changeset 39:3011bc71ab20

Added funcionality to load Entities from file
author KarstenBock@gmx.net
date Mon, 05 Sep 2011 14:47:21 +0200
parents b30a72c41f90
children 2e3ab06a2f47
files gamemodel.py gamescenecontroller.py
diffstat 2 files changed, 33 insertions(+), 37 deletions(-) [+]
line wrap: on
line diff
--- a/gamemodel.py	Mon Sep 05 14:46:43 2011 +0200
+++ b/gamemodel.py	Mon Sep 05 14:47:21 2011 +0200
@@ -21,16 +21,16 @@
 
 from fife import fife
 from fife.extensions.serializers.xmlobject import XMLObjectLoader 
+from parpg.grease.geometry import Vec2d
 
 from parpg import vfs
 from gamestate import GameState
-from objects import createObject
-from objects.composed import CarryableItem, CarryableContainer
 from gamemap import GameMap
 from common.utils import locateFiles
 from common.utils import parseBool
-from inventory import Inventory
 from parpg.dialogueparsers import YamlDialogueParser, DialogueFormatError
+from parpg.entities import createEntity
+from parpg import behaviours
 
 try:
     import xml.etree.cElementTree as ElementTree
@@ -452,7 +452,7 @@
             self.game_state.maps[map_name] = new_map
             new_map.load(map_file)    
 
-    def createAgent(self, agent, inst_id):
+    def createAgent(self, agent, inst_id, world):
         object_type = agent["ObjectType"]
         object_id = agent["ObjectModel"] \
                                 if agent.has_key("ObjectModel") \
@@ -498,38 +498,28 @@
             inst.act('default', target, True)
             
         inst_dict = {}
-        inst_dict["id"] = inst_id
+        inst_dict["identifier"] = inst_id
+        inst_dict["world"]= world
         inst_dict["type"] = object_type
-        inst_dict["xpos"] = x_pos
-        inst_dict["ypos"] = y_pos
+        inst_dict["pos"] = Vec2d(x_pos, y_pos)
         inst_dict["gfx"] = object_id
-        inst_dict["is_open"] = parseBool(agent["Open"]) \
-                                if agent.has_key("Open") \
-                                else False
-        inst_dict["locked"] = parseBool(agent["Locked"]) \
-                                if agent.has_key("Locked") \
-                                else False
-        inst_dict["name"] = agent["ViewName"]
-        inst_dict["real_name"] = agent["RealName"] \
-                                    if agent.has_key("RealName") \
-                                    else agent["ViewName"]
-        inst_dict["text"] = agent["Text"] \
-                                    if agent.has_key("Text") \
-                                    else None
+        if agent.has_key("Open"):
+            inst_dict["is_open"] = parseBool(agent["Open"])
+        if agent.has_key("Locked"):
+            inst_dict["locked"] = parseBool(agent["Locked"])
+        if agent.has_key("ViewName"):
+            inst_dict["view_name"] = agent["ViewName"]
+            inst_dict["real_name"] = agent["RealName"] \
+                     if agent.has_key("RealName") else agent["ViewName"]
+        if agent.has_key("Text"):
+            inst_dict["desc"] = agent["Text"]
         if self.dialogues.has_key(inst_id):
             inst_dict["dialogue"] = self.dialogues[inst_id]
-        inst_dict["target_map_name"] = agent["TargetMap"] \
-                                        if agent.\
-                                            has_key("TargetMap") \
-                                        else None
-        inst_dict["target_x"] = agent["TargetPosition"][0] \
-                                    if agent.\
-                                        has_key("TargetPosition") \
-                                    else None
-        inst_dict["target_y"] = agent["TargetPosition"][1] \
-                                    if agent.\
-                                        has_key("TargetPosition") \
-                                    else None
+        if agent.has_key("TargetMap"):
+            inst_dict["target_map_name"] = agent["TargetMap"]
+        if agent.has_key("TargetPosition"):
+            inst_dict["target_x"] = agent["TargetPosition"][0]
+            inst_dict["target_y"] = agent["TargetPosition"][1]
         if agent.has_key("Inventory"):
             inventory = Inventory()
             inventory_objs = agent["Inventory"]
@@ -554,10 +544,16 @@
                 item_data = agent["item"]
             inst_dict["item"] = item_data
             inst_dict["item_type"] = agent["ItemType"]
+        if agent.has_key("Behaviour"):
+            inst_dict["behaviour"] = getattr(behaviours, agent["Behaviour"])()
+        #TODO: Add real statistics and bulk
+        if object_type == "Character":
+            inst_dict["statistics"] = {}
+            inst_dict["max_bulk"] = 100
 
         self.createMapObject(self.active_map.agent_layer, inst_dict)
     
-    def placeAgents(self):
+    def placeAgents(self, world):
         """Places the current maps agents """
         if not self.active_map:
             return
@@ -567,7 +563,7 @@
                 continue
             if self.active_map.agent_layer.getInstances(agent):
                 continue
-            self.createAgent(agents[agent], agent)
+            self.createAgent(agents[agent], agent, world)
 
     def placePC(self):
         """Places the PlayerCharacter on the map"""
@@ -631,10 +627,10 @@
         # create the extra data
         extra = {}
         if layer is not None:
-            extra['agent_layer'] = layer
+            extra['layer'] = layer
         attributes = self.checkAttributes(attributes)
         
-        obj = createObject(attributes, extra)
+        obj = createEntity(attributes, extra)
         
         if obj.trueAttr("PC"):
             self.addPC(layer, obj)
--- a/gamescenecontroller.py	Mon Sep 05 14:46:43 2011 +0200
+++ b/gamescenecontroller.py	Mon Sep 05 14:47:21 2011 +0200
@@ -345,7 +345,7 @@
             self.model.setActiveMap(self.model.target_map_name)          
             self.model.readAgentsOfMap(self.model.target_map_name)
             
-            self.model.placeAgents()
+            self.model.placeAgents(self)
             self.model.placePC()
             self.model.map_change = False
             # The PlayerCharacter has an inventory, and also some