source: trunk/game/scripts/objects/actors.py @ 324

Revision 324, 10.1 KB checked in by orlandov, 10 years ago (diff)

Ticket #93: Patch by or1andov. Use the name attribute for on mouse over text. fixes[s:trac, t:93]

  • Property svn:eol-style set to native
Line 
1#!/usr/bin/python
2
3#   This file is part of PARPG.
4
5#   PARPG is free software: you can redistribute it and/or modify
6#   it under the terms of the GNU General Public License as published by
7#   the Free Software Foundation, either version 3 of the License, or
8#   (at your option) any later version.
9
10#   PARPG is distributed in the hope that it will be useful,
11#   but WITHOUT ANY WARRANTY; without even the implied warranty of
12#   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13#   GNU General Public License for more details.
14
15#   You should have received a copy of the GNU General Public License
16#   along with PARPG.  If not, see <http://www.gnu.org/licenses/>.
17import fife
18from scripts import world
19from base import *
20
21"""All actors go here. Concrete classes only."""
22
23__all__ = ["PlayerCharacter", "NonPlayerCharacter",]
24
25TDS = Setting()
26_AGENT_STATE_NONE, _AGENT_STATE_IDLE, _AGENT_STATE_APPROACH, _AGENT_STATE_RUN, _AGENT_STATE_WANDER, _AGENT_STATE_TALK = xrange(6)
27
28class ActorBehaviour (fife.InstanceActionListener):
29    """Fife agent listener
30    """
31    def __init__(self, layer):
32        fife.InstanceActionListener.__init__(self)
33        self.layer = layer
34   
35    def attachToLayer(self, agent_ID):
36        """ Attaches to a certain layer
37            @type agent_ID: String
38            @param agent_ID: ID of the layer to attach to.
39            @return: None
40        """
41        self.agent = self.layer.getInstance(agent_ID)
42        self.agent.addActionListener(self)
43        self.state = _AGENT_STATE_NONE
44        self.speed = float(TDS.readSetting("PCSpeed"))-1 # TODO: rework/improve
45       
46    def getX(self):
47        """Get the NPC's x position on the map.
48           @rtype: integer"
49           @return: the x coordinate of the NPC's location"""
50        return self.agent.getLocation().getLayerCoordinates().x
51
52    def getY(self):
53        """Get the NPC's y position on the map.
54           @rtype: integer
55           @return: the y coordinate of the NPC's location"""
56        return self.agent.getLocation().getLayerCoordinates().y
57       
58    def onInstanceActionFinished(self, instance, action):
59        pass
60
61   
62class PCBehaviour (ActorBehaviour):
63    def __init__(self, parent = None, layer = None):
64        super(PCBehaviour, self).__init__(layer)
65       
66        self.parent = parent
67        self.idle_counter = 1
68        self.speed = float(TDS.readSetting("PCSpeed")) # TODO: rework/improve
69        self.nextAction = None
70       
71    def onInstanceActionFinished(self, instance, action):
72        """@type instance: ???
73           @param instance: ???
74           @type action: ???
75           @param action: ???
76           @return: None"""
77        if self.nextAction:
78            self.nextAction.execute()
79            self.nextAction = None
80            self.idle()
81        else:
82            self.idle()
83           
84        if(action.getId() != 'stand'):
85            self.idle_counter = 1
86        else:
87            self.idle_counter += 1
88           
89    def onNewMap(self, layer):
90        """Sets the agent onto the new layer.
91        """
92        self.agent = layer.getInstance(self.parent.name)
93        self.agent.addActionListener(self)
94        self.state = _AGENT_STATE_NONE
95        self.idle_counter = 1
96   
97    def idle(self):
98        """@return: None"""
99        self.state = _AGENT_STATE_IDLE
100        self.agent.act('stand', self.agent.getFacingLocation())
101
102class PlayerCharacter (GameObject, Living, CharStats):
103    """
104    PC class
105    """
106    def __init__ (self, ID, agent_layer = None, **kwargs):
107        GameObject.__init__( self, ID, **kwargs )
108        Living.__init__( self, **kwargs )
109        CharStats.__init__( self, **kwargs )
110
111        self.is_PC = True
112       
113        # PC _has_ an inventory, he _is not_ one
114        self.inventory = None
115       
116        self.state = _AGENT_STATE_NONE
117        self.layer_id = agent_layer.getId()
118        self.createBehaviour(agent_layer)
119   
120    def createBehaviour(self, layer):
121        """ Creates the behaviour for this actor.
122            @return None """
123        self.behaviour = PCBehaviour(self, layer)
124   
125    def setup(self):
126        """@return: None"""
127        self.behaviour.attachToLayer(self.ID)
128
129    def start(self):
130        """@return: None"""
131        self.behaviour.idle()
132   
133    def run(self, location):
134        """Makes the PC run to a certain location
135           @type location: fife.ScreenPoint
136           @param location: Screen position to run to.
137           @return: None"""
138        self.state = _AGENT_STATE_RUN
139        self.behaviour.agent.move('run', location, self.behaviour.speed+1)
140
141    def walk(self, location):
142        """Makes the PC walk to a certain location.
143           @type location: fife.ScreenPoint
144           @param location: Screen position to walk to.
145           @return: None"""
146        self.state = _AGENT_STATE_RUN
147        self.behaviour.agent.move('walk', location, self.behaviour.speed-1)
148
149    def teleport(self, location):
150        """Teleports a PC instantly to the given location.
151           @type location: fife.Location
