Added the ability to create prefabs.

This commit is contained in:
Patrick Marsee 2021-11-14 22:25:30 -05:00
parent 871646fccc
commit 18595087ff
5 changed files with 304 additions and 59 deletions

View file

@ -5,6 +5,7 @@ import heapq as _hq
import gamemap as _gm
import gameevents as _ge
import random as _ra
import os as _os
import sys as _sys
import pickle as _pi
import ruamel.yaml as _yaml
@ -40,6 +41,7 @@ class GameBase(object):
self.level = None
self.persist = {} # {level : {thingID : thing}}
self.singletons = {} # {thingName : thing}
self.prefabs = {} # {thingName : thing}
self.ps2 = '? '
self.eventQueue = []
self.gameTime = 0.0
@ -411,9 +413,9 @@ Object can be the name of the object, or its coordinates."""
# load the new level
if len(args) == 2:
self.level, self.nextThing = _gm.GameMap.read(args[0], int(args[1]), self.singletons, preLoaded, self.nextThing)
self.level, self.nextThing = _gm.GameMap.read(args[0], int(args[1]), self.singletons, self.prefabs, preLoaded, self.nextThing)
else:
self.level, self.nextThing = _gm.GameMap.read(args[0], None, self.singletons, preLoaded, self.nextThing)
self.level, self.nextThing = _gm.GameMap.read(args[0], None, self.singletons, self.prefabs, preLoaded, self.nextThing)
if self.level == None:
raise GameError("Map could not be loaded.")
@ -422,7 +424,7 @@ Object can be the name of the object, or its coordinates."""
if args[0] in self.persist:
persistedThings = tuple(self.persist[args[0]].keys())
for i in persistedThings:
self.nextThing = self.level.addThing(self.persist[args[0]][i], self.nextThing, True) #nextThing shouldn't change
self.nextThing = self.level.addThing(self.persist[args[0]][i], self.prefabs, self.nextThing, True) #nextThing shouldn't change
del self.persist[args[0]][i] # delete them from the persist dict to prevent item duplication
print(self.level.openingText, file = self.outstream)
@ -439,7 +441,7 @@ Object can be the name of the object, or its coordinates."""
self.player.x, self.player.y = mx, my
#print("Player moved.")
self.player.prevx, self.player.prevy = self.player.x, self.player.y
self.nextThing = self.level.addThing(self.player, self.nextThing) # The player needs to be added to the new level.
self.nextThing = self.level.addThing(self.player, self.prefabs, self.nextThing) # The player needs to be added to the new level.
if self.onLevelLoad != None:
self.onLevelLoad()
self.parseScript(self.level.enterScript)
@ -472,8 +474,16 @@ Object can be the name of the object, or its coordinates."""
fileName = 'saves/' + args[0].replace(' ', '_') + '.dat'
if args[0].endswith('.dat'): # This is really for absolute paths, but doesn't really check for that.
fileName = args[0]
with open(fileName, 'wb') as f:
try:
f = open(fileName, 'wb')
_pi.dump(data, f, protocol=prot)
except FileNotFoundException as err:
_os.mkdir('saves')
try:
f = open(fileName, 'wb')
_pi.dump(data, f, protocol=prot)
except OSError as newErr:
print("Save failed: {}".format(newErr), file = self.outstream)
# delete things in the current map from the persist dict to prevent item duplication
persistedThings = tuple(self.persist[self.level.name].keys())
@ -487,6 +497,7 @@ Object can be the name of the object, or its coordinates."""
def loadGame(self, args):
if len(args) < 1:
print("Save file must have a name!", file = self.outstream)
