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functional.py
681 lines (522 loc) · 21.3 KB
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functional.py
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# 2015.11.18 11:58:16 Støední Evropa (bìžný èas)
# Embedded file name: scripts/client/tutorial/control/functional.py
import re
import BigWorld
from tutorial.control import TutorialProxyHolder, game_vars
from tutorial.control.context import GlobalStorage
from tutorial.data import chapter
from tutorial.data.conditions import CONDITION_TYPE
from tutorial.gui import GUI_EFFECT_NAME
from tutorial.logger import LOG_ERROR, LOG_DEBUG
class FunctionalCondition(TutorialProxyHolder):
def isConditionOk(self, condition):
return False
class FunctionalFlagCondition(FunctionalCondition):
def isConditionOk(self, condition):
result = self._tutorial.getFlags().isActiveFlag(condition.getID())
if condition.isPositiveState():
return result
else:
return not result
class FunctionalGlobalFlagCondition(FunctionalCondition):
def isConditionOk(self, condition):
result = GlobalStorage(condition.getID(), False).value()
if condition.isPositiveState():
return result
else:
return not result
class FunctionalWindowOnSceneCondition(FunctionalCondition):
def isConditionOk(self, condition):
result = self._gui.isTutorialWindowDisplayed(condition.getID())
if condition.isPositiveState():
return result
else:
return not result
class FunctionalVarDefinedCondition(FunctionalCondition):
def isConditionOk(self, condition):
vars = self._tutorial.getVars()
value = vars.get(condition.getID(), default=None)
if condition.isPositiveState():
result = value is not None
else:
result = value is None
return result
class FunctionalVarCompareCondition(FunctionalCondition):
def isConditionOk(self, condition):
vars = self._tutorial.getVars()
value = vars.get(condition.getID(), default=None)
other = vars.get(condition.getCompareID(), default=None)
if condition.isPositiveState():
result = value == other
else:
result = value != other
return result
class FunctionalEffectTriggeredCondition(FunctionalCondition):
def isConditionOk(self, condition):
result = self._tutorial.isEffectTriggered(condition.getID())
if condition.isPositiveState():
return result
else:
return not result
class FunctionalGameItemSimpleStateCondition(FunctionalCondition):
def isConditionOk(self, condition):
getter = game_vars.getItemStateGetter(condition.getBaseState())
if getter:
varID = condition.getID()
value = self._tutorial.getVars().get(varID, default=varID)
try:
result = getter(value)
except Exception as e:
LOG_ERROR('Can not resolve condition', varID, e.message)
return False
if condition.isPositiveState():
return result
else:
return not result
else:
LOG_ERROR('State of item can not be resolved', condition)
return False
class FunctionalGameItemRelateStateCondition(FunctionalCondition):
def isConditionOk(self, condition):
getter = game_vars.getItemStateGetter(condition.getBaseState())
if getter:
tvars = self._tutorial.getVars()
varID = condition.getID()
value = tvars.get(varID, default=varID)
otherID = condition.getOtherID()
other = tvars.get(otherID, default=otherID)
try:
result = getter(value, other)
except Exception as e:
LOG_ERROR('Can not resolve condition', varID, e.message)
return False
if condition.isPositiveState():
return result
else:
return not result
else:
LOG_ERROR('State of item can not be resolved', condition)
return False
class FunctionalBonusReceivedCondition(FunctionalCondition):
def isConditionOk(self, condition):
chapter = self._descriptor.getChapter(condition.getID())
if chapter is None:
LOG_ERROR('Chapter is not found', condition.getID())
return False
else:
result = chapter.isBonusReceived(self._bonuses.getCompleted())
if condition.isPositiveState():
return result
return not result
return
_SUPPORTED_CONDITIONS = {CONDITION_TYPE.FLAG: FunctionalFlagCondition,
CONDITION_TYPE.GLOBAL_FLAG: FunctionalGlobalFlagCondition,
CONDITION_TYPE.WINDOW_ON_SCENE: FunctionalWindowOnSceneCondition,
CONDITION_TYPE.VAR_DEFINED: FunctionalVarDefinedCondition,
CONDITION_TYPE.VAR_COMPARE: FunctionalVarCompareCondition,
CONDITION_TYPE.EFFECT_TRIGGERED: FunctionalEffectTriggeredCondition,
CONDITION_TYPE.GAME_ITEM_SIMPLE_STATE: FunctionalGameItemSimpleStateCondition,
CONDITION_TYPE.GAME_ITEM_RELATE_STATE: FunctionalGameItemRelateStateCondition,
