Mercurial > parpg-source
view objects/action.py @ 106:edadf3ff8a9a
Added optional Slot value to the "Items" list in the agents file.
updateObjectDB now saves the slot of the item
author | KarstenBock@gmx.net |
---|---|
date | Fri, 30 Sep 2011 15:08:53 +0200 |
parents | c9afad46091b |
children | 100a39fa64a2 |
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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/>. #exceptions import logging logger = logging.getLogger('action') from parpg.gui import drag_drop_data as data_drag from parpg.dialoguecontroller import DialogueController from parpg.components import container, lockable class NoSuchQuestException(Exception): """NoQuestException is used when there is no active quest with the id""" pass #classes class Action(object): """Base Action class, to define the structure""" def __init__(self, controller, commands = None): """Basic action constructor @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary """ self.commands = commands or () self.controller = controller self.model = controller.model def execute(self): """To be overwritten""" #Check if there are special commands and execute them for command_data in self.commands: command = command_data["Command"] if command == "SetQuestVariable": quest_id = command_data["ID"] variable = command_data["Variable"] value = command_data["Value"] quest_engine = self.model.game_state.quest_engine if quest_engine.hasQuest(quest_id): quest_engine[quest_id].setValue(variable, value) else: raise NoSuchQuestException elif command == "ResetMouseCursor": self.controller.resetMouseCursor() elif command == "StopDragging": data_drag.dragging = False class ChangeMapAction(Action): """A change map scheduled""" def __init__(self, controller, target_map_name, target_pos, commands=None): """Initiates a change of the position of the character possibly flagging a new map to be loaded. @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @type view: class derived from parpg.ViewBase @param view: The view @type target_map_name: String @param target_map_name: Target map id @type target_pos: Tuple @param target_pos: (X, Y) coordinates on the target map. @return: None""" super(ChangeMapAction, self).__init__(controller, commands) self.view = controller.view self.target_pos = target_pos self.target_map_name = target_map_name def execute(self): """Executes the map change.""" self.model.changeMap(self.target_map_name, self.target_pos) super(ChangeMapAction, self).execute() class OpenAction(Action): """Open an lockable""" def __init__(self, controller, lockable, commands=None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @type view: class derived from parpg.ViewBase @param view: The view @param lockable: A reference to the lockable """ Action.__init__(self, controller, commands) self.view = controller.view self.lockable = lockable def execute(self): """Open the lockable.""" try: lockable.open(self.lockable.lockable) self.lockable.fifeagent.behaviour.animate("open") self.lockable.fifeagent.behaviour.queue_animation("opened", repeating=True) except lockable.LockedError: self.view.hud.createExamineBox(self.lockable.description.view_name, "Locked") Action.execute(self) class CloseAction(Action): """Close an lockable""" def __init__(self, controller, lockable, commands=None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @type view: class derived from parpg.ViewBase @param view: The view @param lockable: A reference to the lockable """ Action.__init__(self, controller, commands) self.lockable = lockable def execute(self): """Close the lockable.""" lockable.close(self.lockable.lockable) self.lockable.fifeagent.behaviour.animate("close") self.lockable.fifeagent.behaviour.queue_animation("closed", repeating=True) Action.execute(self) class UnlockAction(Action): """Unlocks a lockable.""" def __init__(self, controller, lockable, commands = None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @param lockable: A reference to the lockable """ Action.__init__(self, controller, commands) self.lockable = lockable def execute(self): """Open the box.""" lockable.unlock(self.lockable.lockable) Action.execute(self) class LockAction(Action): """Locks a lockable.""" def __init__(self, controller, lockable, commands = None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @param lockable: A reference to the lockable """ Action.__init__(self, controller, commands) self.lockable = lockable self.view = controller.view def execute(self): """Lock the box.""" try: lockable.lock(self.lockable.lockable) except lockable.OpenError: self.view.hud.createExamineBox(self.lockable.description.view_name, "Is open") Action.execute(self) class ExamineAction(Action): """Examine an object.""" def __init__(self, controller, examine_id, examine_name, examine_desc=None, commands=None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param examine_id: An object id @type examine_id: integer @param examine_name: An object name @type examine_name: string @param examine_desc: A description of the object that will be displayed. @type examine_desc: string @param commands: Special commands that are executed @type commands: Dictionary @type view: class derived from parpg.ViewBase @param view: The view """ super(ExamineAction, self).