print('\n'.join(_os.listdir('./saves')), file = self.outstream)
return
# pickle protocol 4 for Python 3.4.0 to 3.7.x
@ -589,6 +600,7 @@ Object can be the name of the object, or its coordinates."""
def loadGameData(self, dataFile):
yaml = _yaml.YAML()
yaml.register_class(_gt.Prefab)
yaml.register_class(_gt.Item)
yaml.register_class(_gt.Useable)
yaml.register_class(_gt.NPC)
@ -598,6 +610,23 @@ Object can be the name of the object, or its coordinates."""
data = None
with open(dataFile, 'r') as f:
data = yaml.load(f)
self.prefabs = {}
if 'prefabs' in data:
for thing in data['prefabs']:
if not isinstance(thing, _gt.Thing):
print("Non-thing in prefabs, ignoring.\n", _sys.stderr)
continue
thing.thingID = self.nextThing
self.nextThing += 1
if thing.thingType in 'iun':
self.nextThing = _gm.GameMap.addThingRecursive(thing.customValues, self.prefabs, self.nextThing)
if thing.thingType == 'n':
for i in thing.tempInventory:
if i.thingID == -1:
i.thingID = self.nextThing
self.nextThing = _gm.GameMap.addThingRecursive(i.customValues, self.prefabs, self.nextThing + 1)
# for prefabs, we don't add their items to their "real" inventory and don't delete the temporary one.
self.prefabs[thing.name] = thing
# In this context, 'singleton' means a 'thing' that can be accessed by
# any map. This is useful for when you have major characters who will
# show up in many scenes, and their inventory must stay the same, for
@ -613,12 +642,12 @@ Object can be the name of the object, or its coordinates."""
thing.thingID = self.nextThing
self.nextThing += 1
if thing.thingType in 'iun':
self.nextThing = _gm.GameMap.addThingRecursive(thing.customValues, self.nextThing)
self.nextThing = _gm.GameMap.addThingRecursive(thing.customValues, self.prefabs, self.nextThing)
if thing.thingType == 'n':
for i in thing.tempInventory:
if i.thingID == -1:
i.thingID = self.nextThing
self.nextThing = _gm.GameMap.addThingRecursive(i.customValues, self.nextThing + 1)
self.nextThing = _gm.GameMap.addThingRecursive(i.customValues, self.prefabs, self.nextThing + 1)
thing.addThing(i)
del thing.tempInventory
self.singletons[thing.name] = thing
@ -749,7 +778,7 @@ Object can be the name of the object, or its coordinates."""
raise GameError("'Drop' event cannot be handled.")
e.item.x = e.actor.x
e.item.y = e.actor.y
self.nextThing = self.level.addThing(e.item, self.nextThing, True) # nextThing shouldn't change
self.nextThing = self.level.addThing(e.item, self.prefabs, self.nextThing, True) # nextThing shouldn't change
e.actor.removeThing(e.item)
return True
@ -917,11 +946,11 @@ Object can be the name of the object, or its coordinates."""
if name == None:
name = 'item {}'.format(self.nextThing)
if bgc == None:
bgc = _gt.Item.defaultGraphic[0]
bgc = _gt.Item.defaultGraphic.background
if fgc == None:
fgc = _gt.Item.defaultGraphic[1]
fgc = _gt.Item.defaultGraphic.foreground
if shape == None:
shape = _gt.Item.defaultGraphic[2]
shape = _gt.Item.defaultGraphic.shape
for i in args[1:]:
if i[0:12].casefold() == 'description=':
description = i[12:]
@ -950,11 +979,11 @@ Object can be the name of the object, or its coordinates."""
if name == None:
name = 'useable {}'.format(self.nextThing)
if bgc == None:
bgc = _gt.Useable.defaultGraphic[0]
bgc = _gt.Useable.defaultGraphic.background
if fgc == None:
fgc = _gt.Useable.defaultGraphic[1]
fgc = _gt.Useable.defaultGraphic.foreground
