mirror of
https://github.com/imayushsaini/Bombsquad-Ballistica-Modded-Server.git
synced 2025-10-20 00:00:39 +00:00
Adding more api 8 games
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parent
c73d92665c
commit
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23 changed files with 12117 additions and 416 deletions
143
dist/ba_root/mods/games/avalanche.py
vendored
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143
dist/ba_root/mods/games/avalanche.py
vendored
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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"""Avalancha mini-game."""
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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import random
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from typing import TYPE_CHECKING
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import babase
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import bauiv1 as bui
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import bascenev1 as bs
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from bascenev1lib.actor.bomb import Bomb
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from bascenev1lib.actor.onscreentimer import OnScreenTimer
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from bascenev1lib.game.meteorshower import *
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from bascenev1lib.actor.spazbot import *
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from bascenev1lib.actor.spaz import PunchHitMessage
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from bascenev1lib.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, Sequence, Optional, List, Dict, Type, Type
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## MoreMinigames.py support ##
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randomPic = ["lakeFrigidPreview", "hockeyStadiumPreview"]
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def ba_get_api_version():
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return 8
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def ba_get_levels():
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return [
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bs._level.Level(
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"Icy Emits",
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gametype=IcyEmitsGame,
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settings={},
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preview_texture_name=random.choice(randomPic),
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)
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]
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## MoreMinigames.py support ##
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class PascalBot(BrawlerBot):
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color = (0, 0, 3)
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highlight = (0.2, 0.2, 1)
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character = "Pascal"
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bouncy = True
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punchiness = 0.7
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def handlemessage(self, msg: Any) -> Any:
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assert not self.expired
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if isinstance(msg, bs.FreezeMessage):
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return
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else:
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super().handlemessage(msg)
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# ba_meta export bascenev1.GameActivity
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class AvalanchaGame(MeteorShowerGame):
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"""Minigame involving dodging falling bombs."""
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name = "Avalanche"
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description = "Dodge the ice-bombs."
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available_settings = [
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bs.BoolSetting("Epic Mode", default=False),
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bs.IntSetting("Difficulty", default=1, min_value=1, max_value=3, increment=1),
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]
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scoreconfig = bs.ScoreConfig(
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label="Survived", scoretype=bs.ScoreType.MILLISECONDS, version="B"
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)
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announce_player_deaths = True
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
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return ["Tip Top"]
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._epic_mode = settings.get("Epic Mode", False)
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self._last_player_death_time: Optional[float] = None
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self._meteor_time = 2.0
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if settings["Difficulty"] == 1:
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self._min_delay = 0.4
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elif settings["Difficulty"] == 2:
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self._min_delay = 0.3
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else:
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self._min_delay = 0.1
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self._timer: Optional[OnScreenTimer] = None
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self._bots = SpazBotSet()
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self.default_music = (
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bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SURVIVAL
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)
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if self._epic_mode:
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self.slow_motion = True
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def on_transition_in(self) -> None:
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super().on_transition_in()
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gnode = bs.getactivity().globalsnode
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gnode.tint = (0.5, 0.5, 1)
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act = bs.getactivity().map
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shared = SharedObjects.get()
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mat = bs.Material()
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mat.add_actions(actions=("modify_part_collision", "friction", 0.18))
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act.node.color = act.bottom.color = (1, 1, 1.2)
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act.node.reflection = act.bottom.reflection = "soft"
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act.node.materials = [shared.footing_material, mat]
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def _set_meteor_timer(self) -> None:
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bs.timer(
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(1.0 + 0.2 * random.random()) * self._meteor_time, self._drop_bomb_cluster
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)
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def _drop_bomb_cluster(self) -> None:
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defs = self.map.defs
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delay = 0.0
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for _i in range(random.randrange(1, 3)):
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pos = defs.points["flag_default"]
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pos = (pos[0], pos[1] + 0.4, pos[2])
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dropdir = -1.0 if pos[0] > 0 else 1.0
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vel = (random.randrange(-4, 4), 7.0, random.randrange(0, 4))
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bs.timer(delay, babase.Call(self._drop_bomb, pos, vel))
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delay += 0.1
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self._set_meteor_timer()
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def _drop_bomb(self, position: Sequence[float], velocity: Sequence[float]) -> None:
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Bomb(position=position, velocity=velocity, bomb_type="ice").autoretain()
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def _decrement_meteor_time(self) -> None:
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if self._meteor_time < self._min_delay:
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return
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self._meteor_time = max(0.01, self._meteor_time * 0.9)
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if random.choice([0, 0, 1]) == 1:
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pos = self.map.defs.points["flag_default"]
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self._bots.spawn_bot(PascalBot, pos=pos, spawn_time=2)
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774
dist/ba_root/mods/games/basket_bomb.py
vendored
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774
dist/ba_root/mods/games/basket_bomb.py
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@ -0,0 +1,774 @@
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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# Released under the MIT License. See LICENSE for details.
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# ba_meta require api 8
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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 babase
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import bauiv1 as bui
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import bascenev1 as bs
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import _babase
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from bascenev1lib.actor.playerspaz import PlayerSpaz
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from bascenev1lib.actor.scoreboard import Scoreboard
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from bascenev1lib.actor.powerupbox import PowerupBoxFactory
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor import playerspaz as ps
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from bascenev1lib import maps
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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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bsuSpaz = None
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def getlanguage(text, sub: str = ''):
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lang = bs.app.lang.language
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translate = {
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"Name":
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{"Spanish": "Baloncesto",
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"English": "Basketbomb",
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"Portuguese": "Basketbomb"},
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"Info":
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{"Spanish": "Anota todas las canastas y sé el MVP.",
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"English": "Score all the baskets and be the MVP.",
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"Portuguese": "Marque cada cesta e seja o MVP."},
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"Info-Short":
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{"Spanish": f"Anota {sub} canasta(s) para ganar",
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"English": f"Score {sub} baskets to win",
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"Portuguese": f"Cestas de {sub} pontos para ganhar"},
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"S: Powerups":
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{"Spanish": "Aparecer Potenciadores",
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"English": "Powerups Spawn",
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"Portuguese": "Habilitar Potenciadores"},
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"S: Velocity":
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{"Spanish": "Activar velocidad",
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"English": "Enable speed",
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"Portuguese": "Ativar velocidade"},
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}
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languages = ['Spanish', 'Portuguese', 'English']
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if lang not in languages:
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lang = 'English'
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if text not in translate:
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return text
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return translate[text][lang]
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class BallDiedMessage:
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def __init__(self, ball: Ball):
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self.ball = ball
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class Ball(bs.Actor):
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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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velocty = (0.0, 8.0, 0.0)
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_scale = 1.2
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self._spawn_pos = (position[0], position[1] + 0.5, 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, BasketGame)
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pmats = [shared.object_material, activity.ball_material]
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self.node = bs.newnode('prop',
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delegate=self,
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attrs={
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'mesh': activity.ball_mesh,
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'color_texture': activity.ball_tex,
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'body': 'sphere',
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'reflection': 'soft',
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'body_scale': 1.0 * _scale,
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'reflection_scale': [1.3],
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'shadow_size': 1.0,
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'gravity_scale': 0.92,
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'density': max(0.4 * _scale, 0.3),
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'position': self._spawn_pos,
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'velocity': velocty,
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'materials': pmats})
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self.scale = scale = 0.25 * _scale
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bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: scale*1.3, 0.26: scale})
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.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(BallDiedMessage(self))
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elif isinstance(msg, bs.OutOfBoundsMessage):
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assert self.node
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self.node.position = self._spawn_pos
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self.node.velocity = (0.0, 0.0, 0.0)
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elif isinstance(msg, bs.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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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(bs.Player['Team']):
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"""Our player type for this game."""
