Bombsquad-Ballistica-Modded.../dist/ba_data/python/bastd/maps.py

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2021-03-29 03:24:13 +05:30
# Released under the MIT License. See LICENSE for details.
#
"""Standard maps."""
# pylint: disable=too-many-lines
from __future__ import annotations
from typing import TYPE_CHECKING
import ba
from bastd.gameutils import SharedObjects
if TYPE_CHECKING:
from typing import Any, List, Dict
class HockeyStadium(ba.Map):
"""Stadium map used for ice hockey games."""
from bastd.mapdata import hockey_stadium as defs
name = 'Hockey Stadium'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'hockey', 'team_flag', 'keep_away']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'hockeyStadiumPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'models': (ba.getmodel('hockeyStadiumOuter'),
ba.getmodel('hockeyStadiumInner'),
ba.getmodel('hockeyStadiumStands')),
'vr_fill_model': ba.getmodel('footballStadiumVRFill'),
'collide_model': ba.getcollidemodel('hockeyStadiumCollide'),
'tex': ba.gettexture('hockeyStadium'),
'stands_tex': ba.gettexture('footballStadium')
}
mat = ba.Material()
mat.add_actions(actions=('modify_part_collision', 'friction', 0.01))
data['ice_material'] = mat
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode('terrain',
delegate=self,
attrs={
'model':
self.preloaddata['models'][0],
'collide_model':
self.preloaddata['collide_model'],
'color_texture':
self.preloaddata['tex'],
'materials': [
shared.footing_material,
self.preloaddata['ice_material']
]
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_model'],
'vr_only': True,
'lighting': False,
'background': True,
'color_texture': self.preloaddata['stands_tex']
})
mats = [shared.footing_material, self.preloaddata['ice_material']]
self.floor = ba.newnode('terrain',
attrs={
'model': self.preloaddata['models'][1],
'color_texture': self.preloaddata['tex'],
'opacity': 0.92,
'opacity_in_low_or_medium_quality': 1.0,
'materials': mats
})
self.stands = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['models'][2],
'visible_in_reflections': False,
'color_texture': self.preloaddata['stands_tex']
})
gnode = ba.getactivity().globalsnode
gnode.floor_reflection = True
gnode.debris_friction = 0.3
gnode.debris_kill_height = -0.3
gnode.tint = (1.2, 1.3, 1.33)
gnode.ambient_color = (1.15, 1.25, 1.6)
gnode.vignette_outer = (0.66, 0.67, 0.73)
gnode.vignette_inner = (0.93, 0.93, 0.95)
gnode.vr_camera_offset = (0, -0.8, -1.1)
gnode.vr_near_clip = 0.5
self.is_hockey = True
class FootballStadium(ba.Map):
"""Stadium map for football games."""
from bastd.mapdata import football_stadium as defs
name = 'Football Stadium'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'football', 'team_flag', 'keep_away']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'footballStadiumPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('footballStadium'),
'vr_fill_model': ba.getmodel('footballStadiumVRFill'),
'collide_model': ba.getcollidemodel('footballStadiumCollide'),
'tex': ba.gettexture('footballStadium')
}
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'model': self.preloaddata['model'],
'collide_model': self.preloaddata['collide_model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['tex']
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.3, 1.2, 1.0)
gnode.ambient_color = (1.3, 1.2, 1.0)
gnode.vignette_outer = (0.57, 0.57, 0.57)
gnode.vignette_inner = (0.9, 0.9, 0.9)
gnode.vr_camera_offset = (0, -0.8, -1.1)
gnode.vr_near_clip = 0.5
def is_point_near_edge(self,
point: ba.Vec3,
running: bool = False) -> bool:
box_position = self.defs.boxes['edge_box'][0:3]
box_scale = self.defs.boxes['edge_box'][6:9]
xpos = (point.x - box_position[0]) / box_scale[0]
zpos = (point.z - box_position[2]) / box_scale[2]
return xpos < -0.5 or xpos > 0.5 or zpos < -0.5 or zpos > 0.5
class Bridgit(ba.Map):
"""Map with a narrow bridge in the middle."""
