WANDER, _AGENT_STATE_TALK = xrange(6)

class ActorBehaviour (fife.InstanceActionListener):
    """Fife agent listener"""
    def __init__(self, layer):
        fife.InstanceActionListener.__init__(self)
        self.layer = layer
        self.agent = None
        self.state = None
        self.speed = 0
        self.idle_counter = 1
    
    def attachToLayer(self, agent_ID):
        """Attaches to a certain layer
           @type agent_ID: String
           @param agent_ID: ID of the layer to attach to.
           @return: None"""
        self.agent = self.layer.getInstance(agent_ID)
        self.agent.addActionListener(self)
        self.state = _AGENT_STATE_NONE
        
    def getX(self):
        """Get the NPC's x position on the map.
           @rtype: integer"
           @return: the x coordinate of the NPC's location"""
        return self.agent.getLocation().getLayerCoordinates().x

    def getY(self):
        """Get the NPC's y position on the map.
           @rtype: integer
           @return: the y coordinate of the NPC's location"""
        return self.agent.getLocation().getLayerCoordinates().y
        
    def onNewMap(self, layer):
        """Sets the agent onto the new layer."""
        if self.agent is not None:
            self.agent.removeActionListener(self)
            
        self.agent = layer.getInstance(self.parent.ID)
        self.agent.addActionListener(self)
        self.state = _AGENT_STATE_NONE
        self.idle_counter = 1
    
    def idle(self):
        """@return: None"""
        self.state = _AGENT_STATE_IDLE
        self.agent.act('stand', self.agent.getFacingLocation())

    def onInstanceActionFinished(self, instance, action):
        pass

class PCBehaviour (ActorBehaviour):
    def __init__(self, parent=None, layer=None):
        super(PCBehaviour, self).__init__(layer)        
        self.parent = parent
        self.idle_counter = 1
        self.speed = 0
        self.nextAction = None
        self.agent = None
        
    def onInstanceActionFinished(self, instance, action):
        """@type instance: ???
           @param instance: ???
           @type action: ???
           @param action: ???
           @return: None"""
        # First we reset the next behavior 
        act = self.nextAction
        self.nextAction = None 
        self.idle()
        
        if act:
            act.execute()
            
        if(action.getId() != 'stand'):
            self.idle_counter = 1
        else:
            self.idle_counter += 1            


class NPCBehaviour(ActorBehaviour):
    def __init__(self, Parent=None, Layer=None):
        super(NPCBehaviour, self).__init__(Layer)
        
        self.parent = Parent
        self.state = _AGENT_STATE_NONE
        self.pc = None
        self.target_loc = None
        self.nextAction = None
        
        # hard code these for now
        self.distRange = (2, 4)
        # these are parameters to lower the rate of wandering
        # wander rate is the number of "IDLEs" before a wander step
        # this could be set for individual NPCs at load time
        # or thrown out altogether.
        self.wanderCounter = 0
        self.wanderRate = 9
        
    def getTargetLocation(self):
        """@rtype: fife.Location
           @return: NPC's position"""
        x = self.getX()
        y = self.getY()
        if self.state == _AGENT_STATE_WANDER:
            """ Random Target Location """
            l = [0, 0]
            for i in range(len(l)):
                sign = randrange(0, 2)
                dist = randrange(self.distRange[0], self.distRange[1])
                if sign == 0:
                    dist *= -1
                l[i] = dist
            x += l[0]
            y += l[1]
            # Random walk is
            # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud
        l = fife.Location(self.agent.getLocation())
        l.setLayerCoordinates(fife.ModelCoordinate(x, y))
        return l

    def onInstanceActionFinished(self, instance, action):
        """What the NPC does when it has finished an action.
           Called by the engine and required for InstanceActionListeners.
           @type instance: fife.Instance
           @param instance: self.agent (the NPC listener is listening for this
                                        instance)
           @type action: ???
           @param action: ???
           @return: None"""
        if self.state == _AGENT_STATE_WANDER:
            self.target_loc = self.getTargetLocation()
        self.idle()
        
