mirror of
https://github.com/imayushsaini/Bombsquad-Ballistica-Modded-Server.git
synced 2025-10-20 00:00:39 +00:00
398 lines
15 KiB
Python
398 lines
15 KiB
Python
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# Released under the MIT License. See LICENSE for details.
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# BY Stary_Agent
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"""Hockey game and support classes."""
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# ba_meta require api 6
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import ba
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from bastd.actor.playerspaz import PlayerSpaz
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from bastd.actor.scoreboard import Scoreboard
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from bastd.actor.powerupbox import PowerupBoxFactory
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from bastd.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, Sequence, Dict, Type, List, Optional, Union
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class PuckDiedMessage:
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"""Inform something that a puck has died."""
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def __init__(self, puck: Puck):
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self.puck = puck
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class Puck(ba.Actor):
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"""A lovely giant hockey puck."""
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def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
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super().__init__()
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shared = SharedObjects.get()
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activity = self.getactivity()
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# Spawn just above the provided point.
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self._spawn_pos = (position[0], position[1] + 1.0, position[2])
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self.last_players_to_touch: Dict[int, Player] = {}
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self.scored = False
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assert activity is not None
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assert isinstance(activity, HockeyGame)
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pmats = [shared.object_material, activity.puck_material]
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self.node = ba.newnode('prop',
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delegate=self,
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attrs={
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'model': activity.puck_model,
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'color_texture': activity.puck_tex,
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'body': 'sphere',
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'reflection': 'soft',
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'reflection_scale': [0.2],
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'shadow_size': 0.5,
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'is_area_of_interest': True,
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'position': self._spawn_pos,
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'materials': pmats
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})
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ba.animate(self.node, 'model_scale', {0: 0, 0.2: 1.3, 0.26: 1})
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.DieMessage):
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assert self.node
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self.node.delete()
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activity = self._activity()
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if activity and not msg.immediate:
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activity.handlemessage(PuckDiedMessage(self))
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# If we go out of bounds, move back to where we started.
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elif isinstance(msg, ba.OutOfBoundsMessage):
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assert self.node
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self.node.position = self._spawn_pos
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elif isinstance(msg, ba.HitMessage):
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assert self.node
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assert msg.force_direction is not None
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self.node.handlemessage(
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'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
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msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
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1.0 * msg.velocity_magnitude, msg.radius, 0,
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msg.force_direction[0], msg.force_direction[1],
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msg.force_direction[2])
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# If this hit came from a player, log them as the last to touch us.
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s_player = msg.get_source_player(Player)
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if s_player is not None:
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activity = self._activity()
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if activity:
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if s_player in activity.players:
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self.last_players_to_touch[s_player.team.id] = s_player
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else:
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super().handlemessage(msg)
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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class Team(ba.Team[Player]):
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"""Our team type for this game."""
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def __init__(self) -> None:
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self.score = 0
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# ba_meta export game
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class HockeyGame(ba.TeamGameActivity[Player, Team]):
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"""Ice hockey game."""
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name = 'Soccer'
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description = 'Score some goals.'
