# Copyright 2004-2019 Tom Rothamel # # Permission is hereby granted, free of charge, to any person # obtaining a copy of this software and associated documentation files # (the "Software"), to deal in the Software without restriction, # including without limitation the rights to use, copy, modify, merge, # publish, distribute, sublicense, and/or sell copies of the Software, # and to permit persons to whom the Software is furnished to do so, # subject to the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # This file contains the AST for the Ren'Py script language. Each class # here corresponds to a statement in the script language. # NOTE: # When updating this file, consider if lint.py or warp.py also need # updating. from __future__ import print_function import renpy.display import renpy.test import hashlib import re import time def statement_name(name): """ Reports the name of this statement to systems like window auto. """ for i in renpy.config.statement_callbacks: i(name) def next_node(n): """ Indicates the next node that should be executed. When a statement can crash, this should be set as early as possible, so that ignore can bring us there. """ renpy.game.context().next_node = n class ParameterInfo(object): """ This class is used to store information about parameters to a label. """ def __init__(self, parameters, positional, extrapos, extrakw): # A list of parameter name, default value pairs. self.parameters = parameters # A list, giving the positional parameters to this function, # in order. self.positional = positional # A variable that takes the extra positional arguments, if # any. None if no such variable exists. self.extrapos = extrapos # A variable that takes the extra keyword arguments, if # any. None if no such variable exists. self.extrakw = extrakw def apply(self, args, kwargs, ignore_errors=False): """ Applies `args` and `kwargs` to these parameters. Returns a dictionary that can be used to update an enclosing scope. `ignore_errors` If true, errors will be ignored, and this function will do the best job it can. """ values = { } rv = { } if args is None: args = () if kwargs is None: kwargs = { } for name, value in zip(self.positional, args): if name in values: if not ignore_errors: raise Exception("Parameter %s has two values." % name) values[name] = value extrapos = tuple(args[len(self.positional):]) for name, value in kwargs.iteritems(): if name in values: if not ignore_errors: raise Exception("Parameter %s has two values." % name) values[name] = value for name, default in self.parameters: if name not in values: if default is None: if not ignore_errors: raise Exception("Required parameter %s has no value." % name) else: rv[name] = renpy.python.py_eval(default) else: rv[name] = values[name] del values[name] # Now, values has the left-over keyword arguments, and extrapos # has the left-over positional arguments. if self.extrapos: rv[self.extrapos] = extrapos elif extrapos and not ignore_errors: raise Exception("Too many arguments in call (expected %d, got %d)." % (len(self.positional), len(args))) if self.extrakw: rv[self.extrakw] = values elif values.get("_ignore_extra_kwargs", False): pass elif values and (not ignore_errors): raise Exception("Unknown keyword arguments: %s" % ( ", ".join(values.keys()))) return rv def apply_arguments(parameters, args, kwargs, ignore_errors=False): if parameters is None: if args or kwargs: raise Exception("Arguments supplied, but parameter list not present") else: return { } return parameters.apply(args, kwargs, ignore_errors) class ArgumentInfo(object): def __init__(self, arguments, extrapos, extrakw): # A list of (keyword, expression) pairs. If an argument doesn't # have a keyword, it's thought of as positional. self.arguments = arguments # An expression giving extra positional arguments being # supplied to this function. self.extrapos = extrapos # An expression giving extra keyword arguments that need # to be supplied to this function. self.extrakw = extrakw def evaluate(self, scope=None): """ Evaluates the arguments, returning a list of arguments and a dictionary of keyword arguments. """ args = [ ] kwargs = renpy.python.RevertableDict() for k, v in self.arguments: if k is not None: kwargs[k] = renpy.python.py_eval(v, locals=scope) else: args.append(renpy.python.py_eval(v, locals=scope)) if self.extrapos is not None: args.extend(renpy.python.py_eval(self.extrapos, locals=scope)) if self.extrakw is not None: kwargs.update(renpy.python.py_eval(self.extrakw, locals=scope)) return tuple(args), kwargs def get_code(self): l = [ ] for keyword, expression in self.arguments: if keyword is not None: l.append("{}={}".format(keyword, expression)) else: l.append(expression) if self.extrapos is not None: l.append("*" + self.extrapos) if self.extrakw is not None: l.append("**" + self.extrakw) return "(" + ", ".join(l) + ")" def __newobj__(cls, *args): return cls.__new__(cls, *args) # A list of pyexprs that need to be precompiled. pyexpr_list = [ ] class PyExpr(unicode): """ Represents a string containing python code. """ __slots__ = [ 'filename', 'linenumber', ] def __new__(cls, s, filename, linenumber): self = unicode.__new__(cls, s) self.filename = filename self.linenumber = linenumber # Queue the string for precompilation. if self and (renpy.game.script.all_pyexpr is not None): renpy.game.script.all_pyexpr.append(self) return self def __getnewargs__(self): return (unicode(self), self.filename, self.linenumber) # E1101 def probably_side_effect_free(expr): """ Returns true if an expr probably does not have side effects, and should be predicted. Basically, this just whitelists a set of characters that doesn't allow for a function call. """ return not ("(" in expr) class PyCode(object): __slots__ = [ 'source', 'location', 'mode', 'bytecode', 'hash', ] def __getstate__(self): return (1, self.source, self.location, self.mode) def __setstate__(self, state): (_, self.source, self.location, self.mode) = state self.bytecode = None if renpy.game.script.record_pycode: renpy.game.script.all_pycode.append(self) def __init__(self, source, loc=('', 1), mode='exec'): if isinstance(source, PyExpr): loc = (source.filename, source.linenumber, source) # The source code. self.source = source # The time is necessary so we can disambiguate