CONDITION_TYPE.BONUS_RECEIVED: FunctionalBonusReceivedCondition}
class FunctionalConditions(TutorialProxyHolder):
def __init__(self, conditions):
super(FunctionalConditions, self).__init__()
self._conditions = conditions
def allConditionsOk(self):
if self._conditions is None:
return True
else:
ok = self.evaluateWithAND()
for eitherCondition in self._conditions.eitherBlocks():
if ok:
ok = FunctionalConditions(eitherCondition).evaluateWithOR()
return ok
def evaluateWithAND(self):
if self._conditions is None:
return True
else:
result = True
for condition in self._conditions:
if result:
result = self._isConditionActive(condition)
return result
def evaluateWithOR(self):
if self._conditions is None:
return True
else:
result = False
for condition in self._conditions:
if not result:
result = self._isConditionActive(condition)
return result
def _isConditionActive(self, condition):
condType = condition.getType()
functional = condType in _SUPPORTED_CONDITIONS and _SUPPORTED_CONDITIONS[condType]
if not functional:
raise AssertionError('Function condition can not be empty')
else:
LOG_ERROR('Condition is not found', condType)
functional = FunctionalCondition()
return functional().isConditionOk(condition)
class FunctionalVarSet(object):
def __init__(self, varSet):
super(FunctionalVarSet, self).__init__()
self._varSet = varSet
def getFirstActual(self):
if self._varSet is None:
return
else:
for var, conditions in self._varSet:
result = FunctionalConditions(conditions).allConditionsOk()
if result:
return var
return
class FunctionalEffect(TutorialProxyHolder):
def __init__(self, effect):
super(FunctionalEffect, self).__init__()
self._effect = effect
def triggerEffect(self):
raise NotImplementedError, 'method triggerEffect is not implemented'
def getEffect(self):
return self._effect
def getTargetID(self):
return self._effect.getTargetID()
def getTarget(self):
targetID = self.getTargetID()
raise targetID or AssertionError('TargetID must be defined to find entity')
return self._data.getHasIDEntity(targetID)
def isInstantaneous(self):
return True
def isStillRunning(self):
return False
def stop(self):
pass
def isAllConditionsOK(self):
result = True
if self._effect is not None:
return FunctionalConditions(self._effect.getConditions()).allConditionsOk()
else:
return result
class FunctionalActivateEffect(FunctionalEffect):
def triggerEffect(self):
targetID = self._effect.getTargetID()
flags = self._tutorial.getFlags()
if not flags.isActiveFlag(targetID):
flags.activateFlag(targetID)
self._tutorial.invalidateFlags()
class FunctionalDeactivateEffect(FunctionalEffect):
def triggerEffect(self):
targetID = self._effect.getTargetID()
flags = self._tutorial.getFlags()
if flags.isActiveFlag(targetID):
flags.deactivateFlag(targetID)
self._tutorial.invalidateFlags()
class FunctionalGlobalActivateEffect(FunctionalEffect):
def triggerEffect(self):
GlobalStorage.setValue(self._effect.getTargetID(), True)
class FunctionalGlobalDeactivateEffect(FunctionalEffect):
def triggerEffect(self):
GlobalStorage.setValue(self._effect.getTargetID(), False)
class FunctionalRefuseTrainingEffect(FunctionalEffect):
def triggerEffect(self):
self._tutorial.refuse()
def isStillRunning(self):
return True
def isInstantaneous(self):
return False
class FunctionalNextChapterEffect(FunctionalEffect):
def triggerEffect(self):
nextChapter = self._effect.getTargetID()
if nextChapter is None or not len(nextChapter):
nextChapter = self._descriptor.getInitialChapterID(completed=self._bonuses.getCompleted())
if self._tutorial._currentChapter != nextChapter:
self._gui.showWaiting('chapter-loading', isSingle=True)
self._gui.clear()
self._tutorial.goToNextChapter(nextChapter)
return
class FunctionalRunTriggerEffect(FunctionalEffect):
def __init__(self, effect):
super(FunctionalRunTriggerEffect, self).__init__(effect)
def isInstantaneous(self):
return False
def isStillRunning(self):
trigger = self.getTarget()
if trigger is not None:
return trigger.isRunning
else:
return False
def triggerEffect(self):
trigger = self.getTarget()
if trigger is not None:
trigger.run()
else:
LOG_ERROR('Trigger not found', self._effect.getTargetID())
return
def getTarget(self):
return self._data.getTrigger(self._effect.getTargetID())
class FunctionalRequestBonusEffect(FunctionalEffect):
def isInstantaneous(self):
return False
def isStillRunning(self):
