CampBuddy/Camp.Buddy v2.2.1/Camp_Buddy-2.2.1-pc/renpy/ast.py
2025-03-03 23:00:33 +01:00

2593 lines
64 KiB
Python

# Copyright 2004-2019 Tom Rothamel <pytom@bishoujo.us>
#
# 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=('<none>', 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 "<UserStatement {!r}>".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 "<PostUserStatement {!r}>".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