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available_settings = [
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ba.IntSetting(
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'Score to Win',
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min_value=1,
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default=1,
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increment=1,
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),
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ba.IntChoiceSetting(
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'Time Limit',
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choices=[
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('None', 0),
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('1 Minute', 60),
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('2 Minutes', 120),
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('5 Minutes', 300),
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('10 Minutes', 600),
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('20 Minutes', 1200),
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],
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default=0,
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),
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ba.FloatChoiceSetting(
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'Respawn Times',
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choices=[
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('Shorter', 0.25),
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('Short', 0.5),
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('Normal', 1.0),
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('Long', 2.0),
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('Longer', 4.0),
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],
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default=1.0,
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),
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ba.BoolSetting('Boxing Gloves', default=False),
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ba.BoolSetting('Icy Floor', default=True),
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ba.BoolSetting('Epic Mode', default=False),
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]
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default_music = ba.MusicType.HOCKEY
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@classmethod
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def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
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return issubclass(sessiontype, ba.DualTeamSession)
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
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return ba.getmaps('football')
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def __init__(self, settings: dict):
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super().__init__(settings)
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shared = SharedObjects.get()
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self._scoreboard = Scoreboard()
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self._cheer_sound = ba.getsound('cheer')
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self._chant_sound = ba.getsound('crowdChant')
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self._foghorn_sound = ba.getsound('foghorn')
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self._swipsound = ba.getsound('swip')
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self._whistle_sound = ba.getsound('refWhistle')
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self._boxing_gloves = bool(settings.get('Boxing Gloves', False))
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self._icy_floor = bool(settings.get('Icy Floor', True))
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self._epic_mode = bool(settings['Epic Mode'])
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# Base class overrides:
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self.slow_motion = self._epic_mode
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self.default_music = (ba.MusicType.EPIC
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if self._epic_mode else ba.MusicType.FOOTBALL)
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self.puck_model = ba.getmodel('bomb')
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self.puck_tex = ba.gettexture('circleOutlineNoAlpha')
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self._puck_sound = ba.getsound('metalHit')
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self.puck_material = ba.Material()
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self.puck_material.add_actions(actions=(('modify_part_collision',
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'friction', 0.5)))
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self.puck_material.add_actions(conditions=('they_have_material',
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shared.pickup_material),
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actions=('modify_part_collision',
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'collide', True))
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self.puck_material.add_actions(
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conditions=(
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('we_are_younger_than', 100),
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'and',
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('they_have_material', shared.object_material),
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),
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actions=('modify_node_collision', 'collide', False),
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)
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self.puck_material.add_actions(conditions=('they_have_material',
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shared.footing_material),
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actions=('impact_sound',
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self._puck_sound, 0.2, 5))
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# Keep track of which player last touched the puck
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self.puck_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(('call', 'at_connect',
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self._handle_puck_player_collide), ))
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# We want the puck to kill powerups; not get stopped by them
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self.puck_material.add_actions(
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conditions=('they_have_material',
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PowerupBoxFactory.get().powerup_material),
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actions=(('modify_part_collision', 'physical', False),
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('message', 'their_node', 'at_connect', ba.DieMessage())))
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self._score_region_material = ba.Material()
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self._score_region_material.add_actions(
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conditions=('they_have_material', self.puck_material),
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actions=(('modify_part_collision', 'collide',
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True), ('modify_part_collision', 'physical', False),
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('call', 'at_connect', self._handle_score)))
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self._puck_spawn_pos: Optional[Sequence[float]] = None
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self._score_regions: Optional[List[ba.NodeActor]] = None
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self._puck: Optional[Puck] = None
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self._score_to_win = int(settings['Score to Win'])
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self._time_limit = float(settings['Time Limit'])
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def get_instance_description(self) -> Union[str, Sequence]:
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if self._score_to_win == 1:
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return 'Score a goal.'
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return 'Score ${ARG1} goals.', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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if self._score_to_win == 1:
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return 'score a goal'
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return 'score ${ARG1} goals', self._score_to_win
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def on_transition_in(self) -> None:
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super().on_transition_in()
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shared = SharedObjects.get()
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activity = ba.getactivity()
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if self._icy_floor:
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activity.map.is_hockey = True
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else:
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activity.map.is_hockey = False
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activity.map.node.materials = [shared.footing_material]
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activity.map.floor.materials = [shared.footing_material]
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activity.map.floor.color = (0.2, 1.0, 0.2)
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def on_begin(self) -> None:
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super().on_begin()
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ba.screenmessage("Run?",color = (0.2,1,1))
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self.setup_standard_time_limit(self._time_limit)
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self.setup_standard_powerup_drops()
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self._puck_spawn_pos = self.map.get_flag_position(None)
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self._spawn_puck()
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# Set up the two score regions.
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defs = self.map.defs
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self._score_regions = []
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self._score_regions.append(
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ba.NodeActor(
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ba.newnode('region',
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attrs={
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'position': defs.boxes['goal1'][0:3],
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'scale': defs.boxes['goal1'][6:9],
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'type': 'box',
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'materials': [self._score_region_material]
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})))
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self._score_regions.append(
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ba.NodeActor(
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ba.newnode('region',
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attrs={
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'position': defs.boxes['goal2'][0:3],
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'scale': defs.boxes['goal2'][6:9],
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'type': 'box',
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'materials': [self._score_region_material]
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})))
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self._update_scoreboard()
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ba.playsound(self._chant_sound)
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def on_team_join(self, team: Team) -> None:
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self._update_scoreboard()
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def _handle_puck_player_collide(self) -> None:
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collision = ba.getcollision()
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try:
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puck = collision.sourcenode.getdelegate(Puck, True)
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player = collision.opposingnode.getdelegate(PlayerSpaz,
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True).getplayer(
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Player, True)
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except ba.NotFoundError:
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return
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puck.last_players_to_touch[player.team.id] = player
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def _kill_puck(self) -> None:
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self._puck = None
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def _handle_score(self) -> None:
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"""A point has been scored."""