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class Team(bs.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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class Points:
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postes = dict()
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# 10.736066818237305, 0.3002409040927887, 0.5281256437301636
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postes['pal_0'] = (10.64702320098877, 0.0000000000000000, 0.0000000000000000)
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postes['pal_1'] = (-10.64702320098877, 0.0000000000000000, 0.0000000000000000)
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# ba_meta export bascenev1.GameActivity
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class BasketGame(bs.TeamGameActivity[Player, Team]):
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name = getlanguage('Name')
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description = getlanguage('Info')
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available_settings = [
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bs.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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bs.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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bs.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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bs.BoolSetting(getlanguage('S: Powerups'), default=True),
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bs.BoolSetting(getlanguage('S: Velocity'), default=False),
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bs.BoolSetting('Epic Mode', default=False),
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]
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default_music = bs.MusicType.HOCKEY
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@classmethod
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def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
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return issubclass(sessiontype, bs.DualTeamSession)
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
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return ['BasketBall Stadium', 'BasketBall Stadium V2']
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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 = bs.getsound('cheer')
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self._chant_sound = bs.getsound('crowdChant')
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self._foghorn_sound = bs.getsound('foghorn')
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self._swipsound = bs.getsound('swip')
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self._whistle_sound = bs.getsound('refWhistle')
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self.ball_mesh = bs.getmesh('shield')
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self.ball_tex = bs.gettexture('fontExtras3')
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self._ball_sound = bs.getsound('bunnyJump')
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self._powerups = bool(settings[getlanguage('S: Powerups')])
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self._speed = bool(settings[getlanguage('S: Velocity')])
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self._epic_mode = bool(settings['Epic Mode'])
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self.slow_motion = self._epic_mode
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self.ball_material = bs.Material()
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self.ball_material.add_actions(actions=(('modify_part_collision',
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'friction', 0.5)))
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self.ball_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.ball_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.ball_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._ball_sound, 0.2, 5))
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# Keep track of which player last touched the ball
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self.ball_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_ball_player_collide), ))
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self._score_region_material = bs.Material()
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self._score_region_material.add_actions(
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conditions=('they_have_material', self.ball_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._ball_spawn_pos: Optional[Sequence[float]] = None
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self._score_regions: Optional[List[bs.NodeActor]] = None
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self._ball: Optional[Ball] = 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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return getlanguage('Info-Short', sub=self._score_to_win)
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return getlanguage('Info-Short', sub=self._score_to_win)
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def on_begin(self) -> None:
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super().on_begin()
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self.setup_standard_time_limit(self._time_limit)
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if self._powerups:
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self.setup_standard_powerup_drops()
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self._ball_spawn_pos = self.map.get_flag_position(None)
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self._spawn_ball()
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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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bs.NodeActor(
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bs.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': []
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})))
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self._score_regions.append(
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bs.NodeActor(
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bs.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': []
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})))
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self._update_scoreboard()
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self._chant_sound.play()
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for id, team in enumerate(self.teams):
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self.postes(id)
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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_ball_player_collide(self) -> None:
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collision = bs.getcollision()
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try:
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ball = collision.sourcenode.getdelegate(Ball, 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 bs.NotFoundError:
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return
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ball.last_players_to_touch[player.team.id] = player
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def _kill_ball(self) -> None:
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self._ball = None
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|
||||
def _handle_score(self, team_index: int = None) -> None:
|
||||
assert self._ball is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
if self._ball.scored:
|
||||
return
|
||||
|
||||
region = bs.getcollision().sourcenode
|
||||
index = 0
|
||||
for index in range(len(self._score_regions)):
|
||||
if region == self._score_regions[index].node:
|
||||
break
|
||||
|
||||
if team_index is not None:
|
||||
index = team_index
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(bs.CelebrateMessage(2.0))
|
||||
|
||||
if (scoring_team.id in self._ball.last_players_to_touch
|
||||
and self._ball.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._ball.last_players_to_touch[scoring_team.id],
|
||||
100, big_message=True)
|
||||
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
# self._foghorn_sound.play()
|
||||
self._cheer_sound.play()