152           @param location: Target coordinates for PC.
153           @return: None"""
154        self.state = _AGENT_STATE_IDLE
155        self.behaviour.agent.setLocation(location)
156
157    def approach(self, location, action = None):
158        """Approaches an npc and then ???.
159           @type loc: fife.Location
160           @param loc: the location to approach
161           @type action: Action
162           @param action: The action to schedule for execution after the approach.
163           @return: None"""
164        self.state = _AGENT_STATE_APPROACH
165        self.behaviour.nextAction = action
166        boxLocation = tuple([int(float(i)) for i in location])
167        l = fife.Location(self.behaviour.agent.getLocation())
168        l.setLayerCoordinates(fife.ModelCoordinate(*boxLocation))
169        self.behaviour.agent.move('run', l, self.behaviour.speed)
170
171class NPCBehaviour(ActorBehaviour):
172    def __init__(self, Parent = None, Layer = None):
173        super(NPCBehaviour, self).__init__(Layer)
174       
175        self.parent = Parent
176        self.state = _AGENT_STATE_NONE
177       
178        # hard code this for now
179        self.distRange = (2, 4)
180       
181    def getTargetLocation(self):
182        """@rtype: fife.Location
183           @return: NPC's position"""
184        x = self.getX()
185        y = self.getY()
186        if self.state == _AGENT_STATE_WANDER:
187            """ Random Target Location """
188            l = [0, 0]
189            for i in range(len(l)):
190                sign = randrange(0, 2)
191                dist = randrange(self.distRange[0], self.distRange[1])
192                if sign == 0:
193                    dist *= -1
194                l[i] = dist
195            x += l[0]
196            y += l[1]
197            # Random walk is
198            # rl = randint(-1, 1);ud = randint(-1, 1);x += rl;y += ud
199        l = fife.Location(self.agent.getLocation())
200        l.setLayerCoordinates(fife.ModelCoordinate(*tuple([x, y])))
201        return l
202
203    def onInstanceActionFinished(self, instance, action):
204        """What the NPC does when it has finished an action.
205           Called by the engine and required for InstanceActionListeners.
206           @type instance: fife.Instance
207           @param instance: self.agent (the NPC listener is listening for this
208            instance)
209           @type action: ???
210           @param action: ???
211           @return: None"""
212        if self.state == _AGENT_STATE_WANDER:
213            self.target_loc = self.getTargetLocation()
214        self.idle()
215       
216   
217    def idle(self):
218        """Controls the NPC when it is idling. Different actions
219           based on the NPC's state.
220           @return: None"""
221        if self.state == _AGENT_STATE_NONE:
222            self.state = _AGENT_STATE_IDLE
223            self.agent.act('stand', self.agent.getFacingLocation())
224        elif self.state == _AGENT_STATE_IDLE:
225            self.target_loc = self.getTargetLocation()
226            self.state = _AGENT_STATE_WANDER
227            self.agent.act('stand', self.agent.getFacingLocation())
228        elif self.state == _AGENT_STATE_WANDER:
229            self.parent.wander(self.target_loc)
230            self.state = _AGENT_STATE_NONE
231        elif self.state == _AGENT_STATE_TALK:
232            self.agent.act('stand', self.pc.getLocation())
233
234class NonPlayerCharacter(GameObject, Living, Scriptable, CharStats):
235    """
236    NPC class
237    """
238    def __init__(self, ID, agent_layer=None, name='NPC', \
239                 text = 'A nonplayer character', **kwargs):
240        # init game object
241        GameObject.__init__(self, ID, name=name, **kwargs)
242        Living.__init__(self, **kwargs)
243        Scriptable.__init__(self, **kwargs)
244        CharStats.__init__(self, **kwargs)
245
246        self.is_NPC = True
247        self.inventory = None
248        self.layer_id = agent_layer.getId()
249        self.createBehaviour(agent_layer)       
250        self.dialogue = kwargs.get('dialogue')
251
252    def createBehaviour(self, layer):
253        """ Creates the behaviour for this actor.
254            @return None """
255        self.behaviour = NPCBehaviour(self, layer)
256
257    def getLocation(self):
258        """ Get the NPC's position as a fife.Location object. Basically a
259            wrapper.
260            @rtype: fife.Location
261            @return: the location of the NPC"""
262        return self.behaviour.agent.getLocation()
263   
264    def wander(self, location):
265        """Nice slow movement for random walking.
266           @type location: fife.Location
267           @param location: Where the NPC will walk to.
268           @return: None"""
269        self.behaviour.agent.move('walk', location, self.behaviour.speed-1)
270
271    def run(self, location):
272        """Faster movement than walk.
273           @type location: fife.Location
274           @param location: Where the NPC will run to."""
275        self.behaviour.agent.move('run', location, self.behaviour.speed+1)
276
277    def talk(self, pc):
278        """ Makes the NPC ready to talk to the PC
279            @return: None"""
280        self.behaviour.state = _AGENT_STATE_TALK
281        self.behaviour.pc = pc.behaviour.agent
282        self.behaviour.idle()
283   
284    def setup(self):
285        """@return: None"""
286        self.behaviour.attachToLayer(self.ID)
287
288    def start(self):
289        """@return: None"""
290        self.behaviour.idle()
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