The player can now have simple conversations with NPCs.
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parent
e0b88e7a45
commit
e81345e793
4 changed files with 115 additions and 10 deletions
65
gamebase.py
65
gamebase.py
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@ -7,6 +7,10 @@ import gameevents as _ge
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import random as _ra
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import sys as _sys
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import pickle as _pi
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import ruamel.yaml as _yaml
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class GameError(RuntimeError):
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pass
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class GameBase(object):
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@ -18,6 +22,7 @@ class GameBase(object):
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def __init__(self):
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self.outstream = _sys.stdout
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self.__useFuncs = {}
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self.__behaviors = {}
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self.__gameEvents = {}
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self.__IOCalls = {} # {str : function}
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self.customVals = {} # for setting flags and such
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@ -49,9 +54,11 @@ class GameBase(object):
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self.registerEvent('useon', self.handleUseOn)
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self.registerEvent('take', self.handleTake)
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self.registerEvent('drop', self.handleDrop)
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self.registerEvent('behave', self.handleBehave)
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self.registerUseFunc('examine', self.examine)
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self.registerUseFunc('key', self.key)
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self.registerUseFunc('container', self.container)
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self.registerBehavior('wander', self.wander)
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# Helper functions
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@ -178,7 +185,7 @@ Destination can be a coordinate pair or object name. For instance, if one
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wanted to go to D6, one could say "go to D6", "go to d 6", or "go to 3 6".
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The letter is not case-sensitive."""
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if self.level == None:
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raise RuntimeError("Cannot move: No level has been loaded.")
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raise GameError("Cannot move: No level has been loaded.")
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speed = 0.6666667
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if args[0] == '-r' or args[0] == 'r' or args[0] == 'run':
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speed = 0.3333333
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@ -236,13 +243,46 @@ Object can be the name of the object, or its coordinates."""
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args.pop(0)
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thing, x, y = self.parseCoords(args, usePlayerCoords = False)
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if not self.level.lineOfSight(self.playerx, self.playery, x, y):
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print("{} cannot see that.".format(self.playerName))
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print("{} cannot see that.".format(self.playerName), file = self.outstream)
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elif thing == None:
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print("There is nothing to see here.\n", file = self.outstream)
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else:
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print(self.justifyText(str(thing)), file = self.outstream)
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#_hq.heappush(self.eventQueue, (self.gameTime, _ge.NoOpEvent()))
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def talk(self, args):
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"""talk [to [the]] character
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Talk to a character.
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"to" and "the" do nothing, and are intended only to make certain commands
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make more sense from a linguistic perspective (for instance, one could
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say "talk to the guard" rather than just "talk guard").
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Character can be the name of the character, or their coordinates."""
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if len(args) == 0:
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print(self.justifyText(self.level.description), file = self.outstream)
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else:
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if args[0] == 'to':
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args.pop(0)
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if args[0] == 'the':
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args.pop(0)
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thing, x, y = self.parseCoords(args, usePlayerCoords = False)
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if not self.level.lineOfSight(self.playerx, self.playery, x, y):
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print("{} cannot talk to {}.".format(self.playerName, thing.name), file = self.outstream)
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elif thing == None:
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print("There is nobody here.\n", file = self.outstream)
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else:
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if 'dialogs' in thing.customValues:
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if isinstance(thing.customValues['dialogs'], list):
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if 'dialogPtr' in thing.customValues and isinstance(thiong.customValues['dialogPtr'], int):
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self.dialog(thing.customValues['dialogs'][thing.customValues['dialogPtr']], thing)
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else:
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self.dialog(thing.customValues['dialogs'][0], thing)
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elif isinstance(thing.customValues['dialogs'], str):
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self.dialog(thing.customValues['dialogs'], thing)
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else:
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raise GameError("Character '{}' has dialog of an unexpected type.".format(thing.name))
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else:
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print("{} has nothing to say to you.".format(thing.name), file = self.outstream)
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def use(self, args):
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"""use [-r] [the] object [on [the] object2]
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Use an object. If the player is not already close to it, they will go to it.
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@ -491,6 +531,13 @@ Object can be the name of the object, or its coordinates."""
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#_hq.heappush(self.eventQueue, (self.gameTime, _ge.NoOpEvent()))
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return
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def dialog(self, dialogName, conversant):
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yaml = _yaml.YAML()
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dialog = None
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with open(dialogName, 'r') as f:
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dialog = yaml.load(f)
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self.getIO('dialog')(dialog)
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def gameEventLoop(self):
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#print(self.skipLoop)
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if self.skipLoop:
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@ -576,6 +623,9 @@ Object can be the name of the object, or its coordinates."""
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self.level.addThing(e.item, True)
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del self.playerInv[e.item.name]
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return True
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def handleBehave(self, e):
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self.__behaviors[e.actor.behavior](e.actor)
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# default useFuncs: take a list of arguments, return the time the use took
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@ -629,12 +679,21 @@ Object can be the name of the object, or its coordinates."""
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else:
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print("The key doesn't fit that lock.", file = self.outstream)
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return 0.125
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# behaviors
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def wander(self, actor):
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pass
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# stuff for extended classes to use
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def registerUseFunc(self, name, func):
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"""Registers a function for use by things in the map, but not directly
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callable by the player."""
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self.__useFuncs[name] = func
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def registerBehavior(self, name, func):
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"""Registers a function for use as an NPC's behavior."""
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self.__behaviors[name] = func
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def registerEvent(self, name, func):
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"""Registers a function to handle an event in the event loop.
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@ -648,4 +707,6 @@ always give the player a turn, False otherwise."""
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def getIO(self, name):
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"""This is so derived classes can access their IOCalls."""
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if name not in self.__IOCalls:
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raise GameError("No IO call for {}.".format(name))
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return self.__IOCalls[name]
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