return self._bonuses.isStillRunning()
def triggerEffect(self):
self._bonuses.request(chapterID=self._effect.getTargetID())
class FunctionalGuiItemSetPropertiesEffect(FunctionalEffect):
def triggerEffect(self):
effect = self._effect
self._gui.setItemProps(effect.getTargetID(), effect.getProps(), revert=effect.isRevert())
class FunctionalFinishTrainingEffect(FunctionalEffect):
def triggerEffect(self):
self._tutorial.stop(finished=True)
def isStillRunning(self):
return True
def isInstantaneous(self):
return False
class FunctionalGuiCommandEffect(FunctionalEffect):
def triggerEffect(self):
targetID = self._effect.getTargetID()
command = self._gui.config.getCommand(targetID)
if command is not None:
self._gui.invokeCommand(command)
else:
LOG_ERROR('Command not found', targetID)
return
class FunctionalPlayerCommandEffect(FunctionalEffect):
def triggerEffect(self):
command = self.getTarget()
if command is not None:
player = BigWorld.player()
attr = getattr(player, command.getName(), None)
if attr is not None and callable(attr):
try:
attr(*command.args(), **command.kwargs())
except TypeError:
LOG_ERROR('Number of arguments mismatch', command.getName(), command.args(), command.kwargs())
else:
LOG_ERROR('Player has not method', command.getName())
else:
LOG_ERROR('Command not found', self._effect.getTargetID())
return
class FunctionalShowDialogEffect(FunctionalEffect):
def __init__(self, effect):
self._isRunning = False
self._isDialogClosed = False
super(FunctionalShowDialogEffect, self).__init__(effect)
def triggerEffect(self):
self._gui.release()
dialog = self.getTarget()
if dialog is not None:
self._isRunning = True
if self._gui.isGuiDialogDisplayed():
self._isDialogClosed = True
return
content = dialog.getContent()
if not dialog.isContentFull():
query = self._tutorial._ctrlFactory.createContentQuery(dialog.getType())
query.invoke(content, dialog.getVarRef())
self._isRunning = self._gui.playEffect(GUI_EFFECT_NAME.SHOW_DIALOG, [content])
if not self._isRunning:
LOG_ERROR('Can not play effect "ShowDialog"', dialog.getID(), dialog.getType())
else:
LOG_ERROR('Dialog not found', self._effect.getTargetID())
return
def isInstantaneous(self):
return False
def isStillRunning(self):
if self._isRunning:
if self._isDialogClosed and not self._gui.isGuiDialogDisplayed():
self._isDialogClosed = False
self.triggerEffect()
if not self._isDialogClosed and not self._gui.isTutorialDialogDisplayed(self._effect.getTargetID()):
self._isDialogClosed = True
return self._isRunning
def stop(self):
self._isRunning = False
self._isDialogClosed = False
class FunctionalShowWindowEffect(FunctionalEffect):
def __init__(self, effect):
self._isRunning = False
super(FunctionalShowWindowEffect, self).__init__(effect)
def triggerEffect(self):
self._gui.release()
window = self.getTarget()
if window is not None:
content = window.getContent()
if not window.isContentFull():
query = self._tutorial._ctrlFactory.createContentQuery(window.getType())
query.invoke(content, window.getVarRef())
self._setActions(window)
isRunning = self._gui.playEffect(GUI_EFFECT_NAME.SHOW_WINDOW, [window.getID(), window.getType(), content])
if not isRunning:
LOG_ERROR('Can not play effect "ShowWindow"', window.getID(), window.getType())
else:
LOG_ERROR('PopUp not found', self._effect.getTargetID())
return
def _setActions(self, window):
self._tutorial.getFunctionalScene().setActions(window.getActions())
class FunctionalShowMessageEffect(FunctionalEffect):
def triggerEffect(self):
message = self.getTarget()
if message is not None:
self._gui.showMessage(message.getText(), lookupType=message.getGuiType())
else:
LOG_ERROR('Message not found', self._effect.getTargetID())
return
_var_search = re.compile('(\\$.*?(.+?)\\$)')
class FunctionalSetGuiItemCriteria(FunctionalEffect):
def triggerEffect(self):
criteria = self.getTarget()
if criteria is None:
LOG_ERROR('Criteria is not found', self._effect.getTargetID())
return
else:
value = criteria.getValue()
getVar = self._tutorial.getVars().get
for marker, varID in re.findall(_var_search, value):
value = value.replace(marker, str(getVar(varID)))
LOG_DEBUG('Set gui item criteria', criteria.getTargetID(), value)
self._gui.playEffect(GUI_EFFECT_NAME.SET_CRITERIA, (criteria.getTargetID(), value, not criteria.isCached()))
return
class FunctionalSetAction(FunctionalEffect):
def triggerEffect(self):
action = self.getTarget()
