Exemplo n.º 1
0
 def __init__(self, filename):
     self.storyFile = filename
     self.stream = open(self.storyFile)
     self.data = yaml.load(self.stream)
     # XXX map should be an attribute of the world
     self.map = Map(self.data.get("map"))
     self.world = World()
     self.world.setScapes(self.map.getScapes())
     # XXX what form do these take when the map is procedural?
     self.createItems()
     self.updateScapes()
     self.createCharacters()
Exemplo n.º 2
0
class Story(object):

    def __init__(self, filename):
        self.storyFile = filename
        self.stream = open(self.storyFile)
        self.data = yaml.load(self.stream)
        # XXX map should be an attribute of the world
        self.map = Map(self.data.get("map"))
        self.world = World()
        self.world.setScapes(self.map.getScapes())
        # XXX what form do these take when the map is procedural?
        self.createItems()
        self.updateScapes()
        self.createCharacters()

    def _getItem(self, itemName):
        for item in self.data.get("items"):
            if item.get("name") == itemName:
                return item

    def getMap(self):
        return self.map.getData()

    def createItems(self):
        itemsData = self.data.get("items")
        if not itemsData:
            return
        for itemData in itemsData:
            self.createItem(itemData)

    def updateScapes(self):
        scapesData = self.data.get("scapes")
        if not scapesData:
            return
        for scapeData in scapesData:
            scape = self.world.scapes.get(scapeData.get("room-key"))
            startingPlace = scapeData.get("startingPlace")
            if startingPlace:
                scape.startingPlace = True
                self.setStartingPlace(scape)
            scape.name = scapeData.get("name")
            self.world.scapes[scape.name] = scape
            scape.desc = scapeData.get("description")
            scape.gameOver = scapeData.get("gameOver")
            itemsList = scapeData.get("items")
            if not itemsList:
                continue
            for itemName in itemsList:
                self.processItem(itemName, scape)

    def createItem(self, itemData):
        items = []
        if itemData.has_key("items"):
            itemNames = itemData.pop("items")
            items = [Item.items[x] for x in itemNames]
        if itemData.get("isOpenable") and itemData.get("isReadable"):
            itemData.pop("isReadable")
            item = OpenableReadableItem(itemData.get("name"), items)
        elif itemData.get("isOpenable"):
            item = OpenableItem(itemData.get("name"), items)
        elif itemData.get("isReadable"):
            itemData.pop("isReadable")
            item = ReadableItem(**itemData)
        else:
            item = Item(**itemData)
        return item

    def processItem(self, itemName, scape):
        # XXX I don't like the way that all items are tracked on the Item
        # object... it doesn't make sense that every item in the world would
        # know about all other items in the world. Once that's fixed, we just
        # use the scape object's addItem method
        self.world.putItemInScape(itemName, scape)

    def setStartingPlace(self, tile):
        self.map.setStartingPlace(tile)

    def getStartingPlace(self):
        return self.map.getStartingPlace()

    def createCharacters(self):
        charactersData = self.data.get("characters")
        if not charactersData:
            return
        for characterData in charactersData:
            if characterData.get("isPlayer") == True:
                player = Player(characterData.get("name"))
                for itemName in characterData.get("inventory"):
                    player.take(Item.items[itemName])
                self.world.placeCharacterInScape(
                    player, self.getStartingPlace(), isPlayer=True)

    def createLayers(self):
        layersData = self.data.get("layers")
        if not layersData:
            return
        for layerData in layersData:
            pass