|
||||
|
||||
self._ball.scored = True
|
||||
|
||||
# Kill the ball (it'll respawn itself shortly).
|
||||
bs.timer(1.0, self._kill_ball)
|
||||
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': bs.getcollision().position,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
bs.cameraflash(duration=10.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
for id, team in enumerate(self.teams):
|
||||
self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
# self.postes(id)
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
if bsuSpaz is None:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
else:
|
||||
ps.PlayerSpaz = bsuSpaz.BskSpaz
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
ps.PlayerSpaz = bsuSpaz.OldPlayerSpaz
|
||||
|
||||
if self._speed:
|
||||
spaz.node.hockey = True
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
elif isinstance(msg, BallDiedMessage):
|
||||
if not self.has_ended():
|
||||
bs.timer(3.0, self._spawn_ball)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def postes(self, team_id: int):
|
||||
if not hasattr(self._map, 'poste_'+str(team_id)):
|
||||
setattr(self._map, 'poste_'+str(team_id),
|
||||
Palos(team=team_id,
|
||||
position=Points.postes['pal_' +
|
||||
str(team_id)]).autoretain())
|
||||
|
||||
def _flash_ball_spawn(self) -> None:
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': self._ball_spawn_pos,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
def _spawn_ball(self) -> None:
|
||||
self._swipsound.play()
|
||||
self._whistle_sound.play()
|
||||
self._flash_ball_spawn()
|
||||
assert self._ball_spawn_pos is not None
|
||||
self._ball = Ball(position=self._ball_spawn_pos)
|
||||
|
||||
|
||||
class Aro(bs.Actor):
|
||||
def __init__(self, team: int = 0,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
act = self.getactivity()
|
||||
shared = SharedObjects.get()
|
||||
setattr(self, 'team', team)
|
||||
setattr(self, 'locs', [])
|
||||
|
||||
# Material Para; Traspasar Objetos
|
||||
self.no_collision = bs.Material()
|
||||
self.no_collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', False)))
|
||||
|
||||
self.collision = bs.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
# Score
|
||||
self._score_region_material = bs.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', act.ball_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._annotation)))
|
||||
|
||||
self._spawn_pos = (position[0], position[1], position[2])
|
||||
self._materials_region0 = [self.collision,
|
||||
shared.footing_material]
|
||||
|
||||
mesh = None
|
||||
tex = bs.gettexture('null')
|
||||
|
||||
pmats = [self.no_collision]
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': mesh,
|
||||
'color_texture': tex,
|
||||
'body': 'box',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [1.5],
|
||||
'shadow_size': 0.1,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats})
|
||||
|
||||
self.scale = scale = 1.4
|
||||
bs.animate(self.node, 'mesh_scale', {0: 0})
|
||||
|
||||
pos = (position[0], position[1]+0.6, position[2])
|
||||
self.regions: List[bs.Node] = [
|
||||
bs.newnode('region',
|
||||
attrs={'position': position,
|
||||
'scale': (0.6, 0.05, 0.6),
|
||||
'type': 'box',
|
||||
'materials': self._materials_region0}),
|
||||
|
||||
bs.newnode('region',
|
||||
attrs={'position': pos,
|
||||
'scale': (0.5, 0.3, 0.9),
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]})
|
||||
]
|
||||
self.regions[0].connectattr('position', self.node, 'position')
|
||||
# self.regions[0].connectattr('position', self.regions[1], 'position')
|
||||
|
||||
locs_count = 9
|
||||
pos = list(position)
|
||||
|
||||
try:
|
||||
id = 0 if team == 1 else 1
|
||||
color = act.teams[id].color
|
||||
except:
|
||||
color = (1, 1, 1)
|
||||
|
||||
while locs_count > 1:
|
||||
scale = (1.5 * 0.1 * locs_count) + 0.8
|
||||
|
||||
self.locs.append(bs.newnode('locator',
|
||||
owner=self.node,
|
||||
attrs={'shape': 'circleOutline',
|
||||
'position': pos,
|
||||
'color': color,
|
||||
'opacity': 1.0,
|
||||
'size': [scale],
|
||||
'draw_beauty': True,
|
||||
'additive': False}))
|
||||
|
||||
pos[1] -= 0.1
|
||||
locs_count -= 1
|
||||
|
||||
def _annotation(self):
|
||||
assert len(self.regions) >= 2
|
||||
ball = self.getactivity()._ball
|
||||
|
||||
if ball:
|
||||
p = self.regions[0].position
|
||||
ball.node.position = p
|
||||
ball.node.velocity = (0.0, 0.0, 0.0)
|
||||
|
||||
act = self.getactivity()
|
||||
act._handle_score(self.team)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Cuadro(bs.Actor):
|
||||
def __init__(self, team: int = 0,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
act = self.getactivity()
|
||||
shared = SharedObjects.get()
|
||||
setattr(self, 'locs', [])
|
||||
|
||||
self.collision = bs.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
pos = (position[0], position[1]+0.9, position[2]+1.5)
|
||||
self.region: bs.Node = bs.newnode('region',
|
||||
attrs={'position': pos,
|
||||
'scale': (0.5, 2.7, 2.5),
|
||||
'type': 'box',
|
||||
'materials': [self.collision,
|
||||
shared.footing_material]})
|
||||
|
||||
# self.shield = bs.newnode('shield', attrs={'radius': 1.0, 'color': (0,10,0)})
|
||||
# self.region.connectattr('position', self.shield, 'position')
|
||||
|
||||
position = (position[0], position[1], position[2]+0.09)
|
||||
pos = list(position)
|
||||
oldpos = list(position)
|
||||
old_count = 14
|
||||
|
||||
count = old_count
|
||||
count_y = 9
|
||||
|
||||
try:
|
||||
id = 0 if team == 1 else 1
|
||||
color = act.teams[id].color
|
||||
except:
|
||||
color = (1, 1, 1)
|
||||
|
||||
while (count_y != 1):
|
||||
|
||||
while (count != 1):
|
||||
pos[2] += 0.19
|
||||
|
||||
self.locs.append(
|
||||
bs.newnode('locator',
|
||||
owner=self.region,
|
||||
attrs={'shape': 'circle',
|
||||
'position': pos,
|
||||
'size': [0.5],
|
||||
'color': color,
|
||||
'opacity': 1.0,
|
||||
'draw_beauty': True,
|
||||
'additive': False}))
|
||||
count -= 1
|
||||
|
||||
count = old_count
|
||||
pos[1] += 0.2
|
||||
pos[2] = oldpos[2]
|
||||
count_y -= 1
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Palos(bs.Actor):
|
||||
def __init__(self, team: int = 0,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
self._pos = position
|
||||
self.aro = None
|
||||
self.cua = None
|
||||
|
||||
# Material Para; Traspasar Objetos
|
||||
self.no_collision = bs.Material()
|
||||
self.no_collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', False)))
|
||||
|
||||
#
|
||||
self.collision = bs.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[2]+2.5, position[2])
|
||||
|
||||
mesh = bs.getmesh('flagPole')
|
||||
tex = bs.gettexture('flagPoleColor')
|
||||
|
||||
pmats = [self.no_collision]
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': mesh,
|
||||
'color_texture': tex,
|
||||
'body': 'puck',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [2.6],
|
||||
'shadow_size': 0,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats
|
||||
})
|
||||
self.scale = scale = 4.0
|
||||
bs.animate(self.node, 'mesh_scale', {0: scale})
|
||||
|
||||
self.loc = bs.newnode('locator',
|
||||
owner=self.node,
|
||||
attrs={'shape': 'circle',
|
||||
'position': position,
|
||||
'color': (1, 1, 0),
|
||||
'opacity': 1.0,
|
||||
'draw_beauty': False,
|
||||
'additive': True})
|
||||
|
||||
self._y = _y = 0.30
|
||||
_x = -0.25 if team == 1 else 0.25
|
||||
_pos = (position[0]+_x, position[1]-1.5 + _y, position[2])
|
||||
self.region = bs.newnode('region',
|
||||
attrs={
|
||||
'position': _pos,
|
||||
'scale': (0.4, 8, 0.4),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]})
|
||||
self.region.connectattr('position', self.node, 'position')
|
||||
|
||||
_y = self._y
|
||||
position = self._pos
|
||||
if team == 0:
|
||||
pos = (position[0]-0.8, position[1] + 2.0 + _y, position[2])
|
||||
else:
|
||||
pos = (position[0]+0.8, position[1] + 2.0 + _y, position[2])
|
||||
|
||||
if self.aro is None:
|
||||
self.aro = Aro(team, pos).autoretain()
|
||||
|
||||
if self.cua is None:
|
||||
pos = (position[0], position[1] + 1.8 + _y, position[2]-1.4)
|
||||
self.cua = Cuadro(team, pos).autoretain()
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class BasketMap(maps.FootballStadium):
|
||||
name = 'BasketBall Stadium'
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> List[str]:
|
||||
"""Return valid play types for this map."""
