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dist/ba_data/python/ba/_messages.py
vendored
297
dist/ba_data/python/ba/_messages.py
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# Released under the MIT License. See LICENSE for details.
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#
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"""Defines some standard message objects for use with handlemessage() calls."""
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from __future__ import annotations
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from dataclasses import dataclass
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from typing import TYPE_CHECKING, TypeVar
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from enum import Enum
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import _ba
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if TYPE_CHECKING:
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from typing import Sequence, Any
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import ba
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class _UnhandledType:
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pass
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# A special value that should be returned from handlemessage()
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# functions for unhandled message types. This may result
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# in fallback message types being attempted/etc.
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UNHANDLED = _UnhandledType()
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@dataclass
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class OutOfBoundsMessage:
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"""A message telling an object that it is out of bounds.
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Category: Message Classes
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"""
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class DeathType(Enum):
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"""A reason for a death.
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Category: Enums
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"""
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GENERIC = 'generic'
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OUT_OF_BOUNDS = 'out_of_bounds'
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IMPACT = 'impact'
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FALL = 'fall'
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REACHED_GOAL = 'reached_goal'
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LEFT_GAME = 'left_game'
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@dataclass
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class DieMessage:
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"""A message telling an object to die.
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Category: **Message Classes**
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Most ba.Actor-s respond to this.
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"""
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immediate: bool = False
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"""If this is set to True, the actor should disappear immediately.
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This is for 'removing' stuff from the game more so than 'killing'
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it. If False, the actor should die a 'normal' death and can take
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its time with lingering corpses, sound effects, etc."""
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how: DeathType = DeathType.GENERIC
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"""The particular reason for death."""
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# pylint: disable=invalid-name
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PlayerType = TypeVar('PlayerType', bound='ba.Player')
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# pylint: enable=invalid-name
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class PlayerDiedMessage:
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"""A message saying a ba.Player has died.
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Category: **Message Classes**
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"""
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killed: bool
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"""If True, the player was killed;
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If False, they left the game or the round ended."""
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how: ba.DeathType
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"""The particular type of death."""
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def __init__(
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self,
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player: ba.Player,
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was_killed: bool,
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killerplayer: ba.Player | None,
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how: ba.DeathType,
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):
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"""Instantiate a message with the given values."""
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# Invalid refs should never be passed as args.
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assert player.exists()
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self._player = player
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# Invalid refs should never be passed as args.
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assert killerplayer is None or killerplayer.exists()
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self._killerplayer = killerplayer
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self.killed = was_killed
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self.how = how
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def getkillerplayer(
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self, playertype: type[PlayerType]
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) -> PlayerType | None:
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"""Return the ba.Player responsible for the killing, if any.
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Pass the Player type being used by the current game.
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"""
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assert isinstance(self._killerplayer, (playertype, type(None)))
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return self._killerplayer
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def getplayer(self, playertype: type[PlayerType]) -> PlayerType:
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"""Return the ba.Player that died.
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The type of player for the current activity should be passed so that
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the type-checker properly identifies the returned value as one.
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"""
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player: Any = self._player
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assert isinstance(player, playertype)
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# We should never be delivering invalid refs.
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# (could theoretically happen if someone holds on to us)
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assert player.exists()
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return player
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@dataclass
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class StandMessage:
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"""A message telling an object to move to a position in space.
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Category: **Message Classes**
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Used when teleporting players to home base, etc.
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"""
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position: Sequence[float] = (0.0, 0.0, 0.0)
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"""Where to move to."""
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angle: float = 0.0
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"""The angle to face (in degrees)"""
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@dataclass
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class PickUpMessage:
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"""Tells an object that it has picked something up.
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Category: **Message Classes**
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"""
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node: ba.Node
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"""The ba.Node that is getting picked up."""
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@dataclass
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class DropMessage:
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"""Tells an object that it has dropped what it was holding.
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Category: **Message Classes**
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"""
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@dataclass
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class PickedUpMessage:
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"""Tells an object that it has been picked up by something.
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Category: **Message Classes**
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"""
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node: ba.Node
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"""The ba.Node doing the picking up."""
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@dataclass
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class DroppedMessage:
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"""Tells an object that it has been dropped.
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Category: **Message Classes**
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"""
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node: ba.Node
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"""The ba.Node doing the dropping."""
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@dataclass
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class ShouldShatterMessage:
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"""Tells an object that it should shatter.
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Category: **Message Classes**
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"""
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@dataclass
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class ImpactDamageMessage:
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"""Tells an object that it has been jarred violently.
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Category: **Message Classes**
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"""
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intensity: float
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"""The intensity of the impact."""
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@dataclass
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class FreezeMessage:
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"""Tells an object to become frozen.
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Category: **Message Classes**
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As seen in the effects of an ice ba.Bomb.
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"""
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@dataclass
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class ThawMessage:
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"""Tells an object to stop being frozen.
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Category: **Message Classes**
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"""
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@dataclass
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class CelebrateMessage:
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"""Tells an object to celebrate.
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Category: **Message Classes**
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"""
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duration: float = 10.0
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"""Amount of time to celebrate in seconds."""
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class HitMessage:
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"""Tells an object it has been hit in some way.
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Category: **Message Classes**
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This is used by punches, explosions, etc to convey
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their effect to a target.
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"""
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def __init__(
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self,
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srcnode: ba.Node | None = None,
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pos: Sequence[float] | None = None,
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velocity: Sequence[float] | None = None,
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magnitude: float = 1.0,
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velocity_magnitude: float = 0.0,
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radius: float = 1.0,
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source_player: ba.Player | None = None,
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kick_back: float = 1.0,
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flat_damage: float | None = None,
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hit_type: str = 'generic',
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force_direction: Sequence[float] | None = None,
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hit_subtype: str = 'default',
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):
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"""Instantiate a message with given values."""
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self.srcnode = srcnode
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self.pos = pos if pos is not None else _ba.Vec3()
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self.velocity = velocity if velocity is not None else _ba.Vec3()
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self.magnitude = magnitude
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self.velocity_magnitude = velocity_magnitude
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self.radius = radius
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# We should not be getting passed an invalid ref.
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assert source_player is None or source_player.exists()
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self._source_player = source_player
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self.kick_back = kick_back
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self.flat_damage = flat_damage
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self.hit_type = hit_type
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self.hit_subtype = hit_subtype
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self.force_direction = (
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force_direction if force_direction is not None else velocity
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)
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def get_source_player(
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self, playertype: type[PlayerType]
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) -> PlayerType | None:
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"""Return the source-player if one exists and is the provided type."""
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player: Any = self._source_player
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# We should not be delivering invalid refs.
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# (we could translate to None here but technically we are changing
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# the message delivered which seems wrong)
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assert player is None or player.exists()
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# Return the player *only* if they're the type given.
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return player if isinstance(player, playertype) else None
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@dataclass
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class PlayerProfilesChangedMessage:
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"""Signals player profiles may have changed and should be reloaded."""
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