vh-bombsquad-modded-server-.../dist/ba_data/python/ba/_player.py
2024-06-06 19:50:58 +05:30

329 lines
11 KiB
Python

# 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