|
||||
return []
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = [(0.806, 0.8, 1.0476), (1.3, 1.2, 1.0)][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
|
||||
|
||||
|
||||
class BasketMapV2(maps.HockeyStadium):
|
||||
name = 'BasketBall Stadium V2'
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
|
||||
shared = SharedObjects.get()
|
||||
self.node.materials = [shared.footing_material]
|
||||
self.node.collision_mesh = bs.getcollisionmesh('footballStadiumCollide')
|
||||
self.node.mesh = None
|
||||
self.stands.mesh = None
|
||||
self.floor.reflection = 'soft'
|
||||
self.floor.reflection_scale = [1.6]
|
||||
self.floor.color = (1.1, 0.05, 0.8)
|
||||
|
||||
self.background = bs.newnode('terrain',
|
||||
attrs={'mesh': bs.getmesh('thePadBG'),
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color': (1.0, 0.2, 1.0),
|
||||
'color_texture': bs.gettexture('menuBG')})
|
||||
|
||||
gnode = bs.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), (0.7, 0.9, 1.0)][1]
|
||||
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 = False
|
||||
|
||||
##################
|
||||
self.collision = bs.Material()
|
||||
self.collision.add_actions(
|
||||
actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
self.regions: List[bs.Node] = [
|
||||
bs.newnode('region',
|
||||
attrs={'position': (12.676897048950195, 0.2997918128967285, 5.583303928375244),
|
||||
'scale': (1.01, 12, 28),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]}),
|
||||
|
||||
bs.newnode('region',
|
||||
attrs={'position': (11.871315956115723, 0.29975247383117676, 5.711406707763672),
|
||||
'scale': (50, 12, 0.9),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]}),
|
||||
|
||||
bs.newnode('region',
|
||||
attrs={'position': (-12.776557922363281, 0.30036890506744385, 4.96237850189209),
|
||||
'scale': (1.01, 12, 28),
|
||||
'type': 'box',
|
||||
'materials': [self.collision]}),
|
||||
]
|
||||
|
||||
|
||||
bs._map.register_map(BasketMap)
|
||||
bs._map.register_map(BasketMapV2)
|
||||
269
dist/ba_root/mods/games/better_deathmatch.py
vendored
Normal file
269
dist/ba_root/mods/games/better_deathmatch.py
vendored
Normal file
|
|
@ -0,0 +1,269 @@
|
|||
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
|
||||
# BetterDeathMatch
|
||||
# Made by your friend: @[Just] Freak#4999
|
||||
|
||||
"""Defines a very-customisable DeathMatch mini-game"""
|
||||
|
||||
# ba_meta require api 8
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class BetterDeathMatchGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = 'Btrr Death Match'
|
||||
description = 'Kill a set number of enemies to win.\nbyFREAK'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
|
||||
|
||||
## Add settings ##
|
||||
bs.BoolSetting('Enable Gloves', False),
|
||||
bs.BoolSetting('Enable Powerups', True),
|
||||
bs.BoolSetting('Night Mode', False),
|
||||
bs.BoolSetting('Icy Floor', False),
|
||||
bs.BoolSetting('One Punch Kill', False),
|
||||
bs.BoolSetting('Spawn with Shield', False),
|
||||
bs.BoolSetting('Punching Only', False),
|
||||
## Add settings ##
|
||||
]
|
||||
|
||||
# In teams mode, a suicide gives a point to the other team, but in
|
||||
# free-for-all it subtracts from your own score. By default we clamp
|
||||
# this at zero to benefit new players, but pro players might like to
|
||||
# be able to go negative. (to avoid a strategy of just
|
||||
# suiciding until you get a good drop)
|
||||
if issubclass(sessiontype, bs.FreeForAllSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Allow Negative Scores', default=False))
|
||||
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return bs.app.classic.getmaps('melee')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: Optional[int] = None
|
||||
self._dingsound = bui.getsound('dingSmall')
|
||||
|
||||
|
||||
## Take applied settings ##
|
||||
self._boxing_gloves = bool(settings['Enable Gloves'])
|
||||
self._enable_powerups = bool(settings['Enable Powerups'])
|
||||
self._night_mode = bool(settings['Night Mode'])
|
||||
self._icy_floor = bool(settings['Icy Floor'])
|
||||
self._one_punch_kill = bool(settings['One Punch Kill'])
|
||||
self._shield_ = bool(settings['Spawn with Shield'])
|
||||
self._only_punch = bool(settings['Punching Only'])
|
||||
## Take applied settings ##
|
||||
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._kills_to_win_per_player = int(
|
||||
settings['Kills to Win Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False))
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Crush ${ARG1} of your enemies. byFREAK', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'kill ${ARG1} enemies. byFREAK', self._score_to_win
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
|
||||
## Run settings related: IcyFloor ##
|
||||
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
activity = bs.getactivity()
|
||||
if self._icy_floor:
|
||||
activity.map.is_hockey = True
|
||||
else:
|
||||
return
|
||||
## Run settings related: IcyFloor ##
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
|
||||
|
||||
## Run settings related: NightMode,Powerups ##
|
||||
if self._night_mode:
|
||||
bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
|
||||
else:
|
||||
pass
|
||||
# -# Tried return here, pfft. Took me 30mins to figure out why pwps spawning only on NightMode
|
||||
# -# Now its fixed :)
|
||||
if self._enable_powerups:
|
||||
self.setup_standard_powerup_drops()
|
||||
else:
|
||||
pass
|
||||
## Run settings related: NightMode,Powerups ##
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
max(1, max(len(t.players) for t in self.teams)))
|
||||
self._update_scoreboard()
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
self.respawn_player(player)
|
||||
|
||||
killer = msg.getkillerplayer(Player)
|
||||
if killer is None:
