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logic_blocks.py
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logic_blocks.py
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"""MPF plugin which implements Logic Blocks."""
import abc
import copy
import logging
from typing import Set
from mpf.core.delays import DelayManager
from mpf.core.events import EventHandlerKey
from mpf.core.machine import MachineController
from mpf.core.mode import Mode
from mpf.core.player import Player
from mpf.core.utility_functions import Util
from mpf.core.mpf_controller import MpfController
from mpf.core.logging import LogMixin
class LogicBlocks(MpfController):
"""LogicBlock Manager."""
def __init__(self, machine: MachineController) -> None:
"""Initialize LogicBlock manager."""
super().__init__(machine)
# Tell the mode controller that it should look for LogicBlock items in
# modes.
self.machine.mode_controller.register_start_method(
self._process_config,
'logic_blocks')
# Process game-wide (i.e. not in modes) logic blocks
self.machine.events.add_handler('player_add_success',
self._create_player_logic_blocks)
self.machine.events.add_handler('player_turn_start',
self.player_turn_start)
self.machine.events.add_handler('player_turn_stop',
self.player_turn_stop)
def _create_player_logic_blocks(self, player: Player, **kwargs):
"""Create the game-wide logic blocks for this player.
Args:
player: The player object.
**kwargs: Does nothing. Just here to allow this method to be called
via an event handler.
Note that this method is automatically added as a handler to the
'player_add_success' event.
"""
del kwargs
player.logic_blocks = set()
'''player_var: logic_blocks
desc: A set which contains references to all the logic blocks which
exist for this player. There's nothing useful in here for you, we just
include it so you know what this player variable does.
'''
if 'logic_blocks' in self.machine.config:
self._create_logic_blocks(
config=self.machine.config['logic_blocks'],
player=player)
def player_turn_start(self, player, **kwargs):
"""Create blocks for current player.
Args:
player: Player object
"""
del kwargs
self.debug_log("Processing player_turn_start")
for block in player.logic_blocks:
block.create_control_events()
def player_turn_stop(self, player: Player, **kwargs):
"""Remove blocks from current player.
Args:
player: Player pnkect
"""
del kwargs
self.debug_log("Player logic blocks: %s", player.logic_blocks)
for block in player.logic_blocks.copy():
# copy since each logic block will remove itself from the list
# we're iterating over
block.player_turn_stop()
def _process_config(self, config: dict, mode: Mode, priority: int=0):
del priority
self.debug_log("Processing LogicBlock configuration.")
blocks_added = self._create_logic_blocks(config=config,
player=self.machine.game.player)
for block in blocks_added:
block.create_control_events()
mode.add_mode_event_handler("mode_{}_started".format(mode.name), block.mode_started)
return self._unload_logic_blocks, blocks_added
def _create_logic_blocks(self, config: dict, player: Player):
# config is localized for LogicBlock
blocks_added = set() # type: Set[LogicBlock]
if 'counters' in config:
for item in config['counters']:
counter_block = Counter(self.machine, item, player,
config['counters'][item])
blocks_added.add(counter_block)
if 'accruals' in config:
for item in config['accruals']:
accrual_block = Accrual(self.machine, item, player,
config['accruals'][item])
blocks_added.add(accrual_block)
if 'sequences' in config:
for item in config['sequences']:
sequence_block = Sequence(self.machine, item, player,
config['sequences'][item])
blocks_added.add(sequence_block)
player.logic_blocks |= blocks_added
return blocks_added
def _unload_logic_blocks(self, block_list):
self.debug_log("Unloading Logic Blocks")
for block in block_list:
block.unload()
class LogicBlock(LogMixin):
"""Parent class for each of the logic block classes."""
def __init__(self, machine: MachineController, name: str, player: Player, config: dict) -> None:
"""Initialize logic block."""
super().__init__()
self.machine = machine
self.name = name
self.player = player
self.handler_keys = set() # type: Set[EventHandlerKey]
# LogicBlocks are loaded multiple times and config_validator changes the config
# therefore we have to copy the config
config = copy.deepcopy(config)
self.config = self.machine.config_validator.validate_config(
'logic_blocks:{}'.format(self.config_section_name), config,
base_spec='logic_blocks:common')
self.configure_logging('Logicblock.' + name,
self.config['console_log'],
self.config['file_log'])
self.player_state_variable = "{}_state".format(self.name)
'''player_var: (logic_block)_state
desc: A dictionary that stores the internal state of the logic block
with the name (logic_block). (In other words, a logic block called
*mode1_hit_counter* will store its state in a player variable called
``mode1_hit_counter_state``).
