events package¶
Submodules¶
Module contents¶
Provides event based functionality.
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class
events.
EventVarType
¶ Bases:
Boost.Python.enum
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BOOL
= _events.EventVarType.BOOL¶
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BYTE
= _events.EventVarType.BYTE¶
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FLOAT
= _events.EventVarType.FLOAT¶
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LOCAL
= _events.EventVarType.LOCAL¶
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LONG
= _events.EventVarType.LONG¶
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SHORT
= _events.EventVarType.SHORT¶
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STRING
= _events.EventVarType.STRING¶
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UINT64
= _events.EventVarType.UINT64¶
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WSTRING
= _events.EventVarType.WSTRING¶
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names
= {'LOCAL': _events.EventVarType.LOCAL, 'STRING': _events.EventVarType.STRING, 'FLOAT': _events.EventVarType.FLOAT, 'LONG': _events.EventVarType.LONG, 'SHORT': _events.EventVarType.SHORT, 'BYTE': _events.EventVarType.BYTE, 'BOOL': _events.EventVarType.BOOL, 'UINT64': _events.EventVarType.UINT64, 'WSTRING': _events.EventVarType.WSTRING}¶
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values
= {0: _events.EventVarType.LOCAL, 1: _events.EventVarType.STRING, 2: _events.EventVarType.FLOAT, 3: _events.EventVarType.LONG, 4: _events.EventVarType.SHORT, 5: _events.EventVarType.BYTE, 6: _events.EventVarType.BOOL, 7: _events.EventVarType.UINT64, 8: _events.EventVarType.WSTRING}¶
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class
events.
GameEvent
¶ Bases:
Boost.Python.instance
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__getitem__
((GameEvent)arg1, (str)arg2) → object :¶ Return an event variables in its proper data type.
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__init__
()¶ Raises an exception This class cannot be instantiated from Python
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__reduce__
()¶
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__setitem__
((GameEvent)arg1, (str)arg2, (object)arg3) → None :¶ Sets an event variable.
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get_bool
((GameEvent)arg1, (str)arg2[, (bool)default_value=False]) → bool :¶ Returns the value of the key name as a bool.
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get_float
((GameEvent)arg1, (str)arg2[, (float)default_value=0.0]) → float :¶ Returns the value of the key name as a float.
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get_int
((GameEvent)arg1, (str)arg2[, (Channel)default_value=0]) → int :¶ Returns the value of the key name as an int.
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get_string
((GameEvent)arg1, (str)arg2[, (str)default_value='']) → object :¶ Returns the value of the key name as a string.
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is_empty
((GameEvent)arg1[, (str)key_name=None]) → bool :¶ Returns true if the given key exists. If no key name was passed, it will check if the whole event is empty.
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is_local
((GameEvent)arg1) → bool :¶ Returns true if the event never networked.
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is_reliable
((GameEvent)arg1) → bool :¶ Returns true if the event handled reliably.
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set_bool
((GameEvent)arg1, (str)key_name, (bool)value) → None :¶ Sets the given key name.
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set_float
((GameEvent)arg1, (str)key_name, (float)value) → None :¶ Sets the given key name.
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set_int
((GameEvent)arg1, (str)key_name, (Channel)value) → None :¶ Sets the given key name.
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set_string
((GameEvent)arg1, (str)key_name, (str)value) → None :¶ Sets the given key name.
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descriptor
¶ Return the event’s descriptor.
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name
¶ Returns the event name.
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variables
¶ Return all event variables as a KeyValues instance.
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class
events.
GameEventDescriptor
¶ Bases:
Boost.Python.instance
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__init__
()¶ Raises an exception This class cannot be instantiated from Python
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__reduce__
()¶
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event_id
¶ Return the ID of the event.
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local
¶ Return True if the event is local only (server only).
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name
¶ Return the name of the event.
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reliable
¶ Return True if the event is sent as a reliable message.
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variables
¶ Return the variables of the event.
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@
events.
Event
(*event_names)[source]¶ Bases:
core.AutoUnload
Fired when any event in
event_names
is fired on the server.Parameters: event_names (str) – An event name or any number of event names to register to the decorated function. The decorated function is passed the following parameters when an event in
event_names
is fired on the server:Parameters: game_event (GameEvent) – The fired event. Examples:
from events import Event @Event('player_death') def player_died(game_event): # Code...
@Event('round_start', 'round_freeze_end') def some_function(game_event): # Code...
See also
Events for a list of supported events per game.