if shape == None:
shape = _gt.Useable.defaultGraphic[2]
shape = _gt.Useable.defaultGraphic.shape
for i in args[1:]:
if i[0:12].casefold() == 'description=':
description = i[12:]
@ -977,11 +1006,11 @@ Object can be the name of the object, or its coordinates."""
if name == None:
name = 'character {}'.format(self.nextThing)
if bgc == None:
bgc = _gt.NPC.defaultGraphic[0]
bgc = _gt.NPC.defaultGraphic.background
if fgc == None:
fgc = _gt.NPC.defaultGraphic[1]
fgc = _gt.NPC.defaultGraphic.foreground
if shape == None:
shape = _gt.NPC.defaultGraphic[2]
shape = _gt.NPC.defaultGraphic.shape
for i in args[1:]:
if i[0:12].casefold() == 'description=':
description = i[12:]
@ -1002,11 +1031,11 @@ Object can be the name of the object, or its coordinates."""
if name == None:
name = 'door {}'.format(self.nextThing)
if bgc == None:
bgc = _gt.Door.defaultGraphic[0]
bgc = _gt.Door.defaultGraphic.background
if fgc == None:
fgc = _gt.Door.defaultGraphic[1]
fgc = _gt.Door.defaultGraphic.foreground
if shape == None:
shape = _gt.Door.defaultGraphic[2]
shape = _gt.Door.defaultGraphic.shape
for i in args[1:]:
if i[0:12].casefold() == 'description=':
description = i[12:]
@ -1023,11 +1052,11 @@ Object can be the name of the object, or its coordinates."""
if name == None:
name = 'somewhere'
if bgc == None:
bgc = _gt.MapExit.defaultGraphic[0]
bgc = _gt.MapExit.defaultGraphic.background
if fgc == None:
fgc = _gt.MapExit.defaultGraphic[1]
fgc = _gt.MapExit.defaultGraphic.foreground
if shape == None:
shape = _gt.MapExit.defaultGraphic[2]
shape = _gt.MapExit.defaultGraphic.shape
for i in args[1:]:
if i[0:12].casefold() == 'destination=':
destination = i[12:]
@ -1054,21 +1083,21 @@ Object can be the name of the object, or its coordinates."""
single.prevx, single.prevy = x, y
else:
raise GameError("{} not a valid thing type.".format(args[0]))
self.nextThing = self.level.addThing(thing, self.nextThing, persist)
self.nextThing = self.level.addThing(thing, self.prefabs, self.nextThing, persist)
return thing
def giveToPlayer(self, args):
"""We get to assume it's an item."""
name = 'item {}'.format(self.nextThing)
x, y = self.playerx, self.playery
fgc, bgc, shape = _gt.Item.defaultGraphic['fgc'], _gt.Item.defaultGraphic['bgc'], _gt.Item.defaultGraphic['shape']
x, y = self.player.x, self.player.y
fgc, bgc, shape = _gt.Item.defaultGraphic.foreground, _gt.Item.defaultGraphic.background, _gt.Item.defaultGraphic.shape
description = 'A nondescript item.'
persist = True
useFunc = ''
useOnFunc = ''
customValues = {}
ranged = False
for i in args[1:]:
for i in args[0:]:
if i[0:5].casefold() == 'name=':
name = i[5:]
elif i[0:10].casefold() == 'location=':
@ -1108,11 +1137,11 @@ Object can be the name of the object, or its coordinates."""
equalsign = i.index('=')
cv = i[3:equalsign]
customValues[cv] = getValueFromString(i[equalsign+1:])
thing = _gt.Item(name, x, y, description, useFunc, useOnFunc, customValues, ranged, _gt.ThingGraphic(bgc, fgc, shape))
thing.thingID = self.nextThing
self.player.addThing(thing)
self.nextThing += 1
return thing
thing = _gt.Item(name, x, y, description, useFunc, useOnFunc, customValues, ranged, _gt.ThingGraphic(bgc, fgc, shape))
thing.thingID = self.nextThing
self.player.addThing(thing)
self.nextThing += 1
return thing
def moveThingScript(self, args):
colon = args.index(':')