The state that's stored in this variable include whether the logic
block is enabled and whether it's complete.
The actual value of the logic block is stored in another player
variable whose name you can specify via the ``player_variable:``
setting in the individual logic block config.
'''
if not player.is_player_var(self.player_state_variable) or not self.config['persist_state']:
player[self.player_state_variable] = {
"enabled": False,
"completed": False
}
if not self.config['enable_events']:
self.enabled = True
if not self.config['events_when_complete']:
self.config['events_when_complete'] = ['logicblock_' + self.name + '_complete']
if not self.config['events_when_hit']:
self.config['events_when_hit'] = ['logicblock_' + self.name + '_hit']
@property
def enabled(self):
"""Return if enabled."""
return self.player[self.player_state_variable]["enabled"]
@enabled.setter
def enabled(self, value):
"""Set enable."""
self.player[self.player_state_variable]["enabled"] = value
@property
def completed(self):
"""Return if completed."""
return self.player[self.player_state_variable]["completed"]
@completed.setter
def completed(self, value):
"""Set if completed."""
self.player[self.player_state_variable]["completed"] = value
@property
@abc.abstractmethod
def config_section_name(self):
"""Return config section name."""
raise NotImplementedError("Please implement")
def __repr__(self):
"""Return str representation of class."""
return '<LogicBlock.{}>'.format(self.name)
def post_update_event(self):
"""Post an event to notify about changes."""
value = self.player[self.config['player_variable']]
self.machine.events.post("logicblock_{}_updated".format(self.name), value=value)
'''event: logicblock_(name)_updated
desc: The logic block called "name" has just been completed.
Note that this is the default completion event for logic blocks, but
this can be changed in a logic block's "events_when_complete:" setting,
so this might not be the actual event that's posted for all logic
blocks in your machine.
'''
def mode_started(self, **kwargs):
"""Perform actions on mode start."""
del kwargs
self.post_update_event()
def create_control_events(self):
"""Create control events."""
if self.enabled:
# register all event handler if already enabled
self.add_event_handlers()
# Register for the events to enable, disable, and reset this LogicBlock
for event in self.config['enable_events']:
self.handler_keys.add(
self.machine.events.add_handler(event, self.enable))
for event in self.config['disable_events']:
self.handler_keys.add(
self.machine.events.add_handler(event, self.disable))
for event in self.config['reset_events']:
self.handler_keys.add(
self.machine.events.add_handler(event, self.reset))
for event in self.config['restart_events']:
self.handler_keys.add(
self.machine.events.add_handler(event, self.restart))
def _remove_all_event_handlers(self):
for key in self.handler_keys:
self.machine.events.remove_handler_by_key(key)
self.handler_keys = set()
def player_turn_stop(self):
"""Remove block on player stop."""
self._remove_all_event_handlers()
def unload(self):
"""Unload block."""
self._remove_all_event_handlers()
try:
self.machine.game.player.logic_blocks.remove(self)
except AttributeError:
pass
def enable(self, **kwargs):
"""Enable this logic block.
Automatically called when one of the
enable_event events is posted. Can also manually be called.
"""
del kwargs
self.debug_log("Enabling")
self.enabled = True
self.add_event_handlers()
self.post_update_event()
@abc.abstractmethod
def add_event_handlers(self):
"""Add handler to advance block."""
raise NotImplementedError("Not implemented")
@abc.abstractmethod
def hit(self, **kwargs):
"""Hit block."""
raise NotImplementedError("Not implemented")
def _post_hit_events(self, **kwargs):
self.post_update_event()
for event in self.config['events_when_hit']:
self.machine.events.post(event, **kwargs)
'''event: logicblock_(name)_hit
desc: The logic block "name" was just hit.
Note that this is the default hit event for logic blocks,
but this can be changed in a logic block's "events_when_hit:"
setting, so this might not be the actual event that's posted for
all logic blocks in your machine.
args: depend on the type
'''
def disable(self, **kwargs):
"""Disable this logic block.
Automatically called when one of the
disable_event events is posted. Can also manually be called.
"""
del kwargs
self.debug_log("Disabling")
self.enabled = False
self.machine.events.remove_handler(self.hit)
def reset(self, **kwargs):
"""Reset the progress towards completion of this logic block.
Automatically called when one of the reset_event events is called.
Can also be manually called.
"""
del kwargs
self.completed = False
self.debug_log("Resetting")
def restart(self, **kwargs):
"""Restart this logic block by calling reset() and enable().
Automatically called when one of the restart_event events is called.
Can also be manually called.
