view pytouhou/vm/msgrunner.py @ 792:11bc22bad1bf default tip

python: Replace the image crate with png We weren’t using any of its features anyway, so the png crate is exactly what we need, without the many heavy dependencies of image. https://github.com/image-rs/image-png/pull/670 will eventually make it even faster to build.
author Link Mauve <linkmauve@linkmauve.fr>
date Sat, 17 Jan 2026 22:22:25 +0100
parents ec1e06402a97
children
line wrap: on
line source

# -*- encoding: utf-8 -*-
##
## Copyright (C) 2012 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
##
## This program is free software; you can redistribute it and/or modify
## it under the terms of the GNU General Public License as published
## by the Free Software Foundation; version 3 only.
##
## This program is distributed in the hope that it will be useful,
## but WITHOUT ANY WARRANTY; without even the implied warranty of
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
## GNU General Public License for more details.
##


from pytouhou.utils.helpers import get_logger

from pytouhou.vm.common import MetaRegistry, instruction
from pytouhou.game import NextStage

logger = get_logger(__name__)


class MSGRunner(metaclass=MetaRegistry):
    __slots__ = ('_msg', '_game', 'frame', 'sleep_time', 'allow_skip',
                 'skipping', 'frozen', 'ended', 'instruction_pointer',
                 'handlers')

    def __init__(self, msg, script, game):
        self._msg = msg.msgs[script + 10 * (game.players[0].character // 2)]
        self._game = game
        self.handlers = self._handlers[6]
        self.frame = 0
        self.sleep_time = 0
        self.allow_skip = True
        self.skipping = False
        self.frozen = False
        self.ended = False

        self.instruction_pointer = 0


    def run_iteration(self):
        while True:
            if self.ended:
                return False

            try:
                frame, instr_type, args = self._msg[self.instruction_pointer]
            except IndexError:
                self.end()
                return False

            if frame > self.frame:
                break
            else:
                self.instruction_pointer += 1

            if frame == self.frame:
                try:
                    callback = self.handlers[instr_type]
                except KeyError:
                    logger.warning('unhandled msg opcode %d (args: %r)', instr_type, args)
                else:
                    callback(self, *args)

        if not self.frozen:
            if self.sleep_time > 0:
                self.sleep_time -= 1
            else:
                self.frame += 1

        return True


    def skip(self):
        self.sleep_time = 0


    def end(self):
        self._game.msg_runner = None
        self._game.msg_wait = False
        self.ended = True
        texts = self._game.texts
        if 'boss_name' in texts:
            del texts['boss_name']
        if 'boss_title' in texts:
            del texts['boss_title']
        if 'dialog_0' in texts:
            del texts['dialog_0']
        if 'dialog_1' in texts:
            del texts['dialog_1']


    @instruction(0)
    def unknown0(self):
        if self.allow_skip:
            raise Exception #TODO: seems to crash the game, but why?
        self.end()


    @instruction(1)
    def enter(self, side, effect):
        self._game.new_face(side, effect)


    @instruction(2)
    def change_face(self, side, index):
        face = self._game.faces[side]
        if face:
            face.load(index)


    @instruction(3)
    def display_text(self, side, index, text):
        texts = self._game.texts
        if index == 0:
            if 'dialog_0' in texts:
                del texts['dialog_0']
            if 'dialog_1' in texts:
                del texts['dialog_1']
        texts['dialog_%d' % index] = self._game.new_native_text((64, 372 + index * 24), text)
        texts['dialog_%d' % index].set_timeout(0, effect='fadeout', duration=15)


    @instruction(4)
    def pause(self, duration):
        if not (self.skipping and self.allow_skip):
            self.sleep_time = duration


    @instruction(5)
    def animate(self, side, effect):
        face = self._game.faces[side]
        if face:
            face.animate(effect)


    @instruction(6)
    def spawn_enemy_sprite(self):
        self._game.msg_wait = False


    @instruction(7)
    def change_music(self, track):
        self._game.music.play_bgm(track)


    @instruction(8)
    def display_description(self, side, index, text):
        assert side == 1  # It shouldn’t crash when it’s something else.
        key = 'boss_name' if index == 0 else 'boss_title'
        self._game.texts[key] = self._game.new_native_text((336, 320 + index * 18), text, align='right')


    @instruction(10)
    def freeze(self):
        self.frozen = True


    @instruction(11)
    def next_stage(self):
        raise NextStage


    @instruction(13)
    def set_allow_skip(self, boolean):
        self.allow_skip = bool(boolean)