__init__(controller, commands) self.view = controller.view self.examine_id = examine_id self.examine_name = examine_name if examine_desc is not None: self.examine_desc = examine_desc else: self.examine_desc = "No Description" def execute(self): """Display the text.""" action_text = self.examine_desc self.view.hud.addAction(unicode(action_text)) logger.debug(action_text) #this code will cut the line up into smaller lines that will be displayed place = 25 while place < len(action_text): if action_text[place] == ' ': action_text = action_text[:place] +'\n'+action_text[place:] place += 26 #plus 1 character to offset the new line else: place += 1 self.view.displayObjectText(self.examine_id, unicode(action_text), time=3000) class ExamineItemAction(Action): """Examine an item.""" def __init__(self, controller, examine_name, examine_desc, commands = None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @type view: class derived from parpg.ViewBase @param view: The view @type examine_name: String @param examine_name: Name of the object to be examined. @type examine_name: String @param examine_name: Description of the object to be examined. """ super(ExamineItemAction, self).__init__(controller, commands) self.view = controller.view self.examine_name = examine_name self.examine_desc = examine_desc def execute(self): """Display the text.""" action_text = unicode(self.examine_desc) self.view.hud.addAction(action_text) logger.debug(action_text) class ReadAction(Action): """Read a text.""" def __init__(self, controller, text_name, text, commands = None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @param view: The view @type view: class derived from parpg.ViewBase @param text_name: Name of the object containing the text @type text_name: String @param text: Text to be displayied @type text: String """ super(ReadAction, self).__init__(controller, commands) self.view = controller.view self.text_name = text_name self.text = text def execute(self): """Examine the box.""" action_text = unicode('\n'.join(["You read " + self.text_name + ".", self.text])) self.view.hud.addAction(action_text) logger.debug(action_text) super(ReadAction, self).execute() class TalkAction(Action): """An action to represent starting a dialogue""" def __init__(self, controller, npc, commands = None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param commands: Special commands that are executed @type commands: Dictionary @type view: class derived from parpg.ViewBase @param view: The view @type npc: NonPlayerCharacter @param npc: NPC to interact with. """ super(TalkAction, self).__init__(controller, commands) self.view = controller.view self.npc = npc def execute(self): """Talk with the NPC when close enough, otherwise move closer. @return: None""" player_char = self.model.game_state.\ getObjectById("PlayerCharacter").fifeagent npc_coordinates = self.npc.fifeagent.behaviour.getLocation().\ getLayerCoordinates() pc_coordinates = player_char.behaviour.agent.\ getLocation().getLayerCoordinates() distance_squared = (npc_coordinates.x - pc_coordinates.x) *\ (npc_coordinates.x - pc_coordinates.x) +\ (npc_coordinates.y - pc_coordinates.y) *\ (npc_coordinates.y - pc_coordinates.y) # If we are too far away, we approach the NPC again if distance_squared > 2: player_char.behaviour.approach( [npc_coordinates.x, npc_coordinates.y], TalkAction(self.controller, self.npc, self.commands ) ) else: player_char.behaviour.agent.act( 'stand', self.npc.fifeagent.behaviour.getLocation() ) if self.npc.dialogue.dialogue is not None: dialogue_controller = DialogueController( self.controller.engine, self.view, self.model, self.controller.application ) self.controller.application.manager.push_mode( dialogue_controller ) dialogue_controller.startTalk(self.npc) else: self.npc.fifeagent.behaviour.agent.say("Leave me alone!", 1000) self.model.game_state.getObjectById("PlayerCharacter").\ fifeagent.behaviour.idle() self.model.game_state.getObjectById("PlayerCharacter").\ fifeagent.behaviour.nextAction = None super(TalkAction, self).execute() class UseAction(Action): """Action for carryable items. It executes special commands that can be only used on carryable utens""" def __init__(self, controller, item, commands = None): """ @param controller: A reference to the GameSceneController. @type controller: parpg.GameSceneController @param item: Item on which the action is called @type item: CarryableItem @param commands: Special commands that are executed @type commands: Dictionary """ super(UseAction, self).__init__(controller, commands) self.view = controller.view self.item = item def execute(self): #Check if there are special commands and execute them for command_data in self.commands: command = command_data["Command"] if command == "ReplaceItem": object_id = command_data["ID"] object_type = command_data["ObjectType"] container = self.item.in_container inst_dict = {} inst_dict["ID"] = object_id inst_dict["object_type"] = object_type new_item = self.model.createContainerObject(inst_dict) container.replaceItem(self.item, new_item) self.view.hud.inventory.updateInventoryButtons() super(UseAction, self).execute() class PickUpAction(Action): """Action for picking up items from a map""" def __init__(self, controller, item, commands = None): super(PickUpAction, self).