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registration.py
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import itertools
import random
import inspect
import pickle
import traceback
from typing import Iterator, List, Optional, TYPE_CHECKING
import arcade
import pyglet
from flapping import event
from gnp.arcadelib import scriptutl
from flapping.player import Player
from flapping import flapping_cfg as CFG
if TYPE_CHECKING: # prevent circular import reference caused by type hinting
from flapping.flap_app import Game
class Registration:
"""Hacky class to store state related to the Registration state. Prob should be a "state" class or something."""
def __init__(self, game: "Game", win_height: int):
self.msg = '...'
self.last_input: Optional[event.Event] = None
self.done = False
self.entries: List["_RegistrationEntry"] = []
self.win_height = win_height
self.game = game
self.script = self.registration_script()
@staticmethod
def _get_flap_event(evt: Optional[event.Event], player_entries):
if evt is not None:
# don't allow a joystick to be used twice
if isinstance(evt, event.JoyButtonPress):
used_joys = [e.flap.joy for e in player_entries if isinstance(e.flap, event.JoyButtonPress)]
if evt.joy in used_joys:
return None
# JoyHatMotion isn't a valid flap event
if isinstance(evt, event.JoyHatMotion):
return None
return evt
return None
@staticmethod
def _get_device_locked_event(evt: Optional[event.Event], cur_joy) -> Optional[event.Event]:
"""Used by scriptutil.wait_until_non_none() to block until a key locked to current input device has been pressed"""
skippable_event_ids = [event.KeyPress(k).get_id() for k in (arcade.key.ENTER, arcade.key.F5, arcade.key.ESCAPE)]
if evt is not None:
if evt.get_id() in skippable_event_ids:
return None
if cur_joy is None:
# keyboard input
if isinstance(evt, event.KeyPress):
return evt
else:
return None
else:
# joystick input
if isinstance(evt, (event.JoyButtonPress, event.JoyHatMotion)):
if evt.joy == cur_joy:
return evt
return None
else:
return None
return None
def registration_script(self) -> Iterator[None]:
"""Generator-script that creates players and registers their input"""
self.load_players()
while True:
self.msg = f'Press your desired FLAP to register Player {len(self.entries)+1}...\n\"Enter\" to start game. F5 to remove bottom player.'
evt = yield from scriptutl.wait_until_non_none(lambda: self._get_flap_event(self.last_input, self.entries)) # type: ignore
# exit game
if evt.get_id() == event.KeyPress(arcade.key.ESCAPE).get_id():
self.game.close()
# remove bottom player
if evt.get_id() == event.KeyPress(arcade.key.F5).get_id():
self.last_input = None
if len(self.entries) > 0:
self.entries.pop()
continue
# end registration
if evt.get_id() == event.KeyPress(arcade.key.ENTER).get_id():
self.last_input = None
if len(self.entries) > 0:
break
else:
print('WARNING: Game can not start with no players')
continue
entry = _RegistrationEntry()
self.entries.append(entry)
entry.flap = evt
flap_joy = None
if isinstance(evt, event.JoyButtonPress):
flap_joy = evt.joy
self.last_input = None
self.msg = f'Press LEFT for Player {len(self.entries)}'
evt = yield from scriptutl.wait_until_non_none(lambda: self._get_device_locked_event(self.last_input, flap_joy))
if isinstance(evt, event.JoyHatMotion):
entry.left = evt
entry.right = evt
self.last_input = None
continue
entry.left = evt
self.last_input = None
self.msg = f'Press RIGHT for Player {len(self.entries)}'
evt = yield from scriptutl.wait_until_non_none(lambda: self._get_device_locked_event(self.last_input, flap_joy))
entry.right = evt
self.last_input = None
self.finalize()
self.done = True
def on_draw(self) -> None:
arcade.draw_text('Player Registration', 25, self.win_height - 75, CFG.UI.HEADER_COLOR, 40)
arcade.draw_text(self.msg, 25, self.win_height - 175, CFG.UI.HEADER_COLOR, 30)
summary = self.get_summary()
arcade.draw_text(summary, 25, self.win_height - 200, CFG.UI.BODY_COLOR, 25, anchor_y='top')
msg = 'After registering, press FLAP to change player name. ESCAPE at any time to exit game.'