|
||||
return None
|
||||
|
||||
# Handle team-kills.
|
||||
if killer.team is player.team:
|
||||
|
||||
# In free-for-all, killing yourself loses you a point.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
new_score = player.team.score - 1
|
||||
if not self._allow_negative_scores:
|
||||
new_score = max(0, new_score)
|
||||
player.team.score = new_score
|
||||
|
||||
# In teams-mode it gives a point to the other team.
|
||||
else:
|
||||
self._dingsound.play()
|
||||
for team in self.teams:
|
||||
if team is not killer.team:
|
||||
team.score += 1
|
||||
|
||||
# Killing someone on another team nets a kill.
|
||||
else:
|
||||
killer.team.score += 1
|
||||
self._dingsound.play()
|
||||
|
||||
# In FFA show scores since its hard to find on the scoreboard.
|
||||
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
|
||||
killer.actor.set_score_text(str(killer.team.score) + '/' +
|
||||
str(self._score_to_win),
|
||||
color=killer.team.color,
|
||||
flash=True)
|
||||
|
||||
self._update_scoreboard()
|
||||
|
||||
# If someone has won, set a timer to end shortly.
|
||||
# (allows the dust to clear and draws to occur if deaths are
|
||||
# close enough)
|
||||
assert self._score_to_win is not None
|
||||
if any(team.score >= self._score_to_win for team in self.teams):
|
||||
bs.timer(0.5, self.end_game)
|
||||
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
|
||||
## Run settings related: Spaz ##
|
||||
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
if self._boxing_gloves:
|
||||
spaz.equip_boxing_gloves()
|
||||
if self._one_punch_kill:
|
||||
spaz._punch_power_scale = 15
|
||||
if self._shield_:
|
||||
spaz.equip_shields()
|
||||
if self._only_punch:
|
||||
spaz.connect_controls_to_player(enable_bomb=False, enable_pickup=False)
|
||||
|
||||
return spaz
|
||||
## Run settings related: Spaz ##
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score,
|
||||
self._score_to_win)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
659
dist/ba_root/mods/games/better_elimination.py
vendored
Normal file
659
dist/ba_root/mods/games/better_elimination.py
vendored
Normal file
|
|
@ -0,0 +1,659 @@
|
|||
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
|
||||
# BetterElimination
|
||||
# Made by your friend: @[Just] Freak#4999
|
||||
|
||||
# Huge Thx to Nippy for "Live Team Balance"
|
||||
|
||||
|
||||
"""Defines a very-customisable Elimination mini-game"""
|
||||
|
||||
# ba_meta require api 8
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import (Any, Tuple, Dict, Type, List, Sequence, Optional,
|
||||
Union)
|
||||
|
||||
|
||||
class Icon(bs.Actor):
|
||||
"""Creates in in-game icon on screen."""
|
||||
|
||||
def __init__(self,
|
||||
player: Player,
|
||||
position: Tuple[float, float],
|
||||
scale: float,
|
||||
show_lives: bool = True,
|
||||
show_death: bool = True,
|
||||
name_scale: float = 1.0,
|
||||
name_maxwidth: float = 115.0,
|
||||
flatness: float = 1.0,
|
||||
shadow: float = 1.0):
|
||||
super().__init__()
|
||||
|
||||
self._player = player
|
||||
self._show_lives = show_lives
|
||||
self._show_death = show_death
|
||||
self._name_scale = name_scale
|
||||
self._outline_tex = bs.gettexture('characterIconMask')
|
||||
|
||||
icon = player.get_icon()
|
||||
self.node = bs.newnode('image',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'texture': icon['texture'],
|
||||
'tint_texture': icon['tint_texture'],
|
||||
'tint_color': icon['tint_color'],
|
||||
'vr_depth': 400,
|
||||
'tint2_color': icon['tint2_color'],
|
||||
'mask_texture': self._outline_tex,
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'attach': 'bottomCenter'
|
||||
})
|
||||
self._name_text = bs.newnode(
|
||||
'text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'text': babase.Lstr(value=player.getname()),
|
||||
'color': babase.safecolor(player.team.color),
|
||||
'h_align': 'center',
|
||||
'v_align': 'center',
|
||||
'vr_depth': 410,
|
||||
'maxwidth': name_maxwidth,
|
||||
'shadow': shadow,
|
||||
'flatness': flatness,
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
if self._show_lives:
|
||||
self._lives_text = bs.newnode('text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'text': 'x0',
|
||||
'color': (1, 1, 0.5),
|
||||
'h_align': 'left',
|
||||
'vr_depth': 430,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
self.set_position_and_scale(position, scale)
|
||||
|
||||
def set_position_and_scale(self, position: Tuple[float, float],
|
||||
scale: float) -> None:
|
||||
"""(Re)position the icon."""
|
||||
assert self.node
|
||||
self.node.position = position
|
||||
self.node.scale = [70.0 * scale]
|
||||
self._name_text.position = (position[0], position[1] + scale * 52.0)
|
||||
self._name_text.scale = 1.0 * scale * self._name_scale
|
||||
if self._show_lives:
|
||||
self._lives_text.position = (position[0] + scale * 10.0,
|
||||
position[1] - scale * 43.0)
|
||||
self._lives_text.scale = 1.0 * scale
|
||||
|
||||
def update_for_lives(self) -> None:
|
||||
"""Update for the target player's current lives."""
