Using "tokens" for run-time variable replacement in shows
One of the most powerful features of MPF shows is that you can build shows that contain "placeholder" tokens which are dynamically replaced with actual values when a show starts.
This lets you build reusable shows that you can then use in lots of different situations with different lights, slides, sounds, etc.
Shows without tokens
To understand how tokens work, let's first look at a show that does not include any tokens, like this:
##! show: my_show
- time: 0
lights:
led_01: red
- time: 1
lights:
led_01: off
The example show above is simple. When it starts, it sets led_01 to red, then 1 second later, it turns it off. You can run this show in a loop to flash led_01 between red and off.
If you called this show flash_red, you could play it via the show_player: section of your config, like this:
show_player:
some_event: flash_red
The problem with this show is that it's hard-coded. It only works for led_01, and it only cycles the colors between red and off.
So what if you want to flash led_01 between yellow and off? Or what if you want to flash a different LED? With a show like the example above, you'd have to write a new show for every LED with every possible color combination you'd ever want. :(
Adding tokens to shows
This is where tokens come in. Consider a slightly modified version of the show above using a token instead of a hard-coded LED name:
##! show: my_show
- time: 0
lights:
(led): red
- time: 1
lights:
(led): off
Notice the second show is identical to the first, except every reference
to led_01
has been replaced with (led)
.
When MPF plays a show, it looks for words in the show contained in parenthesis, and then it can use those parenthesis to replace values on the fly.
So in the second show here, when you run the show, you could tell it "replace the "leds" token with the value "led_02", which would make a show like this:
##! show: my_show
- time: 0
lights:
led_02: red
- time: 1
lights:
led_02: off
The actual way that you start and send tokens to shows varies depending on what you're doing in MPF. (Typically they're tied to shots or events.)
For example, here's how you'd do it via the show_player:. (In this
example, we also add loops: -1
which will cause the show to loop
(repeat) indefinitely.
show_player:
some_event:
flash_red:
loops: -1
show_tokens:
led: led_02
MPF can run multiple instances of a show at the same time, so you could run the above show multiple times (at the same time), passing different tokens to each one, meaning you could use the same show to flash lots of lights at once:
show_player:
some_event:
flash_red:
loops: -1
show_tokens:
led: led_02
some_other_event:
flash_red:
loops: -1
show_tokens:
led: led_03
Putting multiple values into a single token
You can also use tags to insert multiple values into a single token. For example, consider the following section from your machine config:
lights:
led_01:
number: 00
tags: tag1
led_02:
number: 01
tags: tag1
You can see that both led_01 and led_02 have the tag1 tag applied. So if you play the show above (with the leds token), you can actually pass the tag name to the token instead:
show_player:
some_event:
flash_red:
loops: -1
show_tokens:
led: tag1
This would result in a show that was equivalent to:
##! show: my_show
- time: 0
lights:
led_01: red
led_02: red
- time: 1
lights:
led_01: off
led_02: off
Token names are arbitrary
The token show we've been working with so far includes a token called leds. That's a good name for the token since it explains what it's for. However, MPF doesn't care what the actual token name is. All it's doing is a find-and-replace when the show starts with whatever token names it was passed.
For example, this is a perfectly valid show:
##! show: my_show
- time: 0
lights:
(corndog): red
- time: 1
lights:
(corndog): off
In this case, you'd just pass a value for the corndog token when you play the show:
show_player:
some_event:
flash_red:
loops: -1
show_tokens:
corndog: led_02
Tokens can be values too
You can use tokens anywhere in a show. The actual find-and-replace is pretty simple, just looking for words in parentheses and then substituting them with the tokens key/value pairs that were passed when the show starts.
You can also pass multiple tokens. Consider the following show:
##! show: my_show
- time: 0
lights:
(led): (color1)
- time: 1
lights:
(led): (color2)
Notice there are three tokens in this show: led, color1, and color2. You might call this show color_cycle, which you could then play like this:
show_player:
some_event:
color_cycle:
loops: -1
show_tokens:
led: led_02
color1: green
color2: blue
Using mpf variable values in tokens
In the above explainations the token values, e.g. led_02 were objects you have defined in your config file. You can as well use values of variables mpf is having, e.g. machine variables, or parameter values of an event.
Event parameter(argument) values
Let's assume the following event is posted
INFO : EventManager : Event: ======'player_turn_started'====== Args={'player': <Player 1>, 'number': 1}
player_turn_started
has for example the argument number
for the number of the player whose turn has started.
show_player:
player_turn_started:
player_num: #The name of the show to be started upon this event
show_tokens:
txt: (number)
The number of the player whose turn started is being displayed in the show where you have used the placeholder txt
. The argument number
is probably used in many events. When using event arguments as tokens, just use the argument name without any prefix or dot notation.
Variable values
You can use as well variable values to be used in a token. For example if you want to access a player variable you can access it with current_player.<variable>
show_player:
player_turn_started:
ball_num: #The name of the show to be started upon this event
show_tokens:
txt: (current_player.ball)
players[<player_number>].<variable>
where player_number
is the player starting with 0, e.g. the second player needs the value 1 in this example.
You can as well access game variables, machine variables or settings. Just use the notation game.<variable>
or machine.<variable>
or settings.<variable>
. You can learn more about using variables as tokens in the Dynamic Values reference page.
Formatting of variable values
mpf is being build with Python, thus you find in some config files things which are Python specific. An example is how to tell mpf how to format the variable value. In some config files you might find something like this
show_player:
player_turn_started:
ball_num: #The name of the show to be started upon this event
show_tokens:
txt: "{(current_player.ball):d}"
That :d
tells mpf to format the value as a decimal. To learn about the other Python formatting options see for example here https://docs.python.org/2/library/string.html#format-specification-mini-language
Tokens vs Tags
Almost all devices support tags. In config players such as light_player you can also reference multiple lights by their tags.
The bottom line
As you can see, tokens are very powerful. Again, keep in mind there are many different ways to start shows in MPF, and all of them have ways to pass tokens to shows.
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