arcade.draw_text(msg, 200, 40, CFG.UI.HEADER_COLOR, 20)
def on_event(self, evt: event.Event) -> None:
matched = False
for entry in self.entries:
if entry.is_event_used(evt):
matched = True
if evt.get_id() == entry.flap.get_id():
entry.make_name()
if not matched:
self.last_input = evt
def get_summary(self) -> str:
summaries = [e.get_summary() for e in self.entries]
if len(summaries) == 0:
return '<no players registered>'
return '\n'.join(summaries)
def finalize(self) -> None:
self.save_players()
for entry in self.entries:
entry.finalize(self.game)
def save_players(self) -> None:
def get_persistent_id(obj) -> Optional[int]:
"""Pickle pyglet's Joystick object by simply saving index into list"""
if isinstance(obj, pyglet.input.base.Joystick):
joy_idx = self.game.joysticks.index(obj)
print(' Pickling joystick idx #{} {}'.format(joy_idx, obj.device))
return joy_idx
return None
with open(CFG.Player.filename, 'wb') as out_file:
print('Saving player list to {}'.format(CFG.Player.filename))
pickler = pickle.Pickler(out_file)
pickler.persistent_id = get_persistent_id # type: ignore[assignment]
pickler.dump(self.entries)
def load_players(self) -> None:
def load_from_persistent_id(persist_id) -> pyglet.input.base.Joystick:
"""Unpickle pyglet's Joystick object by using index to lookup joystick in list"""
print(' Unpickling object using persistent_id:', persist_id)
joystick_idx = persist_id
joy = self.game.joysticks[joystick_idx]
print(' Unpickling joystick:', joy.device)
return joy
try:
print('Attempting to load last players from {}'.format(CFG.Player.filename))
with open(CFG.Player.filename, 'rb') as in_file:
unpickler = pickle.Unpickler(in_file)
unpickler.persistent_load = load_from_persistent_id # type: ignore[assignment]
self.entries = unpickler.load()
print('Loaded {} players'.format(len(self.entries)))
for entry in self.entries:
if entry.name not in CFG.Registration.avatars:
raise KeyError(f'Loaded player "{entry.name}", but it does not match any supported player names.')
except Exception as exc:
print('WARNING: Problem loading previous player list from file:"{}" so starting with an empty player list. Exception: {} {}'.format(CFG.Player.filename, type(exc), str(exc)))
self.entries = []
traceback.print_exc()
class _RegistrationEntry:
"""Represents a player during the registration phase"""
def __init__(self):
self.name: str = ""
self.names = itertools.cycle(sorted(CFG.Registration.avatars.keys()))
self.make_name()
self.flap = None
self.left = None
self.right = None
for _ in range(random.randint(0, 20)):
self.make_name()
def is_event_used(self, evt: event.Event):
used_ids = (
self.flap.get_id() if self.flap else None,
self.left.get_id() if self.left else None,
self.right.get_id() if self.right else None,
)
return evt.get_id() in used_ids
def make_name(self) -> None:
self.name = next(self.names)
def get_summary(self) -> str:
"""Return a string representing the player"""
key_constants = [(name, value) for name, value in inspect.getmembers(arcade.key) if not name.startswith('__') and not name.startswith("MOTION")]
key_name_lookup = {}
for key_name, key_id in key_constants:
key_name_lookup[key_id] = key_name
device = ''
if self.flap is None:
flap = ""
else:
if isinstance(self.flap, event.JoyButtonPress):
flap = f'#{self.flap.button}'
elif not str(self.flap).isascii():
flap = key_name_lookup[self.flap.key]
else:
flap = str(self.flap)
if isinstance(self.flap, event.JoyButtonPress):
device = self.flap.joy.device.name.strip()
elif isinstance(self.flap, event.KeyPress):
device = 'keyboard'
if self.left is None:
left = ""
else:
if isinstance(self.left, event.JoyButtonPress):
left = f'#{self.left.button}'
elif not str(self.left).isascii():
left = key_name_lookup[self.left.key]
else:
left = str(self.left)
if self.right is None:
right = ""
else:
if isinstance(self.right, event.JoyButtonPress):
right = f'#{self.right.button}'
elif not str(self.right).isascii():
right = key_name_lookup[self.right.key]
else:
right = str(self.right)
summary = f'{self.name} {flap} / {left} / {right} ({device})\n'
return summary
def finalize(self, game: 'Game') -> None:
"""Create Player objects and input handling dict when registration is complete"""
player_avatar = CFG.Registration.avatars[self.name]
img = 'resources/img/' + player_avatar.image
player = Player(img, self.name, player_avatar.color, game)
game.player_list.append(player)
# flap
game.gameplay_input[self.flap.get_id()] = player.on_up
if isinstance(self.left, event.JoyHatMotion):
# left & right with joyhat
game.gameplay_input[self.left.get_id()] = player.on_joyhat
game.gameplay_input[self.right.get_id()] = player.on_joyhat
else:
# left
game.gameplay_input[self.left.get_id()] = player.on_left
left_release_event_id = self.left.make_release().get_id()
game.gameplay_input[left_release_event_id] = player.on_left_release
# right
game.gameplay_input[self.right.get_id()] = player.on_right
right_release_event_id = self.right.make_release().get_id()
game.gameplay_input[right_release_event_id] = player.on_right_release