between Python # blocks on the same line in different script versions. self.location = loc + ( int(time.time()), ) self.mode = mode # This will be initialized later on, after we are serialized. self.bytecode = None if renpy.game.script.record_pycode: renpy.game.script.all_pycode.append(self) self.hash = self.get_hash() def get_hash(self): try: if self.hash is not None: return self.hash except: pass code = self.source if isinstance(code, renpy.python.ast.AST): # @UndefinedVariable code = renpy.python.ast.dump(code) # @UndefinedVariable self.hash = chr(renpy.bytecode_version) + hashlib.md5(repr(self.location) + code.encode("utf-8")).digest() return self.hash def chain_block(block, next): # @ReservedAssignment """ This is called to chain together all of the nodes in a block. Node n is chained with node n+1, while the last node is chained with next. """ if not block: return for a, b in zip(block, block[1:]): a.chain(b) block[-1].chain(next) class Scry(object): """ This is used to store information about the future, if we know it. Unlike predict, this tries to only get things we _know_ will happen. """ # By default, all attributes are None. def __getattr__(self, name): return None def next(self): # @ReservedAssignment if self._next is None: return None else: try: return self._next.scry() except: return None class Node(object): """ A node in the abstract syntax tree of the program. @ivar name: The name of this node. @ivar filename: The filename where this node comes from. @ivar linenumber: The line number of the line on which this node is defined. @ivar next: The statement that will execute after this one. @ivar statement_start: If present, the first node that makes up the statement that includes this node. """ __slots__ = [ 'name', 'filename', 'linenumber', 'next', 'statement_start', ] # True if this node is translatable, false otherwise. (This can be set on # the class or the instance.) translatable = False # True if the node is releveant to translation, and has to be processed by # take_translations. translation_relevant = False # How does the node participate in rollback? # # * "normal" in normal mode. # * "never" generally never. # * "force" force it to start. rollback = "normal" def __init__(self, loc): """ Initializes this Node object. @param loc: A (filename, physical line number) tuple giving the logical line on which this Node node starts. """ self.filename, self.linenumber = loc self.name = None self.next = None def diff_info(self): """ Returns a tuple of diff info about ourself. This is used to compare Nodes to see if they should be considered the same node. The tuple returned must be hashable. """ return ( id(self), ) def get_children(self, f): """ Calls `f` with this node and its children. """ f(self) def get_init(self): """ Returns a node that should be run at init time (that is, before the normal start of the script.), or None if this node doesn't care to suggest one. (The only class that needs to override this is Init.) """ return None # get_init is only present on statements that define it. get_init = None def chain(self, next): # @ReservedAssignment """ This is called with the Node node that should be followed after executing this node, and all nodes that this node executes. (For example, if this node is a block label, the next is the node that should be executed after all nodes in the block.) """ self.next = next def replace_next(self, old, new): """ Replaces instances of the `old` node with `new` when it is the next node. """ if self.next is old: self.next = new def execute(self): """ Causes this node to execute, and any action it entails to be performed. The node should call next_node with the node to be executed after this one. """ raise Exception("Node subclass forgot to define execute.") def early_execute(self): """ Called when the module is loaded. """ # early_execute is only present on statements that define it. early_execute = None def predict(self): """ This is called to predictively load images from this node. It should cause renpy.display.predict.image and renpy.display.predict.screen to be called as necessary. """ if self.next: return [ self.next ] else: return [ ] def scry(self): """ Called to return an object with some general, user-definable information about the future. """ rv = Scry() rv._next = self.next # W0201 return rv def restructure(self, callback): """ Called to restructure the AST. When this method is called, callback is called once for each child block of the node. The block, a list, can be updated by the callback using slice assignment to the list. """ # Does nothing for nodes that do not contain child blocks. return def get_code(self, dialogue_filter=None): """ Returns the canonical form of the code corresponding to this statement. This only needs to be defined if the statement is translatable. `filter` If present, a filter that should be applied to human-readable text in the statement. """ raise Exception("Not Implemented") def analyze(self): """ Called on all code after the init phase, to analyze it. """ # Does nothing by default. return warp = False def can_warp(self): """ Returns true if this should be run while warping, False otherwise. """ return self.warp def say_menu_with(expression, callback): """ This handles the with clause of a say or menu statement. """ if expression is not None: what = renpy.python.py_eval(expression) elif renpy.store.default_transition and renpy.game.preferences.transitions == 2: what = renpy.store.default_transition else: return if not what: return if renpy.game.preferences.transitions: # renpy.game.interface.set_transition(what) callback(what) fast_who_pattern = re.compile(r'[a-zA-Z_][a-zA-Z_0-9]*$') def eval_who(who, fast=None): """ Evaluates the `who` parameter to a say statement. """ if who is None: return None if fast is None: fast = bool(fast_who_pattern.match(who)) if fast: if 'store.character' in renpy.python.store_dicts: rv = renpy.python.store_dicts['store.character'].get(who, None) else: rv = None if rv is None: rv = renpy.python.store_dicts['store'].get(who, None) if rv is None: raise Exception("Sayer '%s' is not defined." % who.encode("utf-8")) return rv return renpy.python.py_eval(who) class Say(Node): __slots__ = [ 'who', 'who_fast', 'what', 'with_', 'interact', 'attributes', 'arguments', 'temporary_attributes', 'rollback', ] def diff_info(self): return (Say, self.who, self.what) def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.attributes = None self.interact = True self.arguments = None self.temporary_attributes = None self.rollback = "normal" return self def __init__(self, loc, who, what, with_, interact=True, attributes=None, arguments=None, temporary_attributes=None): super(Say, self).