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assert self._puck is not None
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assert self._score_regions is not None
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# Our puck might stick around for a second or two
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# we don't want it to be able to score again.
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if self._puck.scored:
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return
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region = ba.getcollision().sourcenode
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index = 0
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for index in range(len(self._score_regions)):
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if region == self._score_regions[index].node:
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break
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for team in self.teams:
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if team.id == index:
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scoring_team = team
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team.score += 1
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# Tell all players to celebrate.
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for player in team.players:
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if player.actor:
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player.actor.handlemessage(ba.CelebrateMessage(2.0))
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# If we've got the player from the scoring team that last
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# touched us, give them points.
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if (scoring_team.id in self._puck.last_players_to_touch
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and self._puck.last_players_to_touch[scoring_team.id]):
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self.stats.player_scored(
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self._puck.last_players_to_touch[scoring_team.id],
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100,
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big_message=True)
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# End game if we won.
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if team.score >= self._score_to_win:
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self.end_game()
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ba.playsound(self._foghorn_sound)
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ba.playsound(self._cheer_sound)
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self._puck.scored = True
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# Kill the puck (it'll respawn itself shortly).
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ba.timer(1.0, self._kill_puck)
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light = ba.newnode('light',
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attrs={
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'position': ba.getcollision().position,
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'height_attenuated': False,
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'color': (1, 0, 0)
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})
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ba.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
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ba.timer(1.0, light.delete)
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ba.cameraflash(duration=10.0)
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self._update_scoreboard()
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def end_game(self) -> None:
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results = ba.GameResults()
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for team in self.teams:
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results.set_team_score(team, team.score)
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self.end(results=results)
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def _update_scoreboard(self) -> None:
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winscore = self._score_to_win
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for team in self.teams:
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self._scoreboard.set_team_value(team, team.score, winscore)
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def handlemessage(self, msg: Any) -> Any:
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# Respawn dead players if they're still in the game.
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if isinstance(msg, ba.PlayerDiedMessage):
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# Augment standard behavior...
|
||
|
|
super().handlemessage(msg)
|
||
|
|
self.respawn_player(msg.getplayer(Player))
|
||
|
|
|
||
|
|
# Respawn dead pucks.
|
||
|
|
elif isinstance(msg, PuckDiedMessage):
|
||
|
|
if not self.has_ended():
|
||
|
|
ba.timer(3.0, self._spawn_puck)
|
||
|
|
else:
|
||
|
|
super().handlemessage(msg)
|
||
|
|
|
||
|
|
def _flash_puck_spawn(self) -> None:
|
||
|
|
light = ba.newnode('light',
|
||
|
|
attrs={
|
||
|
|
'position': self._puck_spawn_pos,
|
||
|
|
'height_attenuated': False,
|
||
|
|
'color': (1, 0, 0)
|
||
|
|
})
|
||
|
|
ba.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||
|
|
ba.timer(1.0, light.delete)
|
||
|
|
|
||
|
|
def spawn_player(self, player: Player) -> ba.Actor:
|
||
|
|
spaz = self.spawn_player_spaz(player)
|
||
|
|
if self._boxing_gloves:
|
||
|
|
spaz.equip_boxing_gloves()
|
||
|
|
else:
|
||
|
|
pass
|
||
|
|
return spaz
|
||
|
|
|
||
|
|
def _spawn_puck(self) -> None:
|
||
|
|
ba.playsound(self._swipsound)
|
||
|
|
ba.playsound(self._whistle_sound)
|
||
|
|
self._flash_puck_spawn()
|
||
|
|
assert self._puck_spawn_pos is not None
|
||
|
|
self._puck = Puck(position=self._puck_spawn_pos)
|