|
||||
if self._player:
|
||||
lives = self._player.lives
|
||||
else:
|
||||
lives = 0
|
||||
if self._show_lives:
|
||||
if lives > 0:
|
||||
self._lives_text.text = 'x' + str(lives - 1)
|
||||
else:
|
||||
self._lives_text.text = ''
|
||||
if lives == 0:
|
||||
self._name_text.opacity = 0.2
|
||||
assert self.node
|
||||
self.node.color = (0.7, 0.3, 0.3)
|
||||
self.node.opacity = 0.2
|
||||
|
||||
def handle_player_spawned(self) -> None:
|
||||
"""Our player spawned; hooray!"""
|
||||
if not self.node:
|
||||
return
|
||||
self.node.opacity = 1.0
|
||||
self.update_for_lives()
|
||||
|
||||
def handle_player_died(self) -> None:
|
||||
"""Well poo; our player died."""
|
||||
if not self.node:
|
||||
return
|
||||
if self._show_death:
|
||||
bs.animate(
|
||||
self.node, 'opacity', {
|
||||
0.00: 1.0,
|
||||
0.05: 0.0,
|
||||
0.10: 1.0,
|
||||
0.15: 0.0,
|
||||
0.20: 1.0,
|
||||
0.25: 0.0,
|
||||
0.30: 1.0,
|
||||
0.35: 0.0,
|
||||
0.40: 1.0,
|
||||
0.45: 0.0,
|
||||
0.50: 1.0,
|
||||
0.55: 0.2
|
||||
})
|
||||
lives = self._player.lives
|
||||
if lives == 0:
|
||||
bs.timer(0.6, self.update_for_lives)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
self.node.delete()
|
||||
return None
|
||||
return super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.lives = 0
|
||||
self.icons: List[Icon] = []
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.survival_seconds: Optional[int] = None
|
||||
self.spawn_order: List[Player] = []
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class BetterEliminationGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Game type where last player(s) left alive win."""
|
||||
|
||||
name = 'Bttr Elimination'
|
||||
description = 'Last remaining alive wins.\nbyFREAK'
|
||||
scoreconfig = bs.ScoreConfig(label='Survived',
|
||||
scoretype=bs.ScoreType.SECONDS,
|
||||
none_is_winner=True)
|
||||
# Show messages when players die since it's meaningful here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Life\'s Per Player',
|
||||
default=1,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
|
||||
|
||||
## Add settings ##
|
||||
bs.BoolSetting('Live Team Balance (by Nippy#2677)', True),
|
||||
bs.BoolSetting('Enable Gloves', False),
|
||||
bs.BoolSetting('Enable Powerups', True),
|
||||
bs.BoolSetting('Night Mode', False),
|
||||
bs.BoolSetting('Icy Floor', False),
|
||||
bs.BoolSetting('One Punch Kill', False),
|
||||
bs.BoolSetting('Spawn with Shield', False),
|
||||
bs.BoolSetting('Punching Only', False),
|
||||
## Add settings ##
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(bs.BoolSetting('Solo Mode', default=False))
|
||||
settings.append(
|
||||
bs.BoolSetting('Balance Total Life\'s (on spawn only)', default=False))
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return bs.app.classic.getmaps('melee')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._start_time: Optional[float] = None
|
||||
self._vs_text: Optional[bs.Actor] = None
|
||||
self._round_end_timer: Optional[bs.Timer] = None
|
||||
|
||||
## Take applied settings ##
|
||||
self._live_team_balance = bool(settings['Live Team Balance (by Nippy#2677)'])
|
||||
self._boxing_gloves = bool(settings['Enable Gloves'])
|
||||
self._enable_powerups = bool(settings['Enable Powerups'])
|
||||
self._night_mode = bool(settings['Night Mode'])
|
||||
self._icy_floor = bool(settings['Icy Floor'])
|
||||
self._one_punch_kill = bool(settings['One Punch Kill'])
|
||||
self._shield_ = bool(settings['Spawn with Shield'])
|
||||
self._only_punch = bool(settings['Punching Only'])
|
||||
## Take applied settings ##
|
||||
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._lives_per_player = int(settings['Life\'s Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._balance_total_lives = bool(
|
||||
settings.get('Balance Total Life\'s (on spawn only)', False))
|
||||
self._solo_mode = bool(settings.get('Solo Mode', False))
|
||||
|
||||
# Base class overrides:
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Last team standing wins. byFREAK' if isinstance(
|
||||
self.session, bs.DualTeamSession) else 'Last one standing wins.'
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'last team standing wins. byFREAK' if isinstance(
|
||||
self.session, bs.DualTeamSession) else 'last one standing wins'
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
|
||||
# No longer allowing mid-game joiners here; too easy to exploit.
|
||||
if self.has_begun():
|
||||
|
||||
# Make sure their team has survival seconds set if they're all dead
|
||||
# (otherwise blocked new ffa players are considered 'still alive'
|
||||
# in score tallying).
|
||||
if (self._get_total_team_lives(player.team) == 0
|
||||
and player.team.survival_seconds is None):
|
||||
player.team.survival_seconds = 0
|
||||
bui.screenmessage(
|
||||
babase.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),
|
||||
)
|
||||
return
|
||||
|
||||
player.lives = self._lives_per_player
|
||||
|
||||
if self._solo_mode:
|
||||
player.team.spawn_order.append(player)
|
||||
self._update_solo_mode()
|
||||
else:
|
||||
# Create our icon and spawn.
|
||||
player.icons = [Icon(player, position=(0, 50), scale=0.8)]
|
||||
if player.lives > 0:
|
||||
self.spawn_player(player)
|
||||
|
||||
# Don't waste time doing this until begin.
|
||||
if self.has_begun():
|
||||
self._update_icons()
|
||||
|
||||
|
||||
## Run settings related: IcyFloor ##
|
||||
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
activity = bs.getactivity()
|
||||
if self._icy_floor:
|
||||
activity.map.is_hockey = True
|
||||
else:
|
||||
return
|
||||
## Run settings related: IcyFloor ##
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = bs.time()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
|
||||
|
||||
## Run settings related: NightMode,Powerups ##
|
||||
if self._night_mode:
|
||||
bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
|
||||
else:
|
||||
pass
|
||||
# -# Tried return here, pfft. Took me 30mins to figure out why pwps spawning only on NightMode
|
||||
# -# Now its fixed :)
|
||||
if self._enable_powerups:
|
||||
self.setup_standard_powerup_drops()
|
||||
else:
|
||||
pass
|
||||
## Run settings related: NightMode,Powerups ##
|
||||
|
||||
if self._solo_mode:
|
||||
self._vs_text = bs.NodeActor(
|
||||
bs.newnode('text',
|
||||
attrs={
|
||||
'position': (0, 105),
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'maxwidth': 200,
|
||||
'shadow': 0.5,
|
||||
'vr_depth': 390,
|
||||
'scale': 0.6,
|
||||
'v_attach': 'bottom',
|
||||
'color': (0.8, 0.8, 0.3, 1.0),
|
||||
'text': babase.Lstr(resource='vsText')
|
||||
}))