from bastd.mapdata import bridgit as defs
name = 'Bridgit'
dataname = 'bridgit'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
# print('getting playtypes', cls._getdata()['play_types'])
return ['melee', 'team_flag', 'keep_away']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'bridgitPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model_top': ba.getmodel('bridgitLevelTop'),
'model_bottom': ba.getmodel('bridgitLevelBottom'),
'model_bg': ba.getmodel('natureBackground'),
'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'),
'collide_model': ba.getcollidemodel('bridgitLevelCollide'),
'tex': ba.gettexture('bridgitLevelColor'),
'model_bg_tex': ba.gettexture('natureBackgroundColor'),
'collide_bg': ba.getcollidemodel('natureBackgroundCollide'),
'railing_collide_model':
(ba.getcollidemodel('bridgitLevelRailingCollide')),
'bg_material': ba.Material()
}
data['bg_material'].add_actions(actions=('modify_part_collision',
'friction', 10.0))
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model_top'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['model_bottom'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['model_bg'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['bg_vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
self.bg_collide = ba.newnode('terrain',
attrs={
'collide_model':
self.preloaddata['collide_bg'],
'materials': [
shared.footing_material,
self.preloaddata['bg_material'],
shared.death_material
]
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.1, 1.2, 1.3)
gnode.ambient_color = (1.1, 1.2, 1.3)
gnode.vignette_outer = (0.65, 0.6, 0.55)
gnode.vignette_inner = (0.9, 0.9, 0.93)
class BigG(ba.Map):
"""Large G shaped map for racing"""
from bastd.mapdata import big_g as defs
name = 'Big G'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return [
'race', 'melee', 'keep_away', 'team_flag', 'king_of_the_hill',
'conquest'
]
@classmethod
def get_preview_texture_name(cls) -> str:
return 'bigGPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model_top': ba.getmodel('bigG'),
'model_bottom': ba.getmodel('bigGBottom'),
'model_bg': ba.getmodel('natureBackground'),
'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'),
'collide_model': ba.getcollidemodel('bigGCollide'),
'tex': ba.gettexture('bigG'),
'model_bg_tex': ba.gettexture('natureBackgroundColor'),
'collide_bg': ba.getcollidemodel('natureBackgroundCollide'),
'bumper_collide_model': ba.getcollidemodel('bigGBumper'),
'bg_material': ba.Material()
}
data['bg_material'].add_actions(actions=('modify_part_collision',
'friction', 10.0))
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'color': (0.7, 0.7, 0.7),
'model': self.preloaddata['model_top'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['model_bottom'],
'color': (0.7, 0.7, 0.7),
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['model_bg'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['bg_vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['bumper_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
self.bg_collide = ba.newnode('terrain',
attrs={
'collide_model':
self.preloaddata['collide_bg'],
'materials': [
shared.footing_material,
self.preloaddata['bg_material'],
shared.death_material
]
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.1, 1.2, 1.3)
gnode.ambient_color = (1.1, 1.2, 1.3)
gnode.vignette_outer = (0.65, 0.6, 0.55)
gnode.vignette_inner = (0.9, 0.9, 0.93)
class Roundabout(ba.Map):
"""CTF map featuring two platforms and a long way around between them"""
from bastd.mapdata import roundabout as defs
name = 'Roundabout'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'roundaboutPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('roundaboutLevel'),
'model_bottom': ba.getmodel('roundaboutLevelBottom'),
'model_bg': ba.getmodel('natureBackground'),
'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'),
'collide_model': ba.getcollidemodel('roundaboutLevelCollide'),
'tex': ba.gettexture('roundaboutLevelColor'),
'model_bg_tex': ba.gettexture('natureBackgroundColor'),
'collide_bg': ba.getcollidemodel('natureBackgroundCollide'),
'railing_collide_model':
(ba.getcollidemodel('roundaboutLevelBumper')),
'bg_material': ba.Material()
}
data['bg_material'].add_actions(actions=('modify_part_collision',
'friction', 10.0))
return data
def __init__(self) -> None:
super().__init__(vr_overlay_offset=(0, -1, 1))
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['model_bottom'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['model_bg'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['bg_vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
self.bg_collide = ba.newnode('terrain',
attrs={
'collide_model':
self.preloaddata['collide_bg'],
'materials': [
shared.footing_material,
self.preloaddata['bg_material'],
shared.death_material
]
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.0, 1.05, 1.1)
gnode.ambient_color = (1.0, 1.05, 1.1)
gnode.shadow_ortho = True
gnode.vignette_outer = (0.63, 0.65, 0.7)
gnode.vignette_inner = (0.97, 0.95, 0.93)
class MonkeyFace(ba.Map):
"""Map sorta shaped like a monkey face; teehee!"""
