Writing Modules In Python
Contents
Basic python module
I have tried to comment what is going on in the source. This module demonstrates callbacks, commands and using interfaces.
# demo asss python module # dec 28 2004 smong # nearly always use this from asss import * # get some interfaces # see chat.h for where I_CHAT comes from, see other .h files for more (fx: # game.h) chat = get_interface(I_CHAT) # a callback # this function is called when a player enters/leaves, see core.h for PA_??? # constants def paction(p, action, arena): # start indenting if action == PA_ENTERARENA: # see chat.h for the names of more functions like SendMessage chat.SendMessage(p, "hello %s" % p.name) # tell asss to call 'paction' when CB_PLAYERACTION is signalled # see .h files for CB_??? names cb1 = reg_callback(CB_PLAYERACTION, paction) # a command # see cmdman.h for what each parameter does def c_moo(cmd, params, p, targ): # help text (?help moo) """\ Module: <py> demo Targets: none a sample command. """ chat.SendMessage(p, "moo") # tell asss to call 'c_moo' when a player types ?moo # note: add cmd_moo to conf/groupdef.dir/default so players have permission to # use this command. cmd1 = add_command("moo", c_moo) # setting chat (or other interfaces), cb* or cmd* to None is equivalent to # unregistering that item.
Save this in bin/demo.py. Then ingame make sure pymod is loaded by using ?lsmod and ?insmod. Then add this module with the following command: ?insmod <py> demo. Re-entering the arena and typing ?moo should do some stuff.
Code snippets
The bread and butter of most custom modules.
Callbacks
from asss import * chat = get_interface(I_CHAT) def goal(arena, p, bid, x, y): chat.SendArenaMessage(arena, "goal.") cb1 = reg_callback(CB_GOAL, goal)
Commands
Useful for controlling events, fx: ?elim start.
from asss import * chat = get_interface(I_CHAT) def c_mycmd(cmd, params, p, targ): """\ some help text """ chat.SendMessage(p, "moo.") cmd1 = add_command("t1", c_mycmd)
Per-player/arena data
Use this to store game state, player score, etc.
def shipchange(p, newship, newfreq): # prefix mymod_ an abbreviation of your module name to the variable # so that it doesn't clash with other modules. per arena data works # in exactly the same way. p.mymod_lastship = p.ship cb1 = reg_callback(CB_SHIPCHANGE, shipchange)
Attach/Detach
Attaching and detaching is similar to load/unload in a C module except it is arena specific. So you can use it to initialise per-arena data.
def mm_attach(arena): # do stuff with arena def mm_detach(arena): # undo stuff
Looping over all players
This example counts the number of players in an arena. (I'll come back to this later to make sure the code is correct).
def count_players(arena): # a list must be used as all other variables are immutable to # nested functions. players = [0] def cb_count(p): if p.arena == arena: players[0] = players[0] + 1 for_each_player(cb_count) return players[0]
Timers
Good for checking if a game is over yet. A reference to the timer is returned and must be retained (you can use per-arena data to store it). Losing the reference will cancel the timer.
def make_hello_timer(initial, interval, arena): def timer(): # announce chat.SendArenaMessage(arena, "hello") # non-repeating timer. return 1 for it to be called after the next interval return 0 return asss.set_timer(timer, initial, interval)
Trouble shooting
Look at the asss console for execution errors (at the time of writing not all errors are relayed to logged in staff), and if that doesn't help, add some chat.SendArenaMessage(ALLARENAS, "i'm at line ...") type messages to locate the buggy piece of code.