__init__(loc) if who is not None: self.who = who.strip() # True if who is a simple enough expression we can just look it up. if re.match(renpy.parser.word_regexp + "$", self.who): self.who_fast = True else: self.who_fast = False else: self.who = None self.who_fast = False self.what = what self.with_ = with_ self.interact = interact self.arguments = arguments # A tuple of attributes that are applied to the character that's # speaking, or None to disable this behavior. self.attributes = attributes # Ditto for temporary attributes. self.temporary_attributes = temporary_attributes def get_code(self, dialogue_filter=None): rv = [ ] if self.who: rv.append(self.who) if self.attributes is not None: rv.extend(self.attributes) if self.temporary_attributes: rv.append("@") rv.extend(self.temporary_attributes) what = self.what if dialogue_filter is not None: what = dialogue_filter(what) rv.append(renpy.translation.encode_say_string(what)) if not self.interact: rv.append("nointeract") if self.with_: rv.append("with") rv.append(self.with_) if self.arguments: rv.append(self.arguments.get_code()) return " ".join(rv) def execute(self): next_node(self.next) statement_name("say") try: renpy.game.context().say_attributes = self.attributes renpy.game.context().temporary_attributes = self.temporary_attributes who = eval_who(self.who, self.who_fast) if not ( (who is None) or callable(who) or isinstance(who, basestring) ): raise Exception("Sayer %s is not a function or string." % self.who.encode("utf-8")) what = self.what if renpy.config.say_menu_text_filter: what = renpy.config.say_menu_text_filter(what) # E1102 renpy.store._last_raw_what = what if self.arguments is not None: args, kwargs = self.arguments.evaluate() else: args = tuple() kwargs = dict() kwargs.setdefault("interact", self.interact) if getattr(who, "record_say", True): renpy.store._last_say_who = self.who renpy.store._last_say_what = what renpy.store._last_say_args = args renpy.store._last_say_kwargs = kwargs say_menu_with(self.with_, renpy.game.interface.set_transition) renpy.exports.say(who, what, *args, **kwargs) finally: renpy.game.context().say_attributes = None renpy.game.context().temporary_attributes = None def predict(self): old_attributes = renpy.game.context().say_attributes old_temporary_attributes = renpy.game.context().temporary_attributes try: renpy.game.context().say_attributes = self.attributes who = eval_who(self.who, self.who_fast) def predict_with(trans): renpy.display.predict.displayable(trans(old_widget=None, new_widget=None)) say_menu_with(self.with_, predict_with) what = self.what if renpy.config.say_menu_text_filter: what = renpy.config.say_menu_text_filter(what) renpy.exports.predict_say(who, what) finally: renpy.game.context().say_attributes = old_attributes renpy.game.context().temporary_attributes = old_temporary_attributes return [ self.next ] def scry(self): rv = Node.scry(self) who = eval_who(self.who, self.who_fast) if self.interact: renpy.exports.scry_say(who, rv) else: rv.interacts = False return rv # Copy the descriptor. setattr(Say, "with", Say.with_) # E1101 class Init(Node): __slots__ = [ 'block', 'priority', ] def __init__(self, loc, block, priority): super(Init, self).__init__(loc) self.block = block self.priority = priority def get_children(self, f): f(self) for i in self.block: i.get_children(f) def get_init(self): return self.priority, self.block[0] # We handle chaining specially. We want to chain together the nodes in # the block, but we want that chain to end in None, and we also want # this node to just continue on to the next node in normal execution. def chain(self, next): # @ReservedAssignment self.next = next chain_block(self.block, None) def execute(self): next_node(self.next) renpy.execution.not_infinite_loop(60) statement_name("init") def restructure(self, callback): callback(self.block) class Label(Node): rollback = "force" translation_relevant = True __slots__ = [ 'name', 'parameters', 'block', 'hide', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.parameters = None self.hide = False return self def __init__(self, loc, name, block, parameters, hide=False): """ Constructs a new Label node. @param name: The name of this label. @param block: A (potentially empty) list of nodes making up the block associated with this label. """ super(Label, self).__init__(loc) self.name = name self.block = block self.parameters = parameters self.hide = hide def diff_info(self): return (Label, self.name) def get_children(self, f): f(self) for i in self.block: i.get_children(f) def chain(self, next): # @ReservedAssignment if self.block: self.next = self.block[0] chain_block(self.block, next) else: self.next = next def execute(self): next_node(self.next) statement_name("label") renpy.game.context().mark_seen() values = apply_arguments(self.parameters, renpy.store._args, renpy.store._kwargs) for k, v in values.iteritems(): renpy.exports.dynamic(k) setattr(renpy.store, k, v) renpy.store._args = None renpy.store._kwargs = None if renpy.config.label_callback: renpy.config.label_callback(self.name, renpy.game.context().last_abnormal) def restructure(self, callback): callback(self.block) class Python(Node): __slots__ = [ 'hide', 'code', 'store', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.store = "store" return self def __init__(self, loc, python_code, hide=False, store="store"): """ @param code: A PyCode object. @param hide: If True, the code will be executed with its own local dictionary. """ super(Python, self).