Mercurial > parpg-source
view behaviours/npc.py @ 132:e2ccd64f3a86
Split code off from createInventoryItems to createItemByID and createItemByType.
Entities with a containable component will now get the "item_type" field set to the Template, if that field is not present.
author | KarstenBock@gmx.net |
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date | Sat, 08 Oct 2011 14:18:16 +0200 |
parents | 57f1cff9a75d |
children | 90ad38b00f13 |
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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 import base from moving import MovingAgentBehaviour class NPCBehaviour(MovingAgentBehaviour): """This is a basic NPC behaviour""" def __init__(self, parent=None): super(NPCBehaviour, self).__init__() self.parent = parent self.state = base._AGENT_STATE_NONE self.pc = None self.target_loc = 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 == base._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 @type action: ??? @param action: ??? @return: None""" if self.state == base._AGENT_STATE_WANDER: self.target_loc = self.getTargetLocation() MovingAgentBehaviour.onInstanceActionFinished(self, instance, action) def idle(self): """Controls the NPC when it is idling. Different actions based on the NPC's state. @return: None""" if self.state == base._AGENT_STATE_NONE: self.state = base._AGENT_STATE_IDLE self.animate('stand') elif self.state == base._AGENT_STATE_IDLE: if self.wanderCounter > self.wanderRate: self.wanderCounter = 0 self.state = base._AGENT_STATE_WANDER else: self.wanderCounter += 1 self.state = base._AGENT_STATE_NONE self.target_loc = self.getTargetLocation() self.animate('stand') elif self.state == base._AGENT_STATE_WANDER: self.wander(self.target_loc) self.state = base._AGENT_STATE_NONE elif self.state == base._AGENT_STATE_TALK: self.animate('stand', self.pc.getLocation()) 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.agent.move('walk', location, self.speed - 1)