2019-10-11 13:35:21 -07:00

221 lines
5.5 KiB
Python

# 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."""