__init__(loc) self.hide = hide if hide: self.code = PyCode(python_code, loc=loc, mode='hide') else: self.code = PyCode(python_code, loc=loc, mode='exec') self.store = store def diff_info(self): return (Python, self.code.source) def early_execute(self): renpy.python.create_store(self.store) def execute(self): next_node(self.next) statement_name("python") try: renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) finally: if not renpy.game.context().init_phase: for i in renpy.config.python_callbacks: i() def scry(self): rv = Node.scry(self) rv.interacts = True return rv class EarlyPython(Node): __slots__ = [ 'hide', 'code', 'store', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.store = "store" return self def __init__(self, loc, python_code, hide=False, store="store"): """ @param code: A PyCode object. @param hide: If True, the code will be executed with its own local dictionary. """ super(EarlyPython, self).__init__(loc) self.hide = hide if hide: self.code = PyCode(python_code, loc=loc, mode='hide') else: self.code = PyCode(python_code, loc=loc, mode='exec') self.store = store def diff_info(self): return (EarlyPython, self.code.source) def execute(self): next_node(self.next) renpy.execution.not_infinite_loop(60) statement_name("python early") def early_execute(self): renpy.python.create_store(self.store) if self.code.bytecode: renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) class Image(Node): __slots__ = [ 'imgname', 'code', 'atl', ] def __init__(self, loc, name, expr=None, atl=None): """ @param name: The name of the image being defined. @param expr: An expression yielding a Displayable that is assigned to the image. """ super(Image, self).__init__(loc) self.imgname = name if expr: self.code = PyCode(expr, loc=loc, mode='eval') self.atl = None else: self.code = None self.atl = atl def diff_info(self): return (Image, tuple(self.imgname)) def execute(self): # Note: We should always check that self.code is None before # accessing self.atl, as self.atl may not always exist. next_node(self.next) statement_name("image") if self.code is not None: img = renpy.python.py_eval_bytecode(self.code.bytecode) else: img = renpy.display.motion.ATLTransform(self.atl) renpy.exports.image(self.imgname, img) def analyze(self): if getattr(self, 'atl', None) is not None: self.atl.mark_constant() class Transform(Node): __slots__ = [ # The name of the transform. 'varname', # The block of ATL associated with the transform. 'atl', # The parameters associated with the transform, if any. 'parameters', ] default_parameters = ParameterInfo([ ], [ ], None, None) def __init__(self, loc, name, atl=None, parameters=default_parameters): super(Transform, self).__init__(loc) self.varname = name self.atl = atl self.parameters = parameters def diff_info(self): return (Transform, self.varname) def execute(self): next_node(self.next) statement_name("transform") parameters = getattr(self, "parameters", None) if parameters is None: parameters = Transform.default_parameters trans = renpy.display.motion.ATLTransform(self.atl, parameters=parameters) renpy.dump.transforms.append((self.varname, self.filename, self.linenumber)) renpy.exports.pure(self.varname) setattr(renpy.store, self.varname, trans) def analyze(self): self.atl.mark_constant() def predict_imspec(imspec, scene=False, atl=None): """ Call this to use the given callback to predict the image named in imspec. """ if len(imspec) == 7: name, expression, tag, at_expr_list, layer, _zorder, _behind = imspec elif len(imspec) == 6: name, expression, tag, at_expr_list, layer, _zorder = imspec elif len(imspec) == 3: name, at_expr_list, layer = imspec tag = None expression = None if expression: try: img = renpy.python.py_eval(expression) img = renpy.easy.displayable(img) except: return else: img = None at_list = [ ] for i in at_expr_list: try: at_list.append(renpy.python.py_eval(i)) except: pass if atl is not None: try: at_list.append(renpy.display.motion.ATLTransform(atl)) except: pass layer = renpy.exports.default_layer(layer, tag or name, expression) if scene: renpy.game.context().images.predict_scene(layer) renpy.exports.predict_show(name, layer, what=img, tag=tag) def show_imspec(imspec, atl=None): if len(imspec) == 7: name, expression, tag, at_list, layer, zorder, behind = imspec elif len(imspec) == 6: name, expression, tag, at_list, layer, zorder = imspec behind = [ ] elif len(imspec) == 3: name, at_list, layer = imspec expression = None tag = None zorder = None behind = [ ] if zorder is not None: zorder = renpy.python.py_eval(zorder) else: zorder = None if expression is not None: expression = renpy.python.py_eval(expression) expression = renpy.easy.displayable(expression) at_list = [ renpy.python.py_eval(i) for i in at_list ] layer = renpy.exports.default_layer(layer, tag or name, expression and (tag is None)) renpy.config.show(name, at_list=at_list, layer=layer, what=expression, zorder=zorder, tag=tag, behind=behind, atl=atl) class Show(Node): __slots__ = [ 'imspec', 'atl', ] warp = True def __init__(self, loc, imspec, atl=None): """ @param imspec: A triple consisting of an image name (itself a tuple of strings), a list of at expressions, and a layer. """ super(Show, self).__init__(loc) self.imspec = imspec self.atl = atl def diff_info(self): return (Show, tuple(self.imspec[0])) def execute(self): next_node(self.next) statement_name("show") show_imspec(self.imspec, atl=getattr(self, "atl", None)) def predict(self): predict_imspec(self.imspec, atl=getattr(self, "atl", None)) return [ self.next ] def analyze(self): if getattr(self, 'atl', None) is not None: self.atl.mark_constant() class ShowLayer(Node): warp = True __slots__ = [ 'layer', 'at_list', 'atl', ] def __init__(self, loc, layer, at_list, atl): super(ShowLayer, self).__init__(loc) self.layer = layer self.at_list = at_list self.atl = atl def diff_info(self): return (ShowLayer, self.layer) def execute(self): next_node(self.next) statement_name("show layer") at_list = [ renpy.python.py_eval(i) for i in self.at_list ] if self.atl is not None: atl = renpy.display.motion.ATLTransform(self.atl) at_list.append(atl) renpy.exports.layer_at_list(at_list, layer=self.layer) def predict(self): return [ self.next ] def analyze(self): if self.atl is not None: self.atl.mark_constant() class Scene(Node): __slots__ = [ 'imspec', 'layer', 'atl', ] warp = True def __init__(self, loc, imgspec, layer, atl=None): """ @param imspec: A triple consisting of an image name (itself a tuple of strings), a list of at expressions, and a layer, or None to not have this scene statement also display an image. """ super(Scene, self).