    
    def idle(self):
        """Controls the NPC when it is idling. Different actions
           based on the NPC's state.
           @return: None"""
        if self.state == _AGENT_STATE_NONE:
            self.state = _AGENT_STATE_IDLE
            self.agent.act('stand', self.agent.getFacingLocation())
        elif self.state == _AGENT_STATE_IDLE:
            if self.wanderCounter > self.wanderRate:
                self.wanderCounter = 0
                self.state = _AGENT_STATE_WANDER
            else:
                self.wanderCounter += 1
                self.state = _AGENT_STATE_NONE
            
            self.target_loc = self.getTargetLocation()
            self.agent.act('stand', self.agent.getFacingLocation())
        elif self.state == _AGENT_STATE_WANDER:
            self.parent.wander(self.target_loc)
            self.state = _AGENT_STATE_NONE
        elif self.state == _AGENT_STATE_TALK:
            self.agent.act('stand', self.pc.getLocation())
            
class CharacterBase(GameObject, CharStats, Living):
    """Base class for Characters"""
    def __init__(self, ID, agent_layer=None, inventory=None, text="",
                 primary_stats=None, secondary_stats=None, **kwargs):
        GameObject.__init__(self, ID, text=text, **kwargs)
        CharStats.__init__(self, **kwargs)
        Living.__init__(self, **kwargs)
        self.statistics = {}
        if primary_stats is not None:
            for primary_stat in primary_stats:
                name = primary_stat.name
                self.statistics[name] = primary_stat
        if secondary_stats is not None:
            for secondary_stat in primary_stats:
                long_name = secondary_stat.long_name
                self.statistics[long_name] = secondary_stat
                short_name = secondary_stat.short_name
                self.statistics[short_name] = secondary_stat
                secondary_stat.attach(self)
        self.behaviour = None
        if inventory == None:
            self.inventory = Inventory()
        else:
            self.inventory = inventory
        self.state = _AGENT_STATE_NONE
        self.layer_id = agent_layer.getId()
        self.createBehaviour(agent_layer)
    
    def createBehaviour(self, layer):
        """Creates the behaviour for this actor.
           @return: None"""
        pass
    
    def setup(self):
        """@return: None"""
        self.behaviour.attachToLayer(self.ID)

    def start(self):
        """@return: None"""
        self.behaviour.idle()

    def teleport(self, location):
        """Teleports a Character instantly to the given location.
           @type location: fife.Location
           @param location: Target coordinates for Character.
           @return: None"""
        self.state = _AGENT_STATE_IDLE
        self.behaviour.nextAction = None 
        self.behaviour.agent.setLocation(location)

    def give (self, item, actor):
        """Gives the specified item to the different actor. Raises an exception if the item was invalid or not found
           @type item: Carryable
           @param item: The item object to give
           @param actor: Person to give item to"""
        if item == None: 
            raise ValueError("I don't have %s" % item.name)
        self.inventory.takeItem(item)
        actor.inventory.placeItem(item)           
        
    def hasItem(self, item_type):
        """Returns wether an item is present in the players inventory or not
        @param item_type: ID of the item
        @type item_type: str
        @return: True when the item is present, False when not"""
        return self.inventory.findItem(item_type=item_type)

    def itemCount(self, item_type=""):
        """Returns number of all items or items specified by item_type 
        the player has.
        @param item_type: ID of the item, can be empty
        @type item_type: str
        @return: Number of items"""
        return self.inventory.count(item_type)

    def getLocation(self):
        """Get the NPC's position as a fife.Location object. Basically a
           wrapper.
           @rtype: fife.Location
           @return: the location of the NPC"""
        return self.behaviour.agent.getLocation()
    
    def run(self, location):
        """Makes the PC run to a certain location
           @type location: fife.ScreenPoint
           @param location: Screen position to run to.
           @return: None"""
        self.state = _AGENT_STATE_RUN
        self.behaviour.nextAction = None
        self.behaviour.agent.move('run', location, self.behaviour.speed + 1)

    def walk(self, location):
        """Makes the PC walk to a certain location.
           @type location: fife.ScreenPoint
           @param location: Screen position to walk to.
           @return: None"""
        self.state = _AGENT_STATE_RUN
        self.behaviour.nextAction = None 
        self.behaviour.agent.move('walk', location, self.behaviour.speed - 1)

    def getStateForSaving(self):
        """Returns state for saving
        """
        ret_dict = GameObject.getStateForSaving(self)
        ret_dict["Inventory"] = self.inventory.serializeInventory()
        return ret_dict