|
||||
|
||||
# If balance-team-lives is on, add lives to the smaller team until
|
||||
# total lives match.
|
||||
if (isinstance(self.session, bs.DualTeamSession)
|
||||
and self._balance_total_lives and self.teams[0].players
|
||||
and self.teams[1].players):
|
||||
if self._get_total_team_lives(
|
||||
self.teams[0]) < self._get_total_team_lives(self.teams[1]):
|
||||
lesser_team = self.teams[0]
|
||||
greater_team = self.teams[1]
|
||||
else:
|
||||
lesser_team = self.teams[1]
|
||||
greater_team = self.teams[0]
|
||||
add_index = 0
|
||||
while (self._get_total_team_lives(lesser_team) <
|
||||
self._get_total_team_lives(greater_team)):
|
||||
lesser_team.players[add_index].lives += 1
|
||||
add_index = (add_index + 1) % len(lesser_team.players)
|
||||
|
||||
self._update_icons()
|
||||
|
||||
# We could check game-over conditions at explicit trigger points,
|
||||
# but lets just do the simple thing and poll it.
|
||||
bs.timer(1.0, self._update, repeat=True)
|
||||
|
||||
def _update_solo_mode(self) -> None:
|
||||
# For both teams, find the first player on the spawn order list with
|
||||
# lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
break
|
||||
|
||||
def _update_icons(self) -> None:
|
||||
# pylint: disable=too-many-branches
|
||||
|
||||
# In free-for-all mode, everyone is just lined up along the bottom.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
count = len(self.teams)
|
||||
x_offs = 85
|
||||
xval = x_offs * (count - 1) * -0.5
|
||||
for team in self.teams:
|
||||
if len(team.players) == 1:
|
||||
player = team.players[0]
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
# In teams mode we split up teams.
|
||||
else:
|
||||
if self._solo_mode:
|
||||
# First off, clear out all icons.
|
||||
for player in self.players:
|
||||
player.icons = []
|
||||
|
||||
# Now for each team, cycle through our available players
|
||||
# adding icons.
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -60
|
||||
x_offs = -78
|
||||
else:
|
||||
xval = 60
|
||||
x_offs = 78
|
||||
is_first = True
|
||||
test_lives = 1
|
||||
while True:
|
||||
players_with_lives = [
|
||||
p for p in team.spawn_order
|
||||
if p and p.lives >= test_lives
|
||||
]
|
||||
if not players_with_lives:
|
||||
break
|
||||
for player in players_with_lives:
|
||||
player.icons.append(
|
||||
Icon(player,
|
||||
position=(xval, (40 if is_first else 25)),
|
||||
scale=1.0 if is_first else 0.5,
|
||||
name_maxwidth=130 if is_first else 75,
|
||||
name_scale=0.8 if is_first else 1.0,
|
||||
flatness=0.0 if is_first else 1.0,
|
||||
shadow=0.5 if is_first else 1.0,
|
||||
show_death=is_first,
|
||||
show_lives=False))
|
||||
xval += x_offs * (0.8 if is_first else 0.56)
|
||||
is_first = False
|
||||
test_lives += 1
|
||||
# Non-solo mode.
|
||||
else:
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -50
|
||||
x_offs = -85
|
||||
else:
|
||||
xval = 50
|
||||
x_offs = 85
|
||||
for player in team.players:
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
def _get_spawn_point(self, player: Player) -> Optional[babase.Vec3]:
|
||||
del player # Unused.
|
||||
|
||||
# In solo-mode, if there's an existing live player on the map, spawn at
|
||||
# whichever spot is farthest from them (keeps the action spread out).
|
||||
if self._solo_mode:
|
||||
living_player = None
|
||||
living_player_pos = None
|
||||
for team in self.teams:
|
||||
for tplayer in team.players:
|
||||
if tplayer.is_alive():
|
||||
assert tplayer.node
|
||||
ppos = tplayer.node.position
|
||||
living_player = tplayer
|
||||
living_player_pos = ppos
|
||||
break
|
||||
if living_player:
|
||||
assert living_player_pos is not None
|
||||
player_pos = babase.Vec3(living_player_pos)
|
||||
points: List[Tuple[float, babase.Vec3]] = []
|
||||
for team in self.teams:
|
||||
start_pos = babase.Vec3(self.map.get_start_position(team.id))
|
||||
points.append(
|
||||
((start_pos - player_pos).length(), start_pos))
|
||||
# Hmm.. we need to sorting vectors too?
|
||||
points.sort(key=lambda x: x[0])
|
||||
return points[-1][1]
|
||||
return None
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
|
||||
if not self._solo_mode:
|
||||
bs.timer(0.3, babase.Call(self._print_lives, player))
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
|
||||
## Run settings related: Spaz ##
|
||||
if self._boxing_gloves:
|
||||
actor.equip_boxing_gloves()
|
||||
if self._one_punch_kill:
|
||||
actor._punch_power_scale = 15
|
||||
if self._shield_:
|
||||
actor.equip_shields()
|
||||
if self._only_punch:
|
||||
actor.connect_controls_to_player(enable_bomb=False, enable_pickup=False)
|
||||
|
||||
return actor
|
||||
## Run settings related: Spaz ##
|
||||
|
||||
def _print_lives(self, player: Player) -> None:
