# Copyright (c) 2011-2019 Eric Froemling # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. # ----------------------------------------------------------------------------- """Defines some standard message objects for use with handlemessage() calls.""" from __future__ import annotations from dataclasses import dataclass from typing import TYPE_CHECKING import _ba if TYPE_CHECKING: from typing import Sequence import ba @dataclass class OutOfBoundsMessage: """A message telling an object that it is out of bounds. Category: Message Classes """ @dataclass class DieMessage: """A message telling an object to die. Category: Message Classes Most ba.Actors respond to this. Attributes: immediate If this is set to True, the actor should disappear immediately. This is for 'removing' stuff from the game more so than 'killing' it. If False, the actor should die a 'normal' death and can take its time with lingering corpses, sound effects, etc. how The particular reason for death; 'fall', 'impact', 'leftGame', etc. This can be examined for scoring or other purposes. """ immediate: bool = False how: str = 'generic' @dataclass class StandMessage: """A message telling an object to move to a position in space. Category: Message Classes Used when teleporting players to home base, etc. Attributes: position Where to move to. angle The angle to face (in degrees) """ position: Sequence[float] = (0.0, 0.0, 0.0) angle: float = 0.0 @dataclass class PickUpMessage: """Tells an object that it has picked something up. Category: Message Classes Attributes: node The ba.Node that is getting picked up. """ node: ba.Node @dataclass class DropMessage: """Tells an object that it has dropped what it was holding. Category: Message Classes """ @dataclass class PickedUpMessage: """Tells an object that it has been picked up by something. Category: Message Classes Attributes: node The ba.Node doing the picking up. """ node: ba.Node @dataclass class DroppedMessage: """Tells an object that it has been dropped. Category: Message Classes Attributes: node The ba.Node doing the dropping. """ node: ba.Node @dataclass class ShouldShatterMessage: """Tells an object that it should shatter. Category: Message Classes """ @dataclass class ImpactDamageMessage: """Tells an object that it has been jarred violently. Category: Message Classes Attributes: intensity The intensity of the impact. """ intensity: float @dataclass class FreezeMessage: """Tells an object to become frozen. Category: Message Classes As seen in the effects of an ice ba.Bomb. """ @dataclass class ThawMessage: """Tells an object to stop being frozen. Category: Message Classes """ @dataclass(init=False) class HitMessage: """Tells an object it has been hit in some way. Category: Message Classes This is used by punches, explosions, etc to convey their effect to a target. """ def __init__(self, srcnode: ba.Node = None, pos: Sequence[float] = None, velocity: Sequence[float] = None, magnitude: float = 1.0, velocity_magnitude: float = 0.0, radius: float = 1.0, source_player: ba.Player = None, kick_back: float = 1.0, flat_damage: float = None, hit_type: str = 'generic', force_direction: Sequence[float] = None, hit_subtype: str = 'default'): """Instantiate a message with given values.""" self.srcnode = srcnode self.pos = pos if pos is not None else _ba.Vec3() self.velocity = velocity if velocity is not None else _ba.Vec3() self.magnitude = magnitude self.velocity_magnitude = velocity_magnitude self.radius = radius self.source_player = source_player self.kick_back = kick_back self.flat_damage = flat_damage self.hit_type = hit_type self.hit_subtype = hit_subtype self.force_direction = (force_direction if force_direction is not None else velocity) @dataclass class PlayerProfilesChangedMessage: """Signals player profiles may have changed and should be reloaded."""