from bastd.mapdata import monkey_face as defs
name = 'Monkey Face'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'monkeyFacePreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('monkeyFaceLevel'),
'bottom_model': ba.getmodel('monkeyFaceLevelBottom'),
'model_bg': ba.getmodel('natureBackground'),
'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'),
'collide_model': ba.getcollidemodel('monkeyFaceLevelCollide'),
'tex': ba.gettexture('monkeyFaceLevelColor'),
'model_bg_tex': ba.gettexture('natureBackgroundColor'),
'collide_bg': ba.getcollidemodel('natureBackgroundCollide'),
'railing_collide_model':
(ba.getcollidemodel('monkeyFaceLevelBumper')),
'bg_material': ba.Material()
}
data['bg_material'].add_actions(actions=('modify_part_collision',
'friction', 10.0))
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['bottom_model'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['model_bg'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['bg_vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
self.bg_collide = ba.newnode('terrain',
attrs={
'collide_model':
self.preloaddata['collide_bg'],
'materials': [
shared.footing_material,
self.preloaddata['bg_material'],
shared.death_material
]
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.1, 1.2, 1.2)
gnode.ambient_color = (1.2, 1.3, 1.3)
gnode.vignette_outer = (0.60, 0.62, 0.66)
gnode.vignette_inner = (0.97, 0.95, 0.93)
gnode.vr_camera_offset = (-1.4, 0, 0)
class ZigZag(ba.Map):
"""A very long zig-zaggy map"""
from bastd.mapdata import zig_zag as defs
name = 'Zigzag'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return [
'melee', 'keep_away', 'team_flag', 'conquest', 'king_of_the_hill'
]
@classmethod
def get_preview_texture_name(cls) -> str:
return 'zigzagPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('zigZagLevel'),
'model_bottom': ba.getmodel('zigZagLevelBottom'),
'model_bg': ba.getmodel('natureBackground'),
'bg_vr_fill_model': ba.getmodel('natureBackgroundVRFill'),
'collide_model': ba.getcollidemodel('zigZagLevelCollide'),
'tex': ba.gettexture('zigZagLevelColor'),
'model_bg_tex': ba.gettexture('natureBackgroundColor'),
'collide_bg': ba.getcollidemodel('natureBackgroundCollide'),
'railing_collide_model': ba.getcollidemodel('zigZagLevelBumper'),
'bg_material': ba.Material()
}
data['bg_material'].add_actions(actions=('modify_part_collision',
'friction', 10.0))
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['model_bg'],
'lighting': False,
'color_texture': self.preloaddata['model_bg_tex']
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['model_bottom'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['bg_vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['model_bg_tex']
})
self.bg_collide = ba.newnode('terrain',
attrs={
'collide_model':
self.preloaddata['collide_bg'],
'materials': [
shared.footing_material,
self.preloaddata['bg_material'],
shared.death_material
]
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.0, 1.15, 1.15)
gnode.ambient_color = (1.0, 1.15, 1.15)
gnode.vignette_outer = (0.57, 0.59, 0.63)
gnode.vignette_inner = (0.97, 0.95, 0.93)
gnode.vr_camera_offset = (-1.5, 0, 0)
class ThePad(ba.Map):
"""A simple square shaped map with a raised edge."""