"""
del kwargs
self.debug_log("Restarting (resetting then enabling)")
self.reset()
self.enable()
def complete(self):
"""Mark this logic block as complete.
Posts the 'events_when_complete'
events and optionally restarts this logic block or disables it,
depending on this block's configuration settings.
"""
# if already completed do not complete again
if self.completed:
return
# otherwise mark as completed
self.completed = True
self.debug_log("Complete")
if self.config['events_when_complete']:
for event in self.config['events_when_complete']:
self.machine.events.post(event)
'''event: logicblock_(name)_complete
desc: The logic block called "name" has just been completed.
Note that this is the default completion event for logic blocks, but
this can be changed in a logic block's "events_when_complete:" setting,
so this might not be the actual event that's posted for all logic
blocks in your machine.
'''
# call reset to reset completion
if self.config['reset_on_complete']:
self.reset()
# disable block
if self.config['disable_on_complete']:
self.disable()
class Counter(LogicBlock):
"""A type of LogicBlock that tracks multiple hits of a single event.
This counter can be configured to track hits towards a specific end-goal
(like number of tilt hits to tilt), or it can be an open-ended count (like
total number of ramp shots).
It can also be configured to count up or to count down, and can have a
configurable counting interval.
"""
@property
def config_section_name(self):
"""Return config section."""
return 'counter'
def __init__(self, machine: MachineController, name: str, player: Player, config: dict) -> None:
"""Initialise counter."""
if 'events_when_hit' not in config:
# for compatibility post the same default as previously for
# counters. This one is deprecated.
config['events_when_hit'] = ['counter_' + name + '_hit']
# this is the one moving forward
config['events_when_hit'].append('logicblock_' + name + '_hit')
super().__init__(machine, name, player, config)
self.log = logging.getLogger('Counter.' + name)
self.debug_log("Creating Counter LogicBlock")
self.delay = DelayManager(self.machine.delayRegistry)
self.ignore_hits = False
self.hit_value = -1
if not self.config['player_variable']:
self.config['player_variable'] = self.name + '_count'
'''player_var: (logic_block)_count
desc: The default player variable name that's used to store the count
value for a counter player variable. Note that the (logic_block) part of the
player variable name is replaced with the actual logic block's name.
Also note that it's possible to override the player variable name
that's used by default and to specify your own name. You do this in the
``player_variable:`` part of the logic block config.
'''
self.hit_value = self.config['count_interval']
if self.config['direction'] == 'down' and self.hit_value > 0:
self.hit_value *= -1
elif self.config['direction'] == 'up' and self.hit_value < 0:
self.hit_value *= -1
if not self.config['persist_state'] or not self.player.is_player_var(self.config['player_variable']):
self.player[self.config['player_variable']] = self.config['starting_count'].evaluate([])
def add_event_handlers(self):
"""Add handlers."""
self.machine.events.remove_handler(self.hit) # prevents multiples
for event in self.config['count_events']:
self.handler_keys.add(
self.machine.events.add_handler(event, self.hit))
def reset(self, **kwargs):
"""Reset the hit progress towards completion."""
super().reset(**kwargs)
self.player[self.config['player_variable']] = self.config['starting_count'].evaluate([])
def hit(self, **kwargs):
"""Increase the hit progress towards completion.
Automatically called
when one of the `count_events`s is posted. Can also manually be
called.
"""
del kwargs
if not self.enabled:
return
count_complete_value = self.config['count_complete_value'].evaluate([]) if self.config['count_complete_value']\
is not None else None
if not self.ignore_hits:
self.player[self.config['player_variable']] += self.hit_value
self.debug_log("Processing Count change. Total: %s",
self.player[self.config['player_variable']])
args = {
"count": self.player[self.config['player_variable']]
}
if count_complete_value is not None:
args['remaining'] = count_complete_value - self.player[self.config['player_variable']]
self._post_hit_events(**args)
if count_complete_value is not None:
if (self.config['direction'] == 'up' and
self.player[self.config['player_variable']] >= count_complete_value):
self.complete()
elif (self.config['direction'] == 'down' and
self.player[self.config['player_variable']] <= count_complete_value):
self.complete()
if self.config['multiple_hit_window']:
self.debug_log("Beginning Ignore Hits")
self.ignore_hits = True
self.delay.add(name='ignore_hits_within_window',
ms=self.config['multiple_hit_window'],
callback=self.stop_ignoring_hits)
def stop_ignoring_hits(self, **kwargs):
"""Cause the Counter to stop ignoring subsequent hits that occur within the 'multiple_hit_window'.
Automatically called when the window time expires. Can safely be manually called.
