# Released under the MIT License. See LICENSE for details. # """Player related functionality.""" from __future__ import annotations from dataclasses import dataclass from typing import TYPE_CHECKING, TypeVar, Generic, cast import _ba from ba._error import ( SessionPlayerNotFoundError, print_exception, ActorNotFoundError, ) from ba._messages import DeathType, DieMessage if TYPE_CHECKING: from typing import Sequence, Any, Callable import ba # pylint: disable=invalid-name PlayerType = TypeVar('PlayerType', bound='ba.Player') TeamType = TypeVar('TeamType', bound='ba.Team') # pylint: enable=invalid-name @dataclass class PlayerInfo: """Holds basic info about a player. Category: Gameplay Classes """ name: str character: str @dataclass class StandLocation: """Describes a point in space and an angle to face. Category: Gameplay Classes """ position: ba.Vec3 angle: float | None = None class Player(Generic[TeamType]): """A player in a specific ba.Activity. Category: Gameplay Classes These correspond to ba.SessionPlayer objects, but are associated with a single ba.Activity instance. This allows activities to specify their own custom ba.Player types. """ # These are instance attrs but we define them at the type level so # their type annotations are introspectable (for docs generation). character: str actor: ba.Actor | None """The ba.Actor associated with the player.""" color: Sequence[float] highlight: Sequence[float] _team: TeamType _sessionplayer: ba.SessionPlayer _nodeactor: ba.NodeActor | None _expired: bool _postinited: bool _customdata: dict # NOTE: avoiding having any __init__() here since it seems to not # get called by default if a dataclass inherits from us. # This also lets us keep trivial player classes cleaner by skipping # the super().__init__() line. def postinit(self, sessionplayer: ba.SessionPlayer) -> None: """Wire up a newly created player. (internal) """ from ba._nodeactor import NodeActor # Sanity check; if a dataclass is created that inherits from us, # it will define an equality operator by default which will break # internal game logic. So complain loudly if we find one. if type(self).__eq__ is not object.__eq__: raise RuntimeError( f'Player class {type(self)} defines an equality' f' operator (__eq__) which will break internal' f' logic. Please remove it.\n' f'For dataclasses you can do "dataclass(eq=False)"' f' in the class decorator.' ) self.actor = None self.character = '' self._nodeactor: ba.NodeActor | None = None self._sessionplayer = sessionplayer self.character = sessionplayer.character self.color = sessionplayer.color self.highlight = sessionplayer.highlight self._team = cast(TeamType, sessionplayer.sessionteam.activityteam) assert self._team is not None self._customdata = {} self._expired = False self._postinited = True node = _ba.newnode('player', attrs={'playerID': sessionplayer.id}) self._nodeactor = NodeActor(node) sessionplayer.setnode(node) def leave(self) -> None: """Called when the Player leaves a running game. (internal) """ assert self._postinited assert not self._expired try: # If they still have an actor, kill it. if self.actor: self.actor.handlemessage(DieMessage(how=DeathType.LEFT_GAME)) self.actor = None except Exception: print_exception(f'Error killing actor on leave for {self}') self._nodeactor = None del self._team del self._customdata def expire(self) -> None: """Called when the Player is expiring (when its Activity does so). (internal) """ assert self._postinited assert not self._expired self._expired = True try: self.on_expire() except Exception: print_exception(f'Error in on_expire for {self}.') self._nodeactor = None self.actor = None del self._team del self._customdata def on_expire(self) -> None: """Can be overridden to handle player expiration. The player expires when the Activity it is a part of expires. Expired players should no longer run any game logic (which will likely error). They should, however, remove any references to players/teams/games/etc. which could prevent them from being freed. """ @property def team(self) -> TeamType: """The ba.Team for this player.""" assert self._postinited assert not self._expired return self._team @property def customdata(self) -> dict: """Arbitrary values associated with the player. Though it is encouraged that most player values be properly defined on the ba.Player subclass, it may be useful for player-agnostic objects to store values here. This dict is cleared when the player leaves or expires so objects stored here will be disposed of at the expected time, unlike the Player instance itself which may continue to be referenced after it is no longer part