    def _getCoords(self):
        """Get-er property function"""
        return (self.getLocation().getMapCoordinates().x,
                self.getLocation().getMapCoordinates().y)
    
    def _setCoords(self, coords):
        """Set-er property function"""
        map_coords = self.getLocation().getMapCoordinates()
        map_coords.X, map_coords.Y = float(coords[0]), float (coords[1])
        self.teleport(map_coords)
    
    coords = property (_getCoords, _setCoords,
        doc="Property allowing you to get and set the object's \
                coordinates via tuples")
           
class PlayerCharacter (CharacterBase):
    """PC class"""
    def __init__ (self, ID, agent_layer=None, inventory=None,
                  text="Its you. Who would've thought that?", **kwargs):
        if inventory == None:
            inventory = Inventory()
            inventory.placeItem(CarryableItem(ID=456, name="Dagger123"))
            inventory.placeItem(CarryableItem(ID=555, name="Beer"))
            inventory.placeItem(CarryableItem(ID=616,
                                    name="Pamphlet",
                                    image="/gui/inv_images/inv_pamphlet.png"))
        CharacterBase.__init__(self, ID, agent_layer, inventory, text, **kwargs)
        self.people_i_know = set()
        self.attributes.append("PC")
  
    def getStateForSaving(self):
        """Returns state for saving
        """
        ret_dict = super(PlayerCharacter, self).getStateForSaving()
        ret_dict["PeopleKnown"] = self.people_i_know
        return ret_dict
    
    def meet(self, npc):
        """Record that the PC has met a certain NPC
           @type npc: str
           @param npc: The NPC's name or id"""
        if npc in self.people_i_know:
            # we could raise an error here, but should probably be a warn
            # raise RuntimeError("I already know %s" % npc)
            return
        self.people_i_know.add(npc)

    def met(self, npc):
        """Indicate whether the PC has met this npc before
           @type npc: str
           @param npc: The NPC's name or id
           @return: None"""
        return npc in self.people_i_know

    def createBehaviour(self, layer):
        """Creates the behaviour for this actor.
           @return: None"""
        self.behaviour = PCBehaviour(self, layer)
 
    def approach(self, location, action=None):
        """Approaches a location and then perform an action (if set).
           @type loc: fife.Location
           @param loc: the location to approach
           @type action: Action
           @param action: The action to schedule for execution after the approach.
           @return: None"""
        self.state = _AGENT_STATE_APPROACH
        self.behaviour.nextAction = action
        boxLocation = tuple([int(float(i)) for i in location])
        l = fife.Location(self.behaviour.agent.getLocation())
        l.setLayerCoordinates(fife.ModelCoordinate(*boxLocation))
        self.behaviour.agent.move('run', l, self.behaviour.speed + 1)
    
class NonPlayerCharacter(CharacterBase, Scriptable):
    """NPC class"""
    def __init__(self, ID, agent_layer=None, name='NPC', \
                 text='A nonplayer character', inventory=None,
                 real_name='NPC', dialogue=None, **kwargs):
        # init game object
        CharacterBase.__init__(self, ID, agent_layer=agent_layer,
                               inventory=inventory, name=name,
                               real_name=real_name, text=text, **kwargs)
        Scriptable.__init__(self, **kwargs)

        self.attributes.append("NPC")
        self.dialogue = dialogue

    def prepareStateForSaving(self, state):
        """Prepares state for saving
        @type state: dictionary
        @param state: State of the object  
        """
        CharacterBase.prepareStateForSaving(self, state)
        del state["behaviour"]

    def getStateForSaving(self):
        """Returns state for saving
        """
        ret_dict = CharacterBase.getStateForSaving(self)
        ret_dict["Lives"] = self.lives
        ret_dict["State"] = self.behaviour.state
        return ret_dict

    def createBehaviour(self, layer):
        """Creates the behaviour for this actor.
           @return None """
        self.behaviour = NPCBehaviour(self, layer)

    def wander(self, location):
        """Nice slow movement for random walking.
           @type location: fife.Location
           @param location: Where the NPC will walk to.
           @return: None"""
        self.behaviour.agent.move('walk', location, self.behaviour.speed - 1)

    def talk(self, pc):
        """Makes the NPC ready to talk to the PC
           @return: None"""
        self.behaviour.state = _AGENT_STATE_TALK
        self.behaviour.pc = pc.behaviour.agent
        self.behaviour.idle()