"""
del kwargs
self.debug_log("Ending Ignore hits")
self.ignore_hits = False
class Accrual(LogicBlock):
"""A type of LogicBlock which tracks many different events (steps) towards a goal.
The steps are able to happen in any order.
"""
@property
def config_section_name(self):
"""Return config section."""
return "accrual"
def __init__(self, machine, name, player, config):
"""Initialise Accrual."""
super().__init__(machine, name, player, config)
self.log = logging.getLogger('Accrual.' + name)
self.debug_log("Creating Accrual LogicBlock")
# split events for each step
self.config['events'][:] = [Util.string_to_list(x) for x in self.config['events']]
if not self.config['player_variable']:
self.config['player_variable'] = self.name + '_status'
'''player_var: (logic_block)_status
desc: The default player variable name that's used to store the
accrual state for an accrual player variable. Note that the (logic_block)
part of the player variable name is replaced with the actual logic
block's name.
Also note that it's possible to override the player variable name
that's used by default and to specify your own name. You do this in the
``player_variable:`` part of the logic block config.
'''
if not self.config['persist_state'] or not self.player[self.config['player_variable']]:
self.player[self.config['player_variable']] = (
[False] * len(self.config['events']))
def add_event_handlers(self):
"""Add event handlers."""
self.machine.events.remove_handler(self.hit) # prevents multiples
for entry_num in range(len(self.config['events'])):
for event in self.config['events'][entry_num]:
self.handler_keys.add(
self.machine.events.add_handler(event, self.hit,
step=entry_num))
def reset(self, **kwargs):
"""Reset the hit progress towards completion."""
super().reset(**kwargs)
self.player[self.config['player_variable']] = (
[False] * len(self.config['events']))
self.debug_log("Status: %s",
self.player[self.config['player_variable']])
def hit(self, step: int, **kwargs):
"""Increase the hit progress towards completion.
Automatically called
when one of the `count_events` is posted. Can also manually be
called.
Args:
step: Integer of the step number (0 indexed) that was just hit.
"""
del kwargs
if not self.enabled:
return
self.debug_log("Processing hit for step: %s", step)
if not self.player[self.config['player_variable']][step]:
self.player[self.config['player_variable']][step] = True
self.debug_log("Status: %s",
self.player[self.config['player_variable']])
self._post_hit_events(step=step)
if (self.player[self.config['player_variable']].count(True) ==
len(self.player[self.config['player_variable']])):
self.complete()
class Sequence(LogicBlock):
"""A type of LogicBlock which tracks many different events (steps) towards a goal.
The steps have to happen in order.
"""
@property
def config_section_name(self):
"""Return config section."""
return "sequence"
def __init__(self, machine: MachineController, name: str, player: Player, config: dict) -> None:
"""Initialise sequence."""
super().__init__(machine, name, player, config)
self.log = logging.getLogger('Sequence.' + name)
self.debug_log("Creating Sequence LogicBlock")
# split events for each step
self.config['events'][:] = [Util.string_to_list(x) for x in self.config['events']]
if not self.config['player_variable']:
self.config['player_variable'] = self.name + '_step'
'''player_var: (logic_block)_step
desc: The default player variable name that's used to store the
current step for a sequence player variable. Note that the (logic_block) part of the
player variable name is replaced with the actual logic block's name.
Also note that it's possible to override the player variable name
that's used by default and to specify your own name. You do this in the
``player_variable:`` part of the logic block config.
'''
if not self.config['persist_state']:
self.player[self.config['player_variable']] = 0
def add_event_handlers(self):
"""Add the handlers for the current step."""
for event in (self.config['events']
[self.player[self.config['player_variable']]]):
self.handler_keys.add(
self.machine.events.add_handler(event, self.hit))
def hit(self, **kwargs):
"""Increase the hit progress towards completion.
Automatically called
when one of the `count_events` is posted. Can also manually be
called.
"""
del kwargs
if not self.enabled:
return
self.debug_log("Processing Hit")
# remove the event handlers for this step
self.machine.events.remove_handler(self.hit)
self.player[self.config['player_variable']] += 1
self._post_hit_events(step=self.player[self.config['player_variable']])
if self.player[self.config['player_variable']] >= (
len(self.config['events'])):
self.complete()
else:
# add the handlers for the new current step
for event in (self.config['events']
[self.player[self.config['player_variable']]]):
self.handler_keys.add(
self.machine.events.add_handler(event, self.hit))
def reset(self, **kwargs):
"""Reset the sequence back to the first step."""
super().reset(**kwargs)
self.player[self.config['player_variable']] = 0
# make sure we register the right handler
if self.enabled:
self.disable()
self.enable()