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Object commands used to require re-adding every call in the script parent's __init__ or factory functions, adding the commands to a new command table directly on the object. Since all other attributes can be set up in at_object_creation(), this was both inconsistent and a bit confusing to work with. There is now a method add_commands() directly defined on all objects. It takes the same arguments as the normal add_command()o but use a reserved attribute to create and update a command table on the object. This has the advantange of completely removing the __init__ call in the script parent, all definitions can now be kept in at_object_creation() and are, more importantly, persistent without having to be recreated every call. - I updated the examine command to show all the commands defined on an object (if any). - I updated gamesrc/parents/examples/red_button.py considerably using the new command methodology and also using the updated Events. . Griatch
67 lines
2.6 KiB
Python
67 lines
2.6 KiB
Python
"""
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Example of the event system. To try it out, make sure to import it from somewhere
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covered by @reload (like the script parent). Create an object inheriting
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the red_button parent to see its effects (e.g. @create button=examples/red_button)
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Technically the event don't contain any game logics, all it does is locate all
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objects inheriting to a particular script parent and calls one of its functions
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at a regular interval.
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Note that this type of event will cause *all* red buttons to blink at the same
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time, regardless when they were created. This is a very efficient way
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to do it (it is also very useful for global events like weather patterns
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and day-night cycles), but you can also add events directly to individual objecs
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(see the example event in gamesrc/parents/examples/red_button)
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"""
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import traceback
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from src.events import IntervalEvent
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from src import scheduler
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from src.objects.models import Object
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#the logger is useful for debugging
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from src import logger
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class EventBlinkButton(IntervalEvent):
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"""
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This event lets the button flash at regular intervals.
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"""
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def __init__(self):
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"""
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Note that we do NOT make this event persistent across
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reboots since we are actually creating it (i.e. restarting it)
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every time the module is reloaded.
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"""
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super(EventBlinkButton, self).__init__()
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self.name = 'event_blink_red_button'
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#how often to blink, in seconds
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self.interval = 30
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#the description is seen when you run @ps in-game.
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self.description = "Blink red buttons regularly."
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def event_function(self):
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"""
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This stub function is automatically fired every self.interval seconds.
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In this case we do a search for all objects inheriting from the correct
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parent and call a function on them.
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Note that we must make sure to handle all tracebacks in this
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function to avoid trouble.
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"""
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#find all objects inheriting from red_button (parents are per definition
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#stored with the gamesrc/parent/ drawer as a base)
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parent = 'examples.red_button'
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buttons = Object.objects.global_object_script_parent_search(parent)
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for b in buttons:
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try:
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b.scriptlink.blink()
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except:
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# Print all tracebacks to the log instead of letting them by.
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# This is important, we must handle these exceptions gracefully!
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logger.log_errmsg(traceback.print_exc())
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#create and add the event to the global handler
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blink_event = EventBlinkButton()
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scheduler.add_event(blink_event)
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