View file

@ -50,6 +50,7 @@ class GameMap(object):
tileRegex = re.compile(r'([a-z ])([0-9]+|[ ])')
matrixRegex = re.compile(r'(?:[ \t]*(?:[a-z ](?:[0-9]+|[ ]))+(\n))+')
yaml = ruamel.yaml.YAML()
yaml.register_class(_gt.Prefab)
yaml.register_class(_gt.Item)
yaml.register_class(_gt.Useable)
yaml.register_class(_gt.NPC)
@ -96,7 +97,16 @@ class GameMap(object):
return text.replace('\n', end)
@staticmethod
def read(infile = None, prevMap = None, singletons = None, preLoaded = False, nextThing = 0):
def resolvePrefab(prefabs: dict, thing: _gt.Thing):
"""Resolve what type of prefab a thing is. If it isn't a prefab or there are no prefabs loaded, just return the thing."""
if prefabs == None or len(prefabs) == 0 or not isinstance(thing, _gt.Prefab):
return thing
if thing.name not in prefabs:
raise MapError(f"Attempted to load an unrecognized prefab named {thing.name}.")
return prefabs[thing.name].fromPrefab(thing)
@staticmethod
def read(infile = None, prevMap = None, singletons = None, prefabs = None, preLoaded = False, nextThing = 0):
"""Read map data and return a Map object. If infile is not provided, then
it will read from stdin. Otherwise, it should be a valid file name.
Entering a map through stdin will be obsolete once testing is over."""
@ -139,7 +149,7 @@ Entering a map through stdin will be obsolete once testing is over."""
level = GameMap(infile, mapGraph, mapMatrix, dimensions)
# Now, load other info
nextThing = GameMap.loadThings(level, info, prevMap, singletons, preLoaded, nextThing)
nextThing = GameMap.loadThings(level, info, prevMap, singletons, prefabs, preLoaded, nextThing)
return level, nextThing
@ -204,7 +214,7 @@ list of lists of tuples."""
return mat, graph, dim
@staticmethod
def loadThings(level, info, prevMap = None, singletons = None, preLoaded = False, nextThing = 0):
def loadThings(level, info, prevMap = None, singletons = None, prefabs = None, preLoaded = False, nextThing = 0):
"""load the things from the xml part of the map file."""
if 'openingText' in info:
level.openingText = info['openingText']
@ -231,14 +241,14 @@ list of lists of tuples."""
for thing in info['loadOnce']:
#print(type(thing))
if isinstance(thing, _gt.Thing):
nextThing = level.addThing(thing, nextThing, True)
nextThing = level.addThing(GameMap.resolvePrefab(prefabs, thing), prefabs, nextThing, True)
else:
raise MapError("Non-thing loaded as a thing:\n{}".format(thing))
if 'loadAlways' in info:
for thing in info['loadAlways']:
#print(type(thing))
if isinstance(thing, _gt.Thing):
nextThing = level.addThing(thing, nextThing)
nextThing = level.addThing(GameMap.resolvePrefab(prefabs, thing), prefabs, nextThing)
if ((thing.thingType == 'x' and not hasKnownEntrance) or thing.thingType == 'a') and prevMap == thing.exitid:
level.playerStart = (thing.x, thing.y)
hasKnownEntrance = True
@ -247,14 +257,14 @@ list of lists of tuples."""
single = singletons[thing.name]
single.x, single.y = thing.x, thing.y
single.prevx, single.prevy = thing.x, thing.y
nextThing = level.addThing(single, nextThing)
nextThing = level.addThing(single, prefabs, nextThing)
else:
raise MapError("Non-thing loaded as a thing:\n{}".format(thing))
return nextThing
# stuff the gameshell itself might use
def addThing(self, thing, nextThing = 0, persist = False):
def addThing(self, thing, prefabs = None, nextThing = 0, persist = False):
if thing == None: # it must be a singleton
return nextThing
#if thing.name in self.thingNames: # resolved
@ -266,14 +276,14 @@ list of lists of tuples."""
# so they need IDs as well.
# Let's only add them if they weren't already loaded.
if thing.thingType in 'iun':
nextThing = GameMap.addThingRecursive(thing.customValues, nextThing)
if thing.thingType == 'n':
for i in thing.tempInventory:
if i.thingID == -1:
i.thingID = nextThing
nextThing = GameMap.addThingRecursive(i.customValues, nextThing + 1)
thing.addThing(i)
del thing.tempInventory
nextThing = GameMap.addThingRecursive(thing.customValues, prefabs, nextThing)
if thing.thingType == 'n':
for i in thing.tempInventory:
if i.thingID == -1:
i.thingID = nextThing
nextThing = GameMap.addThingRecursive(i.customValues, prefabs, nextThing + 1)
thing.addThing(i)
del thing.tempInventory
pos = self.coordsToInt(thing.x, thing.y)
if pos not in self.thingPos:
self.thingPos[pos] = [thing.thingID]
@ -289,21 +299,21 @@ list of lists of tuples."""
return nextThing
@staticmethod
def addThingRecursive(container, nextThing = 0):
def addThingRecursive(container, prefabs = None, nextThing = 0):
if isinstance(container, _gt.Thing):
if container.thingID == -1:
container.thingID = nextThing
nextThing = GameMap.addThingRecursive(container.customValues, nextThing)
nextThing = GameMap.addThingRecursive(container.customValues, prefabs, nextThing)
return nextThing + 1
else:
return nextThing
elif isinstance(container, dict):
for i in container:
nextThing = GameMap.addThingRecursive(container[i], nextThing)
nextThing = GameMap.addThingRecursive(GameMap.resolvePrefab(prefabs, container[i]), prefabs, nextThing)
return nextThing
elif isinstance(container, list):
for i in container:
nextThing = GameMap.addThingRecursive(i, nextThing)
nextThing = GameMap.addThingRecursive(GameMap.resolvePrefab(prefabs, i), prefabs, nextThing)
return nextThing
else:
return nextThing