from bastd.mapdata import the_pad as defs
name = 'The Pad'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag', 'king_of_the_hill']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'thePadPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('thePadLevel'),
'bottom_model': ba.getmodel('thePadLevelBottom'),
'collide_model': ba.getcollidemodel('thePadLevelCollide'),
'tex': ba.gettexture('thePadLevelColor'),
'bgtex': ba.gettexture('menuBG'),
'bgmodel': ba.getmodel('thePadBG'),
'railing_collide_model': ba.getcollidemodel('thePadLevelBumper'),
'vr_fill_mound_model': ba.getmodel('thePadVRFillMound'),
'vr_fill_mound_tex': ba.gettexture('vrFillMound')
}
# fixme should chop this into vr/non-vr sections for efficiency
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['bottom_model'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_mound_model'],
'lighting': False,
'vr_only': True,
'color': (0.56, 0.55, 0.47),
'background': True,
'color_texture': self.preloaddata['vr_fill_mound_tex']
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.1, 1.1, 1.0)
gnode.ambient_color = (1.1, 1.1, 1.0)
gnode.vignette_outer = (0.7, 0.65, 0.75)
gnode.vignette_inner = (0.95, 0.95, 0.93)
class DoomShroom(ba.Map):
"""A giant mushroom. Of doom!"""
from bastd.mapdata import doom_shroom as defs
name = 'Doom Shroom'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'doomShroomPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('doomShroomLevel'),
'collide_model': ba.getcollidemodel('doomShroomLevelCollide'),
'tex': ba.gettexture('doomShroomLevelColor'),
'bgtex': ba.gettexture('doomShroomBGColor'),
'bgmodel': ba.getmodel('doomShroomBG'),
'vr_fill_model': ba.getmodel('doomShroomVRFill'),
'stem_model': ba.getmodel('doomShroomStem'),
'collide_bg': ba.getcollidemodel('doomShroomStemCollide')
}
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
self.stem = ba.newnode('terrain',
attrs={
'model': self.preloaddata['stem_model'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.bg_collide = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['collide_bg'],
'materials': [shared.footing_material, shared.death_material]
})
gnode = ba.getactivity().globalsnode
gnode.tint = (0.82, 1.10, 1.15)
gnode.ambient_color = (0.9, 1.3, 1.1)
gnode.shadow_ortho = False
gnode.vignette_outer = (0.76, 0.76, 0.76)
gnode.vignette_inner = (0.95, 0.95, 0.99)
def is_point_near_edge(self,
point: ba.Vec3,
running: bool = False) -> bool:
xpos = point.x
zpos = point.z
x_adj = xpos * 0.125
z_adj = (zpos + 3.7) * 0.2
if running:
x_adj *= 1.4
z_adj *= 1.4
return x_adj * x_adj + z_adj * z_adj > 1.0
class LakeFrigid(ba.Map):
"""An icy lake fit for racing."""
from bastd.mapdata import lake_frigid as defs
name = 'Lake Frigid'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag', 'race']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'lakeFrigidPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('lakeFrigid'),
'model_top': ba.getmodel('lakeFrigidTop'),
'model_reflections': ba.getmodel('lakeFrigidReflections'),
'collide_model': ba.getcollidemodel('lakeFrigidCollide'),
'tex': ba.gettexture('lakeFrigid'),
'tex_reflections': ba.gettexture('lakeFrigidReflections'),
'vr_fill_model': ba.getmodel('lakeFrigidVRFill')
}
mat = ba.Material()
mat.add_actions(actions=('modify_part_collision', 'friction', 0.01))
data['ice_material'] = mat
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode('terrain',
delegate=self,
attrs={
'collide_model':
self.preloaddata['collide_model'],
'model':
self.preloaddata['model'],
'color_texture':
self.preloaddata['tex'],
'materials': [
shared.footing_material,
self.preloaddata['ice_material']
]
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['model_top'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['model_reflections'],
'lighting': False,
'overlay': True,
'opacity': 0.15,
'color_texture': self.preloaddata['tex_reflections']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['tex']
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1, 1, 1)
gnode.ambient_color = (1, 1, 1)
gnode.shadow_ortho = True
gnode.vignette_outer = (0.86, 0.86, 0.86)
gnode.vignette_inner = (0.95, 0.95, 0.99)
gnode.vr_near_clip = 0.5
self.is_hockey = True
class TipTop(ba.Map):
"""A pointy map good for king-of-the-hill-ish games."""