__init__(loc) self.imspec = imgspec self.layer = layer self.atl = atl def diff_info(self): if self.imspec: data = tuple(self.imspec[0]) else: data = None return (Scene, data) def execute(self): next_node(self.next) statement_name("scene") renpy.config.scene(self.layer) if self.imspec: show_imspec(self.imspec, atl=getattr(self, "atl", None)) def predict(self): if self.imspec: predict_imspec(self.imspec, atl=getattr(self, "atl", None), scene=True) return [ self.next ] def analyze(self): if getattr(self, 'atl', None) is not None: self.atl.mark_constant() class Hide(Node): __slots__ = [ 'imspec', ] warp = True def __init__(self, loc, imgspec): """ @param imspec: A triple consisting of an image name (itself a tuple of strings), a list of at expressions, and a list of with expressions. """ super(Hide, self).__init__(loc) self.imspec = imgspec def diff_info(self): return (Hide, tuple(self.imspec[0])) def predict(self): if len(self.imspec) == 3: name, _at_list, layer = self.imspec tag = None _expression = None _zorder = None _behind = None elif len(self.imspec) == 6: name, _expression, tag, _at_list, layer, _zorder = self.imspec _behind = None elif len(self.imspec) == 7: name, _expression, tag, _at_list, layer, _zorder, _behind = self.imspec if tag is None: tag = name[0] layer = renpy.exports.default_layer(layer, tag) renpy.game.context().images.predict_hide(tag, layer) return [ self.next ] def execute(self): next_node(self.next) statement_name("hide") if len(self.imspec) == 3: name, _at_list, layer = self.imspec _expression = None tag = None _zorder = 0 elif len(self.imspec) == 6: name, _expression, tag, _at_list, layer, _zorder = self.imspec elif len(self.imspec) == 7: name, _expression, tag, _at_list, layer, _zorder, _behind = self.imspec layer = renpy.exports.default_layer(layer, tag or name) renpy.config.hide(tag or name, layer) class With(Node): __slots__ = [ 'expr', 'paired', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.paired = None return self def __init__(self, loc, expr, paired=None): """ @param expr: An expression giving a transition or None. """ super(With, self).__init__(loc) self.expr = expr self.paired = paired def diff_info(self): return (With, self.expr) def execute(self): next_node(self.next) statement_name("with") trans = renpy.python.py_eval(self.expr) if self.paired is not None: paired = renpy.python.py_eval(self.paired) else: paired = None renpy.exports.with_statement(trans, paired) def predict(self): try: trans = renpy.python.py_eval(self.expr) if trans: renpy.display.predict.displayable(trans(old_widget=None, new_widget=None)) except: pass return [ self.next ] class Call(Node): __slots__ = [ 'label', 'arguments', 'expression', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.arguments = None return self def __init__(self, loc, label, expression, arguments): super(Call, self).__init__(loc) self.label = label self.expression = expression self.arguments = arguments def diff_info(self): return (Call, self.label, self.expression) def execute(self): statement_name("call") label = self.label if self.expression: label = renpy.python.py_eval(label) rv = renpy.game.context().call(label, return_site=self.next.name) next_node(rv) renpy.game.context().abnormal = True if self.arguments: args, kwargs = self.arguments.evaluate() renpy.store._args = args renpy.store._kwargs = kwargs else: renpy.store._args = None renpy.store._kwargs = None def predict(self): label = self.label if self.expression: if not probably_side_effect_free(label): return [ ] label = renpy.python.py_eval(label) return [ renpy.game.context().predict_call(label, self.next.name) ] def scry(self): rv = Node.scry(self) rv._next = None return rv class Return(Node): __slots__ = [ 'expression'] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.expression = None return self def __init__(self, loc, expression): super(Return, self).__init__(loc) self.expression = expression def diff_info(self): return (Return, ) # We don't care what the next node is. def chain(self, next): # @ReservedAssignment self.next = None return def execute(self): statement_name("return") if self.expression: renpy.store._return = renpy.python.py_eval(self.expression) else: renpy.store._return = None ctx = renpy.game.context() if renpy.game.context().init_phase: if len(ctx.return_stack) == 0: if renpy.config.developer: raise Exception("Unexpected return during the init phase.") return next_node(renpy.game.context().lookup_return(pop=True)) renpy.game.context().pop_dynamic() def predict(self): return [ renpy.game.context().predict_return() ] def scry(self): rv = Node.scry(self) rv._next = None return rv class Menu(Node): translation_relevant = True __slots__ = [ 'items', 'set', 'with_', 'has_caption', 'arguments', 'item_arguments', 'rollback', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.has_caption = False self.arguments = None self.item_arguments = None self.rollback = "force" return self def __init__(self, loc, items, set, with_, has_caption, arguments, item_arguments): # @ReservedAssignment super(Menu, self).__init__(loc) self.items = items self.set = set self.with_ = with_ self.has_caption = has_caption self.arguments = arguments self.item_arguments = item_arguments def diff_info(self): return (Menu,) def get_children(self, f): f(self) for _label, _condition, block in self.items: if block: for i in block: i.get_children(f) # Blocks of statements in a choice continue after the menu. def chain(self, next): # @ReservedAssignment self.next = next for (_label, _condition, block) in self.items: if block: chain_block(block, next) def replace_next(self, old, new): Node.replace_next(self, old, new) for _label, _condition, block in self.items: if block and (block[0] is old): block.insert(0, new) def execute(self): next_node(self.next) if self.has_caption: statement_name("menu-with-caption") else: statement_name("menu") if self.arguments is not None: args, kwargs = self.arguments.evaluate() else: args = kwargs = None choices = [ ] narration = [ ] item_arguments = [ ] for i, (label, condition, block) in enumerate(self.items): if renpy.config.say_menu_text_filter: label = renpy.config.say_menu_text_filter(label) has_item = False if block is None: if renpy.config.narrator_menu and label: narration.append(label) else: choices.append((label, condition, None)) has_item = True else: choices.append((label, condition, i)) has_item = True next_node(block[0]) if has_item: if self.item_arguments and (self.item_arguments[i] is not None): item_arguments.append(self.item_arguments[i].evaluate()) else: item_arguments.append((tuple(), dict())) if narration: renpy.exports.say(None, "\n".join(narration), interact=False) say_menu_with(self.with_, renpy.game.interface.set_transition) choice = renpy.exports.menu(choices, self.set, args, kwargs, item_arguments) if choice is not None: next_node(self.items[choice][2][0]) else: next_node(self.next) def predict(self): rv = [ ] def predict_with(trans): renpy.display.predict.displayable(trans(old_widget=None, new_widget=None)) say_menu_with(self.with_, predict_with) renpy.store.predict_menu() for _label, _condition, block in self.items: if block: rv.append(block[0]) return rv def scry(self): rv = Node.scry(self) rv._next = None rv.interacts = True return rv def restructure(self, callback): for _label, _condition, block in self.items: if block is not None: callback(block) setattr(Menu, "with", Menu.with_) # E1101 # Goto is considered harmful. So we decided to name it "jump" # instead. class Jump(Node): __slots__ = [ 'target', 'expression', ] def __init__(self, loc, target, expression): super(Jump, self).__init__(loc) self.target = target self.expression = expression def diff_info(self): return (Jump, self.target, self.expression) # We don't care what our next node is. def chain(self, next): # @ReservedAssignment self.next = None return def execute(self): statement_name("jump") target = self.target if self.expression: target = renpy.python.py_eval(target) rv = renpy.game.script.lookup(target) renpy.game.context().abnormal = True next_node(rv) def predict(self): label = self.target if self.expression: if not probably_side_effect_free(label): return [ ] label = renpy.python.py_eval(label) return [ renpy.game.script.lookup(label) ] def scry(self): rv = Node.scry(self) if self.expression: rv._next = None else: rv._next = renpy.game.script.lookup(self.target) return rv # GNDN class Pass(Node): __slots__ = [ ] def diff_info(self): return (Pass,) def execute(self): next_node(self.next) statement_name("pass") class While(Node): __slots__ = [ 'condition', 'block', ] def __init__(self, loc, condition, block): super(While, self).__init__(loc) self.condition = condition self.block = block def diff_info(self): return (While, self.condition) def get_children(self, f): f(self) for i in self.block: i.get_children(f) def chain(self, next): # @ReservedAssignment self.next = next chain_block(self.block, self) def replace_next(self, old, new): Node.replace_next(self, old, new) if self.block and (self.block[0] is old): self.block.insert(0, new) def execute(self): next_node(self.next) statement_name("while") if renpy.python.py_eval(self.condition): next_node(self.block[0]) def predict(self): return [ self.block[0], self.next ] def scry(self): rv = Node.scry(self) rv._next = None return rv def restructure(self, callback): callback(self.block) class If(Node): __slots__ = [ 'entries' ] def __init__(self, loc, entries): """ @param entries: A list of (condition, block) tuples. """ super(If, self).__init__(loc) self.entries = entries def diff_info(self): return (If,) def get_children(self, f): f(self) for _condition, block in self.entries: for i in block: i.get_children(f) def chain(self, next): # @ReservedAssignment self.next = next for _condition, block in self.entries: chain_block(block, next) def replace_next(self, old, new): Node.replace_next(self, old, new) for _condition, block in self.entries: if (block) and (block[0] is old): block.insert(0, new) def execute(self): next_node(self.next) statement_name("if") for condition, block in self.entries: if renpy.python.py_eval(condition): next_node(block[0]) return def predict(self): return [ block[0] for _condition, block in self.entries ] + \ [ self.next ] def scry(self): rv = Node.scry(self) rv._next = None return rv def restructure(self, callback): for _condition, block in self.entries: callback(block) class UserStatement(Node): __slots__ = [ 'line', 'parsed', 'block', 'translatable', 'code_block', 'translation_relevant', 'rollback', 'subparses', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.block = [ ] self.code_block = None self.translatable = False self.translation_relevant = False self.rollback = "normal" self.subparses = [ ] return self def __init__(self, loc, line, block, parsed): super(UserStatement, self).__init__(loc) self.code_block = None self.parsed = parsed self.line = line self.block = block self.subparses = [ ] self.name = self.call("label") self.rollback = renpy.statements.get("rollback", self.parsed) or "normal" def __repr__(self): return "".format(self.line) def get_children(self, f): f(self) if self.code_block is not None: for i in self.code_block: i.get_children(f) for i in self.subparses: for j in i.block: j.get_children(f) def chain(self, next): # @ReservedAssignment self.next = next if self.code_block is not None: chain_block(self.code_block, next) for i in self.subparses: chain_block(i.block, next) def replace_next(self, old, new): Node.replace_next(self, old, new) if (self.code_block) and (self.code_block[0] is old): self.code_block.insert(0, new) for i in self.subparses: if i.block[0] is old: self.code_block.insert(0, new) def restructure(self, callback): if self.code_block: callback(self.code_block) for i in self.subparses: callback(i.block) def diff_info(self): return (UserStatement, self.line) def call(self, method, *args, **kwargs): parsed = self.parsed if parsed is None: parsed = renpy.statements.parse(self, self.line, self.block) self.parsed = parsed return renpy.statements.call(method, parsed, *args, **kwargs) def execute_init(self): self.call("execute_init") def get_init(self): return 0, self.execute_init def execute(self): next_node(self.get_next()) statement_name(self.get_name()) self.call("execute") def predict(self): predictions = self.call("predict") if predictions is not None: for i in predictions: renpy.easy.predict(i) if self.parsed and renpy.statements.get("predict_all", self.parsed): return [ i.block[0] for i in self.subparses ] + [ self.next ] if self.next: next_label = self.next.name else: next_label = None next_list = self.call("predict_next", next_label) if next_list is not None: nexts = [ renpy.game.script.lookup_or_none(i) for i in next_list if i is not None ] return [ i for i in nexts if i is not None ] return [ self.next ] def get_name(self): parsed = self.parsed if parsed is None: parsed = renpy.statements.parse(self, self.line, self.block) self.parsed = parsed return renpy.statements.get_name(parsed) def get_next(self): if self.code_block and len(self.code_block): rv = self.call("next", self.code_block[0].name) else: rv = self.call("next") if rv is not None: return renpy.game.script.lookup(rv) else: return self.next def scry(self): rv = Node.scry(self) rv._next = self.get_next() self.call("scry", rv) return rv def get_code(self, dialogue_filter=None): return self.line def can_warp(self): if self.call("warp"): return True return False class PostUserStatement(Node): __slots__ = [ 'parent', ] def __init__(self, loc, parent): super(PostUserStatement, self).__init__(loc) self.parent = parent self.name = self.parent.call("post_label") def __repr__(self): return "".format(self.parent.line) def diff_info(self): return (PostUserStatement, self.parent.line) def execute(self): next_node(self.next) statement_name("post " + self.parent.get_name()) self.parent.call("post_execute") def create_store(name): if name not in renpy.config.special_namespaces: renpy.python.create_store(name) class StoreNamespace(object): def __init__(self, store): self.store = store def set(self, name, value): renpy.python.store_dicts[self.store][name] = value def get_namespace(store): """ Returns the namespace object for `store`, and a flag that is true if the namespace is special, and false if it is a normal store. """ if store in renpy.config.special_namespaces: return renpy.config.special_namespaces[store], True return StoreNamespace(store), False # Config variables that are set twice - once when the rpy is first loaded, # and then again at init time. EARLY_CONFIG = { "save_directory", "allow_duplicate_labels", "keyword_after_python" } define_statements = [ ] class Define(Node): __slots__ = [ 'varname', 'code', 'store', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.store = 'store' return self def __init__(self, loc, store, name, expr): super(Define, self).__init__(loc) self.store = store self.varname = name self.code = PyCode(expr, loc=loc, mode='eval') def diff_info(self): return (Define, self.store, self.varname) def early_execute(self): create_store(self.store) if self.store == "store.config" and self.varname in EARLY_CONFIG: value = renpy.python.py_eval_bytecode(self.code.bytecode) setattr(renpy.config, self.varname, value) def execute(self): next_node(self.next) statement_name("define") define_statements.append(self) value = renpy.python.py_eval_bytecode(self.code.bytecode) if self.store == 'store': renpy.exports.pure(self.varname) renpy.dump.definitions.append((self.varname, self.filename, self.linenumber)) else: renpy.dump.definitions.append((self.store[6:] + "." + self.varname, self.filename, self.linenumber)) ns, _special = get_namespace(self.store) ns.set(self.varname, value) def redefine(self, stores): if self.store not in stores: return value = renpy.python.py_eval_bytecode(self.code.bytecode) ns, _special = get_namespace(self.store) ns.set(self.varname, value) def redefine(stores): """ Re-runs the given define statements. """ for i in define_statements: i.redefine(stores) # All the default statements, in the order they were registered. default_statements = [ ] class Default(Node): __slots__ = [ 'varname', 'code', 'store', ] def __new__(cls, *args, **kwargs): self = Node.__new__(cls) self.store = 'store' return self def __init__(self, loc, store, name, expr): super(Default, self).__init__(loc) self.store = store self.varname = name self.code = PyCode(expr, loc=loc, mode='eval') def diff_info(self): return (Default, self.store, self.varname) def early_execute(self): create_store(self.store) def execute(self): next_node(self.next) statement_name("default") ns, special = get_namespace(self.store) if special: value = renpy.python.py_eval_bytecode(self.code.bytecode) ns.set_default(self.varname, value) return default_statements.append(self) if self.store == 'store': renpy.dump.definitions.append((self.varname, self.filename, self.linenumber)) else: renpy.dump.definitions.append((self.store[6:] + "." + self.varname, self.filename, self.linenumber)) def set_default(self, start): d = renpy.python.store_dicts[self.store] defaults_set = d.get("_defaults_set", None) if defaults_set is None: d["_defaults_set"] = defaults_set = renpy.python.RevertableSet() d.ever_been_changed.add("_defaults_set") if self.varname not in defaults_set: if start or (self.varname not in d.ever_been_changed): d[self.varname] = renpy.python.py_eval_bytecode(self.code.bytecode) d.ever_been_changed.add(self.varname) defaults_set.add(self.varname) else: if start and renpy.config.developer: raise Exception("{}.{} is being given a default a second time.".format(self.store, self.varname)) def report_traceback(self, name, last): return [ (self.filename, self.linenumber, name, None) ] class Screen(Node): __slots__ = [ 'screen', ] def __init__(self, loc, screen): """ @param name: The name of the image being defined. @param expr: An expression yielding a Displayable that is assigned to the image. """ super(Screen, self).__init__(loc) self.screen = screen def diff_info(self): return (Screen, self.screen.name) def execute(self): next_node(self.next) statement_name("screen") self.screen.define((self.filename, self.linenumber)) renpy.dump.screens.append((self.screen.name, self.filename, self.linenumber)) ################################################################################ # Translations ################################################################################ class Translate(Node): """ A translation block, produced either by explicit translation statements or implicit translation blocks. If language is None, when executed this transfers control to the translate statement in the current language, if any, and otherwise runs the block. If language is not None, causes an error to occur if control reaches this statement. When control normally leaves a translate statement, in any language, it goes to the end of the translate statement in the None language. """ rollback = "never" translation_relevant = True __slots__ = [ "identifier", "alternate", "language", "block", "after", ] def __init__(self, loc, identifier, language, block, alternate=None): super(Translate, self).