View file

@ -422,7 +422,8 @@ If -l is given, a map legend will be printed under the map."""
def runScript(self, args):
"""simple wrapper for gameBase.runscript."""
self.gameBase.parseScript(' '.join(args))
args = ['"' + a + '"' for a in args]
self.gameBase.parseScript(' '.join(args) + '\n')
# IO calls

View file

@ -62,11 +62,7 @@ class Thing(object):
self.playerx = playerx
if playery:
self.playery = playery
self.passable = bool(flags & 1)
self.talkable = bool(flags & 2)
self.lookable = bool(flags & 4)
self.takeable = bool(flags & 8)
self.useable = bool(flags & 16)
self.flags = flags
self.graphic = ThingGraphic('clear', '#7F7F7F', ' ')
self.thingID = -1 # ID not assigned
@ -79,6 +75,82 @@ class Thing(object):
return False
return self.name == other.name
@property
def passable(self):
return bool(self.flags & 1)
@property
def talkable(self):
return bool(self.flags & 2)
@property
def lookable(self):
return bool(self.flags & 4)
@property
def takeable(self):
return bool(self.flags & 8)
@property
def useable(self):
return bool(self.flags & 16)
def fromPrefab(self, prefab):
"""This only exists as a catch-all in case an unsupported thing type is prefabed."""
parts = prefab.details
# set default values for optional arguments
name = self.name
description = self.description
playerx = prefab.x + (self.playerx - self.x)
playery = prefab.y + (self.playery - self.y)
bgc = self.graphic.background
fgc = self.graphic.foreground
shape = self.graphic.shape
if parts != None:
if 'name' in parts:
name = parts['name']
if 'description' in parts:
description = parts['description']
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
graphic = ThingGraphic(bgc, fgc, shape)
return Thing(self.thingType, name, prefab.x, prefab.y, description, self.flags, playerx, playery)
class Prefab(Thing):
"""Basically a placeholder for a predefined prefab. This is for reading in YAML."""
yaml_flag = u'!Prefab'
defaultGraphic = ThingGraphic('clear', 'clear', 'x')
def __init__(self, name: str, x: int, y: int, **kwargs):
super(Prefab, self).__init__('z', name, x, y, '', 1) # 'p' is already taken by the player.
self.details = None # This is so that custom overrides can be made for specific instances.
if "details" in kwargs:
self.details = kwargs["details"]
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'details': self.details}
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
mdetails = None
if 'details' in parts:
mdetails = dict(parts['details'])
return cls(parts['name'], parts['location'][0], parts['location'][1], details = mdetails)
class Observer(Thing):
"""ABC for things that have a dict of events that they should listen to."""
@ -162,7 +234,7 @@ class Item(Thing):
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'ranged' in parts:
useOnFunc = parts['ranged']
ranged = parts['ranged']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], useFunc, useOnFunc, customValues, ranged, graphic)
@ -172,6 +244,46 @@ class Item(Thing):
def useOn(self, user, gameBase, thing, args) -> float:
pass
def fromPrefab(self, prefab):
parts = prefab.details
# set default values for optional arguments
name = self.name
useFunc = self.useFunc
useOnFunc = self.useOnFunc
customValues = dict(self.customValues)
ranged = self.ranged
bgc = self.graphic.background
fgc = self.graphic.foreground
shape = self.graphic.shape
description = self.description
if parts:
if 'name' in parts:
name = parts['name']