from bastd.mapdata import tip_top as defs
name = 'Tip Top'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag', 'king_of_the_hill']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'tipTopPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('tipTopLevel'),
'bottom_model': ba.getmodel('tipTopLevelBottom'),
'collide_model': ba.getcollidemodel('tipTopLevelCollide'),
'tex': ba.gettexture('tipTopLevelColor'),
'bgtex': ba.gettexture('tipTopBGColor'),
'bgmodel': ba.getmodel('tipTopBG'),
'railing_collide_model': ba.getcollidemodel('tipTopLevelBumper')
}
return data
def __init__(self) -> None:
super().__init__(vr_overlay_offset=(0, -0.2, 2.5))
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'color': (0.7, 0.7, 0.7),
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['bottom_model'],
'lighting': False,
'color': (0.7, 0.7, 0.7),
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'color': (0.4, 0.4, 0.4),
'background': True,
'color_texture': self.preloaddata['bgtex']
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
gnode = ba.getactivity().globalsnode
gnode.tint = (0.8, 0.9, 1.3)
gnode.ambient_color = (0.8, 0.9, 1.3)
gnode.vignette_outer = (0.79, 0.79, 0.69)
gnode.vignette_inner = (0.97, 0.97, 0.99)
class CragCastle(ba.Map):
"""A lovely castle map."""
from bastd.mapdata import crag_castle as defs
name = 'Crag Castle'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag', 'conquest']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'cragCastlePreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('cragCastleLevel'),
'bottom_model': ba.getmodel('cragCastleLevelBottom'),
'collide_model': ba.getcollidemodel('cragCastleLevelCollide'),
'tex': ba.gettexture('cragCastleLevelColor'),
'bgtex': ba.gettexture('menuBG'),
'bgmodel': ba.getmodel('thePadBG'),
'railing_collide_model':
(ba.getcollidemodel('cragCastleLevelBumper')),
'vr_fill_mound_model': ba.getmodel('cragCastleVRFillMound'),
'vr_fill_mound_tex': ba.gettexture('vrFillMound')
}
# fixme should chop this into vr/non-vr sections
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['bottom_model'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_mound_model'],
'lighting': False,
'vr_only': True,
'color': (0.2, 0.25, 0.2),
'background': True,
'color_texture': self.preloaddata['vr_fill_mound_tex']
})
gnode = ba.getactivity().globalsnode
gnode.shadow_ortho = True
gnode.shadow_offset = (0, 0, -5.0)
gnode.tint = (1.15, 1.05, 0.75)
gnode.ambient_color = (1.15, 1.05, 0.75)
gnode.vignette_outer = (0.6, 0.65, 0.6)
gnode.vignette_inner = (0.95, 0.95, 0.95)
gnode.vr_near_clip = 1.0
class TowerD(ba.Map):
"""Map used for runaround mini-game."""
