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221 lines
5.5 KiB
Python
221 lines
5.5 KiB
Python
# Copyright (c) 2011-2019 Eric Froemling
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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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
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import _ba
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if TYPE_CHECKING:
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from typing import Sequence
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import ba
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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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@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.Actors respond to this.
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Attributes:
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immediate
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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
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The particular reason for death; 'fall', 'impact', 'leftGame', etc.
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This can be examined for scoring or other purposes.
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"""
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immediate: bool = False
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how: str = 'generic'
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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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Attributes:
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position
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Where to move to.
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angle
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The angle to face (in degrees)
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"""
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position: Sequence[float] = (0.0, 0.0, 0.0)
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angle: float = 0.0
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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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Attributes:
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node
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The ba.Node that is getting picked up.
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"""
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node: ba.Node
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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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Attributes:
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node
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The ba.Node doing the picking up.
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"""
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node: ba.Node
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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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Attributes:
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node
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The ba.Node doing the dropping.
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"""
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node: ba.Node
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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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Attributes:
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intensity
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The intensity of the impact.
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"""
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intensity: float
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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(init=False)
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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__(self,
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srcnode: ba.Node = None,
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pos: Sequence[float] = None,
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velocity: Sequence[float] = 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,
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kick_back: float = 1.0,
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flat_damage: float = None,
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hit_type: str = 'generic',
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force_direction: Sequence[float] = None,
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hit_subtype: str = 'default'):
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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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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 = (force_direction
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if force_direction is not None else velocity)
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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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