__init__(controller, commands) self.item = item self.view = controller.view def execute(self): real_item = self.item.containable self.item.fifeagent = None player = self.model.game_state.getObjectById("PlayerCharacter") self.model.moveObject(self.item.general.identifier, None) container.put_item(player.container, real_item) super(PickUpAction, self).execute() class DropItemAction(Action): """Action for dropping an items on a map""" def __init__(self, controller, item, commands = None): super(DropItemAction, self).__init__(controller, commands) self.item = item def execute(self): map_name = self.model.game_state.current_map_name map_item_values = {} map_item_values["ViewName"] = self.item.name map_item_values["ObjectType"] = "MapItem" map_item_values["ItemType"] = self.item.item_type map_item_values["Map"] = map_name coords = self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ getLocation().getExactLayerCoordinates() map_item_values["Position"] = (coords.x, coords.y) map_item_values["Rotation"] = 0 map_item_values["item"] = self.item agent = {} agent[self.item.ID] = map_item_values self.model.addAgent("All", agent) self.model.placeAgents() super(DropItemAction, self).execute() class DropItemFromContainerAction(DropItemAction): """Action for dropping an items from the Inventory to a map""" def __init__(self, controller, item, container_gui, commands = None): super(DropItemFromContainerAction, self).__init__(controller, item, commands) self.container_gui = container_gui def execute(self): super(DropItemFromContainerAction, self).execute() self.item.in_container.takeItem(self.item) self.container_gui.updateImages() class BrewBeerAction(Action): """Action for brewing beer in a pot""" def __init__(self, controller, pot, commands = None): super(BrewBeerAction, self).__init__(controller, commands) self.pot = pot self.view = controller.view def execute(self): """Brew the beer""" has_water = False has_yeast = False has_fruit = False has_wood = False has_bottle = False player_character = self.model.game_state.getObjectById("PlayerCharacter").fifeagent for item in self.pot.items.itervalues(): if item.item_type == "Questionable water": if has_water: self.view.hud.addAction(unicode(\ "Please put only 1 water in the pot")) return has_water = True water_type = 1 water = item elif item.item_type == "Pure water": if has_water: self.view.hud.addAction(unicode(\ "Please put only 1 water in the pot")) return has_water = True water_type = 2 water = item elif item.item_type == "Grain": if has_fruit: self.view.hud.addAction(unicode(\ "Please put only 1 fruit in the pot")) return has_fruit = True fruit_type = 3 fruit = item elif item.item_type == "Wild potato": if has_fruit: self.view.hud.addAction(unicode(\ "Please put only 1 fruit in the pot")) return has_fruit = True fruit_type = 2 fruit = item elif item.item_type == "Rotten yam": if has_fruit: self.view.hud.addAction(unicode(\ "Please put only 1 fruit in the pot")) return has_fruit = True fruit_type = 1 fruit = item elif item.item_type == "Yeast": if has_yeast: self.view.hud.addAction(unicode(\ "Please put only 1 yeast in the pot")) return has_yeast = True yeast = item else: self.view.hud.addAction(unicode("Item " + item.name + \ " is not needed for brewing beer")) self.view.hud.addAction(unicode(\ "Please put only ingredients for the beer in the pot.\ Things like bottles and wood have to be in your inventory")) return wood = player_character.hasItem("Wood") if wood: has_wood = True bottle = player_character.hasItem("Empty beer bottle") if bottle: has_bottle = True if has_water and has_fruit and has_wood and has_bottle: self.pot.removeItem(water) self.pot.removeItem(fruit) if has_yeast: self.pot.removeItem(yeast) player_character.inventory.removeItem(wood) inst_dict = {} inst_dict["ID"] = "Beer" inst_dict["object_type"] = "Beer" new_item = self.model.createContainerObject(inst_dict) player_character.inventory.placeItem(new_item) self.view.hud.inventory.updateInventoryButtons() beer_quality = 0 if water_type == 1: if fruit_type == 1: beer_quality = -1 elif fruit_type == 2: beer_quality = 2 elif fruit_type == 3: beer_quality = 3 if water_type == 2: if fruit_type == 1: beer_quality = 1 elif fruit_type == 2: beer_quality = 3 elif fruit_type == 3: beer_quality = 4 if beer_quality > 0 and has_yeast: beer_quality += 1 self.model.game_state.quest_engine.quests["beer"].\ setValue("beer_quality", beer_quality) else: self.view.hud.addAction(unicode( """For brewing beer you need at least: In the pot: Fruit (like grain, potato, yam) Water Optionally: Good quality yeast. Wild yeast will be used if none present. In the inventory: Wood Empty bottle""")) super(BrewBeerAction, self).execute() ACTIONS = {"ChangeMap":ChangeMapAction, "Open":OpenAction, "Close":CloseAction, "Unlock":UnlockAction, "Lock":LockAction, "ExamineItem":ExamineItemAction, "Examine":ExamineAction, "Look":ExamineItemAction, "Read":ReadAction, "Talk":TalkAction, "Use":UseAction, "PickUp":PickUpAction, "DropFromInventory":DropItemFromContainerAction, "BrewBeer":BrewBeerAction}