from bastd.mapdata import tower_d as defs
name = 'Tower D'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return []
@classmethod
def get_preview_texture_name(cls) -> str:
return 'towerDPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model':
ba.getmodel('towerDLevel'),
'model_bottom':
ba.getmodel('towerDLevelBottom'),
'collide_model':
ba.getcollidemodel('towerDLevelCollide'),
'tex':
ba.gettexture('towerDLevelColor'),
'bgtex':
ba.gettexture('menuBG'),
'bgmodel':
ba.getmodel('thePadBG'),
'player_wall_collide_model':
ba.getcollidemodel('towerDPlayerWall'),
'player_wall_material':
ba.Material()
}
# fixme should chop this into vr/non-vr sections
data['player_wall_material'].add_actions(
actions=('modify_part_collision', 'friction', 0.0))
# anything that needs to hit the wall can apply this material
data['collide_with_wall_material'] = ba.Material()
data['player_wall_material'].add_actions(
conditions=('they_dont_have_material',
data['collide_with_wall_material']),
actions=('modify_part_collision', 'collide', False))
data['vr_fill_mound_model'] = ba.getmodel('stepRightUpVRFillMound')
data['vr_fill_mound_tex'] = ba.gettexture('vrFillMound')
return data
def __init__(self) -> None:
super().__init__(vr_overlay_offset=(0, 1, 1))
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.node_bottom = ba.newnode(
'terrain',
delegate=self,
attrs={
'model': self.preloaddata['model_bottom'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_mound_model'],
'lighting': False,
'vr_only': True,
'color': (0.53, 0.57, 0.5),
'background': True,
'color_texture': self.preloaddata['vr_fill_mound_tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
self.player_wall = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['player_wall_collide_model'],
'affect_bg_dynamics': False,
'materials': [self.preloaddata['player_wall_material']]
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.15, 1.11, 1.03)
gnode.ambient_color = (1.2, 1.1, 1.0)
gnode.vignette_outer = (0.7, 0.73, 0.7)
gnode.vignette_inner = (0.95, 0.95, 0.95)
def is_point_near_edge(self,
point: ba.Vec3,
running: bool = False) -> bool:
# see if we're within edge_box
boxes = self.defs.boxes
box_position = boxes['edge_box'][0:3]
box_scale = boxes['edge_box'][6:9]
box_position2 = boxes['edge_box2'][0:3]
box_scale2 = boxes['edge_box2'][6:9]
xpos = (point.x - box_position[0]) / box_scale[0]
zpos = (point.z - box_position[2]) / box_scale[2]
xpos2 = (point.x - box_position2[0]) / box_scale2[0]
zpos2 = (point.z - box_position2[2]) / box_scale2[2]
# if we're outside of *both* boxes we're near the edge
return ((xpos < -0.5 or xpos > 0.5 or zpos < -0.5 or zpos > 0.5) and
(xpos2 < -0.5 or xpos2 > 0.5 or zpos2 < -0.5 or zpos2 > 0.5))
class HappyThoughts(ba.Map):
"""Flying map."""
from bastd.mapdata import happy_thoughts as defs
name = 'Happy Thoughts'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return [
'melee', 'keep_away', 'team_flag', 'conquest', 'king_of_the_hill'
]
@classmethod
def get_preview_texture_name(cls) -> str:
return 'alwaysLandPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('alwaysLandLevel'),
'bottom_model': ba.getmodel('alwaysLandLevelBottom'),
'bgmodel': ba.getmodel('alwaysLandBG'),
'collide_model': ba.getcollidemodel('alwaysLandLevelCollide'),
'tex': ba.gettexture('alwaysLandLevelColor'),
'bgtex': ba.gettexture('alwaysLandBGColor'),
'vr_fill_mound_model': ba.getmodel('alwaysLandVRFillMound'),
'vr_fill_mound_tex': ba.gettexture('vrFillMound')
}
return data
@classmethod
def get_music_type(cls) -> ba.MusicType:
return ba.MusicType.FLYING
def __init__(self) -> None:
super().__init__(vr_overlay_offset=(0, -3.7, 2.5))
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['bottom_model'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_mound_model'],
'lighting': False,
'vr_only': True,
'color': (0.2, 0.25, 0.2),
'background': True,
'color_texture': self.preloaddata['vr_fill_mound_tex']
})
gnode = ba.getactivity().globalsnode
gnode.happy_thoughts_mode = True
gnode.shadow_offset = (0.0, 8.0, 5.0)
gnode.tint = (1.3, 1.23, 1.0)
gnode.ambient_color = (1.3, 1.23, 1.0)
gnode.vignette_outer = (0.64, 0.59, 0.69)
gnode.vignette_inner = (0.95, 0.95, 0.93)
gnode.vr_near_clip = 1.0
self.is_flying = True
# throw out some tips on flying
txt = ba.newnode('text',
attrs={
'text': ba.Lstr(resource='pressJumpToFlyText'),
'scale': 1.2,
'maxwidth': 800,
'position': (0, 200),
'shadow': 0.5,
'flatness': 0.5,
'h_align': 'center',
'v_attach': 'bottom'
})
cmb = ba.newnode('combine',
owner=txt,
attrs={
'size': 4,
'input0': 0.3,
'input1': 0.9,
'input2': 0.0
})
ba.animate(cmb, 'input3', {3.0: 0, 4.0: 1, 9.0: 1, 10.0: 0})
cmb.connectattr('output', txt, 'color')
ba.timer(10.0, txt.delete)
class StepRightUp(ba.Map):
"""Wide stepped map good for CTF or Assault."""