__init__(loc) self.identifier = identifier self.alternate = alternate self.language = language self.block = block def diff_info(self): return (Translate, self.identifier, self.language) def chain(self, next): # @ReservedAssignment if self.block: self.next = self.block[0] chain_block(self.block, next) else: self.next = next self.after = next def replace_next(self, old, new): Node.replace_next(self, old, new) if self.block and (self.block[0] is old): self.block.insert(0, new) if self.after is old: self.after = new def lookup(self): return renpy.game.script.translator.lookup_translate(self.identifier, getattr(self, "alternate", None)) def execute(self): statement_name("translate") if self.language is not None: next_node(self.next) raise Exception("Translation nodes cannot be run directly.") if self.identifier not in renpy.game.persistent._seen_translates: # @UndefinedVariable renpy.game.persistent._seen_translates.add(self.identifier) # @UndefinedVariable renpy.game.seen_translates_count += 1 renpy.game.new_translates_count += 1 next_node(self.lookup()) renpy.game.context().translate_identifier = self.identifier renpy.game.context().alternate_translate_identifier = getattr(self, "alternate", None) def predict(self): node = self.lookup() return [ node ] def scry(self): rv = Scry() rv._next = self.lookup() return rv def get_children(self, f): f(self) for i in self.block: i.get_children(f) def restructure(self, callback): return callback(self.block) class EndTranslate(Node): """ A node added implicitly after each translate block. It's responsible for resetting the translation identifier. """ rollback = "never" def __init__(self, loc): super(EndTranslate, self).__init__(loc) def diff_info(self): return (EndTranslate,) def execute(self): next_node(self.next) statement_name("end translate") renpy.game.context().translate_identifier = None renpy.game.context().alternate_translate_identifier = None class TranslateString(Node): """ A node used for translated strings. """ translation_relevant = True __slots__ = [ "language", "old", "new", "newloc", ] def __init__(self, loc, language, old, new, newloc): super(TranslateString, self).__init__(loc) self.language = language self.old = old self.new = new self.newloc = newloc def diff_info(self): return (TranslateString,) def execute(self): next_node(self.next) statement_name("translate string") newloc = getattr(self, "newloc", (self.filename, self.linenumber + 1)) renpy.translation.add_string_translation(self.language, self.old, self.new, newloc) class TranslatePython(Node): """ Runs python code when changing the language. This is no longer generated, but is still run when encountered. """ translation_relevant = True __slots__ = [ 'language', 'code', ] def __init__(self, loc, language, python_code): """ @param code: A PyCode object. @param hide: If True, the code will be executed with its own local dictionary. """ super(TranslatePython, self).__init__(loc) self.language = language self.code = PyCode(python_code, loc=loc, mode='exec') def diff_info(self): return (TranslatePython, self.code.source) def execute(self): next_node(self.next) statement_name("translate_python") # def early_execute(self): # renpy.python.create_store(self.store) # renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) class TranslateBlock(Node): """ Runs a block of code when changing the language. """ translation_relevant = True __slots__ = [ 'block', 'language', ] def __init__(self, loc, language, block): super(TranslateBlock, self).__init__(loc) self.language = language self.block = block def get_children(self, f): f(self) for i in self.block: i.get_children(f) # We handle chaining specially. We want to chain together the nodes in # the block, but we want that chain to end in None, and we also want # this node to just continue on to the next node in normal execution. def chain(self, next): # @ReservedAssignment self.next = next chain_block(self.block, None) def execute(self): next_node(self.next) statement_name("translate_block") def restructure(self, callback): callback(self.block) class TranslateEarlyBlock(TranslateBlock): """ This is similar to the TranslateBlock, except it runs before deferred styles do. """ class Style(Node): __slots__ = [ 'style_name', 'parent', 'properties', 'clear', 'take', 'delattr', 'variant', ] def __init__(self, loc, name): """ `name` The name of the style to define. """ super(Style, self).__init__(loc) self.style_name = name # The parent of this style. self.parent = None # Properties. self.properties = { } # Should we clear the style? self.clear = False # Should we take properties from another style? self.take = None # A list of attributes we should delete from this style. self.delattr = [ ] # If not none, an expression for the variant. self.variant = None def diff_info(self): return (Style, self.style_name) def apply(self): if self.variant is not None: variant = renpy.python.py_eval(self.variant) if not renpy.exports.variant(variant): return s = renpy.style.get_or_create_style(self.style_name) # @UndefinedVariable if self.clear: s.clear() if self.parent is not None: s.set_parent(self.parent) if self.take is not None: s.take(self.take) for i in self.delattr: s.delattr(i) if self.properties: properties = { } for name, expr in self.properties.items(): value = renpy.python.py_eval(expr) if name == "properties": properties.update(value) else: properties[name] = value s.add_properties(properties) def execute(self): next_node(self.next) statement_name("style") if renpy.config.defer_styles and renpy.game.context().init_phase: renpy.translation.deferred_styles.append(self) return self.apply() class Testcase(Node): __slots__ = [ 'label', 'test', ] def __init__(self, loc, label, test): super(Testcase, self).__init__(loc) self.label = label self.test = test def diff_info(self): return (Testcase, self.label) def execute(self): next_node(self.next) statement_name("testcase") renpy.test.testexecution.testcases[self.label] = self.test