if 'description' in parts:
description = parts['description']
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'useOnFunc' in parts:
useOnFunc = parts['useOnFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'ranged' in parts:
ranged = parts['ranged']
graphic = ThingGraphic(bgc, fgc, shape)
return Item(name, prefab.x, prefab.y, description, useFunc, useOnFunc, customValues, ranged, graphic)
class Useable(Thing):
yaml_flag = u'!Useable'
defaultGraphic = ThingGraphic('clear', '#0000FF', '#')
@ -241,6 +353,44 @@ class Useable(Thing):
def use(self, user, gameBase, args) -> float:
pass
def fromPrefab(self, prefab):
parts = prefab.details
# set default values for optional arguments
name = self.name
description = self.description
useFunc = self.useFunc
customValues = dict(self.customValues)
playerx = prefab.x + (self.playerx - self.x)
playery = prefab.y + (self.playery - self.y)
bgc = self.graphic.background
fgc = self.graphic.foreground
shape = self.graphic.shape
if parts != None:
if 'name' in parts:
name = parts['name']
if 'description' in parts:
description = parts['description']
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
graphic = ThingGraphic(bgc, fgc, shape)
return Useable(name, prefab.x, prefab.y, description, useFunc, customValues, playerx, playery, graphic)
class Character(Thing):
defaultGraphic = ThingGraphic('clear', '#000000', 'o')
@ -352,7 +502,6 @@ class NPC(Character, Observer):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
following = False
minventory = []
mcustomValues = {}
mplayerx, mplayery = parts['location']
@ -382,6 +531,48 @@ class NPC(Character, Observer):
description = parts['description'], behaviors = parts['behaviors'], tempInventory = minventory, customValues = mcustomValues,
playerx = mplayerx, plyery = mplayery, graphic = mgraphic)
def fromPrefab(self, prefab):
parts = prefab.details
# set default values for optional arguments
mname = self.name
mdescription = self.description
minventory = list(self.tempInventory)
mcustomValues = dict(self.customValues)
mbehaviors = dict(self.behaviors)
mplayerx = prefab.x + (self.playerx - self.x)
mplayery = prefab.y + (self.playery - self.y)
bgc = self.graphic.background
fgc = self.graphic.foreground
shape = self.graphic.shape
if prefab != None:
if 'name' in parts:
mname = parts['name']
if 'description' in parts:
mdescription = parts['description']
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
# load use functions
if 'inventory' in parts:
inventory = parts['inventory']
if 'customValues' in parts:
mcustomValues = dict(parts['customValues'])
for v in mcustomValues:
if isinstance(mcustomValues[v], tuple):
mcustomValues[v] = list(mcustomValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
if 'behaviors' in parts:
mbehaviors = dict(parts['behaviors'])
mgraphic = ThingGraphic(bgc, fgc, shape)
return NPC(name = mname, x = prefab.x, y = prefab.y, description = mdescription, behaviors = mbehaviors, tempInventory = minventory, customValues = mcustomValues,
playerx = mplayerx, plyery = mplayery, graphic = mgraphic)
class Door(Thing):
yaml_flag = u'!Door'
defaultGraphic = ThingGraphic('clear', '#7F3F00', '#')

View file

@ -64,3 +64,17 @@ loadOnce:
distance: 2
isFollowing: True
target: You
- !Prefab
name: ball
location: [4, 12]
- !Prefab
name: ball
location: [7, 12]
- !Prefab
name: box
location: [4, 10]
- !Prefab
name: box
location: [7, 10]
details:
useLocation: [6, 10]