of the game. """ assert self._postinited assert not self._expired return self._customdata @property def sessionplayer(self) -> ba.SessionPlayer: """Return the ba.SessionPlayer corresponding to this Player. Throws a ba.SessionPlayerNotFoundError if it does not exist. """ assert self._postinited if bool(self._sessionplayer): return self._sessionplayer raise SessionPlayerNotFoundError() @property def node(self) -> ba.Node: """A ba.Node of type 'player' associated with this Player. This node can be used to get a generic player position/etc. """ assert self._postinited assert not self._expired assert self._nodeactor return self._nodeactor.node @property def position(self) -> ba.Vec3: """The position of the player, as defined by its current ba.Actor. If the player currently has no actor, raises a ba.ActorNotFoundError. """ assert self._postinited assert not self._expired if self.actor is None: raise ActorNotFoundError return _ba.Vec3(self.node.position) def exists(self) -> bool: """Whether the underlying player still exists. This will return False if the underlying ba.SessionPlayer has left the game or if the ba.Activity this player was associated with has ended. Most functionality will fail on a nonexistent player. Note that you can also use the boolean operator for this same functionality, so a statement such as "if player" will do the right thing both for Player objects and values of None. """ assert self._postinited return self._sessionplayer.exists() and not self._expired def getname(self, full: bool = False, icon: bool = True) -> str: """ Returns the player's name. If icon is True, the long version of the name may include an icon. """ assert self._postinited assert not self._expired return self._sessionplayer.getname(full=full, icon=icon) def is_alive(self) -> bool: """ Returns True if the player has a ba.Actor assigned and its is_alive() method return True. False is returned otherwise. """ assert self._postinited assert not self._expired return self.actor is not None and self.actor.is_alive() def get_icon(self) -> dict[str, Any]: """ Returns the character's icon (images, colors, etc contained in a dict) """ assert self._postinited assert not self._expired return self._sessionplayer.get_icon() def assigninput( self, inputtype: ba.InputType | tuple[ba.InputType, ...], call: Callable ) -> None: """ Set the python callable to be run for one or more types of input. """ assert self._postinited assert not self._expired return self._sessionplayer.assigninput(type=inputtype, call=call) def resetinput(self) -> None: """ Clears out the player's assigned input actions. """ assert self._postinited assert not self._expired self._sessionplayer.resetinput() def __bool__(self) -> bool: return self.exists() class EmptyPlayer(Player['ba.EmptyTeam']): """An empty player for use by Activities that don't need to define one. Category: Gameplay Classes ba.Player and ba.Team are 'Generic' types, and so passing those top level classes as type arguments when defining a ba.Activity reduces type safety. For example, activity.teams[0].player will have type 'Any' in that case. For that reason, it is better to pass EmptyPlayer and EmptyTeam when defining a ba.Activity that does not need custom types of its own. Note that EmptyPlayer defines its team type as EmptyTeam and vice versa, so if you want to define your own class for one of them you should do so for both. """ # NOTE: It seems we might not need these playercast() calls; have gone # the direction where things returning players generally take a type arg # and do this themselves; that way the user is 'forced' to deal with types # instead of requiring extra work by them. def playercast(totype: type[PlayerType], player: ba.Player) -> PlayerType: """Cast a ba.Player to a specific ba.Player subclass. Category: Gameplay Functions When writing type-checked code, sometimes code will deal with raw ba.Player objects which need to be cast back to the game's actual player type so that access can be properly type-checked. This function is a safe way to do so. It ensures that Optional values are not cast into Non-Optional, etc. """ assert isinstance(player, totype) return player # NOTE: ideally we should have a single playercast() call and use overloads # for the optional variety, but that currently seems to not be working. # See: https://github.com/python/mypy/issues/8800 def playercast_o( totype: type[PlayerType], player: ba.Player | None ) -> PlayerType | None: """A variant of ba.playercast() for use with optional ba.Player values. Category: Gameplay Functions """ assert isinstance(player, (totype, type(None))) return player