from bastd.mapdata import step_right_up as defs
name = 'Step Right Up'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag', 'conquest']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'stepRightUpPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('stepRightUpLevel'),
'model_bottom': ba.getmodel('stepRightUpLevelBottom'),
'collide_model': ba.getcollidemodel('stepRightUpLevelCollide'),
'tex': ba.gettexture('stepRightUpLevelColor'),
'bgtex': ba.gettexture('menuBG'),
'bgmodel': ba.getmodel('thePadBG'),
'vr_fill_mound_model': ba.getmodel('stepRightUpVRFillMound'),
'vr_fill_mound_tex': ba.gettexture('vrFillMound')
}
# fixme should chop this into vr/non-vr chunks
return data
def __init__(self) -> None:
super().__init__(vr_overlay_offset=(0, -1, 2))
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.node_bottom = ba.newnode(
'terrain',
delegate=self,
attrs={
'model': self.preloaddata['model_bottom'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_mound_model'],
'lighting': False,
'vr_only': True,
'color': (0.53, 0.57, 0.5),
'background': True,
'color_texture': self.preloaddata['vr_fill_mound_tex']
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.2, 1.1, 1.0)
gnode.ambient_color = (1.2, 1.1, 1.0)
gnode.vignette_outer = (0.7, 0.65, 0.75)
gnode.vignette_inner = (0.95, 0.95, 0.93)
class Courtyard(ba.Map):
"""A courtyard-ish looking map for co-op levels."""
from bastd.mapdata import courtyard as defs
name = 'Courtyard'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'courtyardPreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('courtyardLevel'),
'model_bottom': ba.getmodel('courtyardLevelBottom'),
'collide_model': ba.getcollidemodel('courtyardLevelCollide'),
'tex': ba.gettexture('courtyardLevelColor'),
'bgtex': ba.gettexture('menuBG'),
'bgmodel': ba.getmodel('thePadBG'),
'player_wall_collide_model':
(ba.getcollidemodel('courtyardPlayerWall')),
'player_wall_material': ba.Material()
}
# FIXME: Chop this into vr and non-vr chunks.
data['player_wall_material'].add_actions(
actions=('modify_part_collision', 'friction', 0.0))
