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105 lines
3.7 KiB
Python
105 lines
3.7 KiB
Python
"""
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An example script parent for a nice red button object. It has
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custom commands defined on itself that are only useful in relation to this
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particular object. See example.py in gamesrc/commands for more info
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on the pluggable command system.
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Assuming this script remains in gamesrc/parents/examples, create an object
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of this type using @create button:examples.red_button
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This file also shows the use of the Event system to make the button
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send a message to the players at regular intervals. Note that if you create a
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test button you must drop it before you will see its messages!
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"""
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from game.gamesrc.parents.base.basicobject import BasicObject
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#you have to import the event definition(s) from somewhere covered by @reload,
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# - this is as good a place as any.
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import game.gamesrc.events.example
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#
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#commands on the button object
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#
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def cmd_push_button(command):
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"""
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This is a simple command that handles a user pressing the
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button by returning a message.
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"""
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retval = "There is a loud bang: BOOOM!"
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command.source_object.emit_to(retval)
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def cmd_pull_button(command):
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"""
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An example of a second defined command (for those who
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don't know how a button works ... ;) )
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"""
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retval = "A button is meant to be pushed, not pulled!"
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command.source_object.emit_to(retval)
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#
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#The object itself
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#
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class RedButton(BasicObject):
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def __init__(self, scripted_obj, *args, **kwargs):
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"""
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This is called when class_factory() instantiates a temporary instance
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of the script parent. This is typically not something you want to
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mess with much.
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"""
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# Calling the super class' __init__ is critical! Never forget to do
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# this or everything else from here on out will fail.
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super(RedButton, self).__init__(scripted_obj, args, kwargs)
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# Add the commands to the object's command table (this is about
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#the only thing you should use the __init__ for).
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self.command_table.add_command("pushbutton", cmd_push_button)
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self.command_table.add_command("pullbutton", cmd_pull_button)
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def at_object_creation(self):
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"""
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This function is called when object is created. Use this
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preferably over __init__.
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"""
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#get stored object related to this class
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obj = self.scripted_obj
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obj.set_description("This is your standard big red button.")
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obj.set_attribute("breakpoint", 10)
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obj.set_attribute("count", 0)
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def blink(self):
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"""If the event system is active, it will regularly call this function to make
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the button blink. Note the use of attributes to store the variable count and
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breakpoint in a persistent way."""
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obj = self.scripted_obj
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try:
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count = int(obj.get_attribute_value("count"))
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breakpoint = int(obj.get_attribute_value("breakpoint"))
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except TypeError:
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return
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if count <= breakpoint:
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if int(count) == int(breakpoint):
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s = "The button flashes, then goes dark. "
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s += "Looks like the lamp just broke."
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else:
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s = "The red button flashes, demanding your attention."
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count += 1
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obj.set_attribute("count",count)
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obj.get_location().emit_to_contents(s)
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def class_factory(source_obj):
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"""
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This method is called by any script you retrieve (via the scripthandler). It
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creates an instance of the class and returns it transparently.
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source_obj: (Object) A reference to the object being scripted (the child).
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"""
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return RedButton(source_obj)
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