if action is None:
LOG_ERROR('Action is not found', self._effect.getTargetID())
return
else:
scene = self._tutorial.getFunctionalScene()
if scene is None:
LOG_ERROR('Scene is not defined', self._effect.getTargetID())
return
scene.setAction(action)
self._gui.playEffect(GUI_EFFECT_NAME.SET_TRIGGER, (action.getTargetID(), action.getType()))
return
class FunctionalRemoveAction(FunctionalEffect):
def triggerEffect(self):
action = self.getTarget()
if action is None:
LOG_ERROR('Action is not found', self._effect.getTargetID())
return
else:
scene = self._tutorial.getFunctionalScene()
if scene is None:
LOG_ERROR('Scene is not defined', self._effect.getTargetID())
return
scene.removeAction(action)
self._gui.stopEffect(GUI_EFFECT_NAME.SET_TRIGGER, action.getTargetID())
return
class FunctionalSetVarAction(FunctionalEffect):
def triggerEffect(self):
finder = self.getTarget()
if finder is None:
LOG_ERROR('Var finder is not found', self._effect.getTargetID())
return
else:
finderType = finder.getType()
if finderType == chapter.VAR_FINDER_TYPE.GAME_ATTRIBUTE:
getter = self._tutorial.getVars().get
args = map(lambda varID: getter(varID, default=varID), finder.getArgs())
self._tutorial.getVars().set(finder.getTargetID(), game_vars.getAttribute(finder.getName(), *args))
else:
LOG_ERROR('Type of setter is not supported', finderType)
return
class FunctionalChapterInfo(TutorialProxyHolder):
def invalidate(self):
pass
class FunctionalClearScene(FunctionalEffect):
def triggerEffect(self):
self._gui.clearScene()
class FunctionalScene(TutorialProxyHolder):
def __init__(self, scene):
super(FunctionalScene, self).__init__()
LOG_DEBUG('New functional scene', scene.getID())
self._scene = scene
self._actions = chapter.ActionsHolder()
self._itemsOnScene = set()
self._pending = []
self._mustBeUpdated = True
self._isUpdatedOnce = False
self._gui.lock()
def enter(self):
itemsOnScene = self._gui.getItemsOnScene()
LOG_DEBUG('Enter to scene', self._scene.getID(), itemsOnScene)
for itemID in itemsOnScene:
self.addItemOnScene(itemID)
def leave(self):
LOG_DEBUG('Leave scene', self._scene.getID())
if self._mustBeUpdated:
self._gui.release()
self._mustBeUpdated = False
self._actions.clear()
self._itemsOnScene.clear()
self._pending = []
def reload(self):
pass
def invalidate(self):
self._mustBeUpdated = True
def update(self):
if self._mustBeUpdated:
self._mustBeUpdated = False
self._updateScene()
def addItemOnScene(self, itemID):
if itemID in self._itemsOnScene:
return
else:
item = self._scene.getGuiItem(itemID)
if item is None:
return
LOG_DEBUG('GUI item has been added to scene.', itemID)
self._itemsOnScene.add(itemID)
effects = filter(self.__areAllConditionsOk, item.getOnSceneEffects())
if effects:
if self._isUpdatedOnce:
self._tutorial.storeEffectsInQueue(effects, benefit=True)
else:
self._pending.extend(effects)
return effects
def removeItemFromScene(self, itemID):
if itemID not in self._itemsOnScene:
return
else:
self._itemsOnScene.discard(itemID)
item = self._scene.getGuiItem(itemID)
if item is None:
return
LOG_DEBUG('GUI item has been removed from scene.', itemID)
effects = filter(self.__areAllConditionsOk, item.getNotOnSceneEffects())
if effects:
self._tutorial.storeEffectsInQueue(effects)
return
def getAction(self, event):
return self._actions.getAction(event)
def setAction(self, action):
return self._actions.addAction(action)
def removeAction(self, action):
return self._actions.removeAction(action)
def setActions(self, actions):
for action in actions:
self._actions.addAction(action)
def _updateScene(self):
LOG_DEBUG('Update scene.')
effects = filter(self.__areAllConditionsOk, self._scene.getEffects())
if self._pending:
effects.extend(self._pending)
self._pending = []
if effects:
self._tutorial.storeEffectsInQueue(effects)
self._isUpdatedOnce = True
self._gui.release()
def __areAllConditionsOk(self, item):
return FunctionalConditions(item.getConditions()).allConditionsOk()
class GoToSceneEffect(FunctionalEffect):
def triggerEffect(self):
sceneID = self.getTargetID()
if sceneID is None:
LOG_ERROR('scene is not found', self._effect.getTargetID())
return
else:
self._gui.goToScene(sceneID)
return
# okay decompyling c:\Users\PC\wotsources\files\originals\res\scripts\client\tutorial\control\functional.pyc
# decompiled 1 files: 1 okay, 0 failed, 0 verify failed
# 2015.11.18 11:58:17 Støední Evropa (bìžný èas)