# anything that needs to hit the wall should apply this.
data['collide_with_wall_material'] = ba.Material()
data['player_wall_material'].add_actions(
conditions=('they_dont_have_material',
data['collide_with_wall_material']),
actions=('modify_part_collision', 'collide', False))
data['vr_fill_mound_model'] = ba.getmodel('stepRightUpVRFillMound')
data['vr_fill_mound_tex'] = ba.gettexture('vrFillMound')
return data
def __init__(self) -> None:
super().__init__()
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['model_bottom'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_mound_model'],
'lighting': False,
'vr_only': True,
'color': (0.53, 0.57, 0.5),
'background': True,
'color_texture': self.preloaddata['vr_fill_mound_tex']
})
# in co-op mode games, put up a wall to prevent players
# from getting in the turrets (that would foil our brilliant AI)
if isinstance(ba.getsession(), ba.CoopSession):
cmodel = self.preloaddata['player_wall_collide_model']
self.player_wall = ba.newnode(
'terrain',
attrs={
'collide_model': cmodel,
'affect_bg_dynamics': False,
'materials': [self.preloaddata['player_wall_material']]
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.2, 1.17, 1.1)
gnode.ambient_color = (1.2, 1.17, 1.1)
gnode.vignette_outer = (0.6, 0.6, 0.64)
gnode.vignette_inner = (0.95, 0.95, 0.93)
def is_point_near_edge(self,
point: ba.Vec3,
running: bool = False) -> bool:
# count anything off our ground level as safe (for our platforms)
# see if we're within edge_box
box_position = self.defs.boxes['edge_box'][0:3]
box_scale = self.defs.boxes['edge_box'][6:9]
xpos = (point.x - box_position[0]) / box_scale[0]
zpos = (point.z - box_position[2]) / box_scale[2]
return xpos < -0.5 or xpos > 0.5 or zpos < -0.5 or zpos > 0.5
class Rampage(ba.Map):
"""Wee little map with ramps on the sides."""
from bastd.mapdata import rampage as defs
name = 'Rampage'
@classmethod
def get_play_types(cls) -> List[str]:
"""Return valid play types for this map."""
return ['melee', 'keep_away', 'team_flag']
@classmethod
def get_preview_texture_name(cls) -> str:
return 'rampagePreview'
@classmethod
def on_preload(cls) -> Any:
data: Dict[str, Any] = {
'model': ba.getmodel('rampageLevel'),
'bottom_model': ba.getmodel('rampageLevelBottom'),
'collide_model': ba.getcollidemodel('rampageLevelCollide'),
'tex': ba.gettexture('rampageLevelColor'),
'bgtex': ba.gettexture('rampageBGColor'),
'bgtex2': ba.gettexture('rampageBGColor2'),
'bgmodel': ba.getmodel('rampageBG'),
'bgmodel2': ba.getmodel('rampageBG2'),
'vr_fill_model': ba.getmodel('rampageVRFill'),
'railing_collide_model': ba.getcollidemodel('rampageBumper')
}
return data
def __init__(self) -> None:
super().__init__(vr_overlay_offset=(0, 0, 2))
shared = SharedObjects.get()
self.node = ba.newnode(
'terrain',
delegate=self,
attrs={
'collide_model': self.preloaddata['collide_model'],
'model': self.preloaddata['model'],
'color_texture': self.preloaddata['tex'],
'materials': [shared.footing_material]
})
self.background = ba.newnode(
'terrain',
attrs={
'model': self.preloaddata['bgmodel'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex']
})
self.bottom = ba.newnode('terrain',
attrs={
'model': self.preloaddata['bottom_model'],
'lighting': False,
'color_texture': self.preloaddata['tex']
})
self.bg2 = ba.newnode('terrain',
attrs={
'model': self.preloaddata['bgmodel2'],
'lighting': False,
'background': True,
'color_texture': self.preloaddata['bgtex2']
})
ba.newnode('terrain',
attrs={
'model': self.preloaddata['vr_fill_model'],
'lighting': False,
'vr_only': True,
'background': True,
'color_texture': self.preloaddata['bgtex2']
})
self.railing = ba.newnode(
'terrain',
attrs={
'collide_model': self.preloaddata['railing_collide_model'],
'materials': [shared.railing_material],
'bumper': True
})
gnode = ba.getactivity().globalsnode
gnode.tint = (1.2, 1.1, 0.97)
gnode.ambient_color = (1.3, 1.2, 1.03)
gnode.vignette_outer = (0.62, 0.64, 0.69)
gnode.vignette_inner = (0.97, 0.95, 0.93)
def is_point_near_edge(self,
point: ba.Vec3,
running: bool = False) -> bool:
box_position = self.defs.boxes['edge_box'][0:3]
box_scale = self.defs.boxes['edge_box'][6:9]
xpos = (point.x - box_position[0]) / box_scale[0]
zpos = (point.z - box_position[2]) / box_scale[2]
return xpos < -0.5 or xpos > 0.5 or zpos < -0.5 or zpos > 0.5