|
||||
from bascenev1lib.actor import popuptext
|
||||
|
||||
# We get called in a timer so it's possible our player has left/etc.
|
||||
if not player or not player.is_alive() or not player.node:
|
||||
return
|
||||
|
||||
popuptext.PopupText('x' + str(player.lives - 1),
|
||||
color=(1, 1, 0, 1),
|
||||
offset=(0, -0.8, 0),
|
||||
random_offset=0.0,
|
||||
scale=1.8,
|
||||
position=player.node.position).autoretain()
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
# Nippy#2677
|
||||
team_count = 1 # Just initiating
|
||||
if player.lives > 0 and self._live_team_balance:
|
||||
team_mem = []
|
||||
for teamer in player.team.players:
|
||||
if player != teamer:
|
||||
team_mem.append(teamer) # Got Dead players Team
|
||||
live = player.lives
|
||||
team_count = len(team_mem)
|
||||
# Extending Player List for Sorted Players
|
||||
for i in range(int((live if live % 2 == 0 else live+1)/2)):
|
||||
team_mem.extend(team_mem)
|
||||
if team_count > 0:
|
||||
for i in range(live):
|
||||
team_mem[i].lives += 1
|
||||
|
||||
if team_count <= 0: # Draw if Player Leaves
|
||||
self.end_game()
|
||||
# Nippy#2677
|
||||
super().on_player_leave(player)
|
||||
player.icons = []
|
||||
|
||||
# Remove us from spawn-order.
|
||||
if self._solo_mode:
|
||||
if player in player.team.spawn_order:
|
||||
player.team.spawn_order.remove(player)
|
||||
|
||||
# Update icons in a moment since our team will be gone from the
|
||||
# list then.
|
||||
bs.timer(0, self._update_icons)
|
||||
|
||||
# If the player to leave was the last in spawn order and had
|
||||
# their final turn currently in-progress, mark the survival time
|
||||
# for their team.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() - self._start_time)
|
||||
|
||||
def _get_total_team_lives(self, team: Team) -> int:
|
||||
return sum(player.lives for player in team.players)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
|
||||
player.lives -= 1
|
||||
if player.lives < 0:
|
||||
babase.print_error(
|
||||
"Got lives < 0 in Elim; this shouldn't happen. solo:" +
|
||||
str(self._solo_mode))
|
||||
player.lives = 0
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
|
||||
# Play big death sound on our last death
|
||||
# or for every one in solo mode.
|
||||
if self._solo_mode or player.lives == 0:
|
||||
SpazFactory.get().single_player_death_sound.play()
|
||||
|
||||
# If we hit zero lives, we're dead (and our team might be too).
|
||||
if player.lives == 0:
|
||||
# If the whole team is now dead, mark their survival time.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() -
|
||||
self._start_time)
|
||||
else:
|
||||
# Otherwise, in regular mode, respawn.
|
||||
if not self._solo_mode:
|
||||
self.respawn_player(player)
|
||||
|
||||
# In solo, put ourself at the back of the spawn order.
|
||||
if self._solo_mode:
|
||||
player.team.spawn_order.remove(player)
|
||||
player.team.spawn_order.append(player)
|
||||
|
||||
def _update(self) -> None:
|
||||
if self._solo_mode:
|
||||
# For both teams, find the first player on the spawn order
|
||||
# list with lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
self._update_icons()
|
||||
break
|
||||
|
||||
# If we're down to 1 or fewer living teams, start a timer to end
|
||||
# the game (allows the dust to settle and draws to occur if deaths
|
||||
# are close enough).
|
||||
if len(self._get_living_teams()) < 2:
|
||||
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||
|
||||
def _get_living_teams(self) -> List[Team]:
|
||||
return [
|
||||
team for team in self.teams
|
||||
if len(team.players) > 0 and any(player.lives > 0
|
||||
for player in team.players)
|
||||
]
|
||||
|
||||
def end_game(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
results = bs.GameResults()
|
||||
self._vs_text = None # Kill our 'vs' if its there.
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.survival_seconds)
|
||||
self.end(results=results)
|
||||
339
dist/ba_root/mods/games/bomb_on_my_head.py
vendored
Normal file
339
dist/ba_root/mods/games/bomb_on_my_head.py
vendored
Normal file
|
|
@ -0,0 +1,339 @@
|
|||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.onscreentimer import OnScreenTimer
|
||||
from bascenev1lib.actor.spaz import BombDiedMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor import bomb as stdbomb
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = bs.app.lang.language
|
||||
|
||||
if lang == 'Spanish':
|
||||
name = 'Bomba en mi Cabeza'
|
||||
description = ('Siempre tendrás una bomba en la cabeza.\n'
|
||||
'¡Sobrevive tanto como puedas!')
|
||||
description_ingame = '¡Sobrevive tanto como puedas!'
|
||||
# description_short = 'Elimina {} Jugadores para ganar'
|
||||
maxbomblimit = 'Límite Máximo de Bombas'
|
||||
mbltwo = 'Dos'
|
||||
mblthree = 'Tres'
|
||||
mblfour = 'Cuatro'
|
||||
else:
|
||||
name = 'Bomb on my Head'
|
||||
description = ('You\'ll always have a bomb on your head.\n'
|
||||
'Survive as long as you can!')
|
||||
description_ingame = 'Survive as long as you can!'
|
||||
# description_short = 'Kill {} Players to win'
|
||||
maxbomblimit = 'Max Bomb Limit'
|
||||
mbltwo = 'Two'
|
||||
mblthree = 'Three'
|
||||
mblfour = 'Four'
|
||||
|
||||
|
||||
class NewPlayerSpaz(PlayerSpaz):
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, BombDiedMessage):
|
||||
self.bomb_count += 1
|
||||
self.check_avalible_bombs()
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
|
||||
def check_avalible_bombs(self) -> None:
|
||||
if not self.node:
|
||||
return
|
||||
if self.bomb_count <= 0:
|
||||
return
|
||||
if not self.node.hold_node:
|
||||
self.on_bomb_press()
|
||||
self.on_bomb_release()
|
||||
|
||||
def start_bomb_checking(self) -> None:
|
||||
self.check_avalible_bombs()
|
||||
self._bomb_check_timer = bs.timer(
|
||||
0.5,
|
||||
bs.WeakCall(self.check_avalible_bombs),
|
||||
repeat=True)
|
||||
|
||||
def drop_bomb(self) -> stdbomb.Bomb | None:
|
||||
lifespan = 3.0
|
||||
|
||||
if self.bomb_count <= 0 or self.frozen:
|
||||
return None
|
||||
assert self.node
|
||||
pos = self.node.position_forward
|
||||
vel = self.node.velocity
|
||||
|
||||
bomb_type = 'normal'
|
||||
|
||||
bomb = stdbomb.Bomb(
|
||||
position=(pos[0], pos[1] - 0.0, pos[2]),
|
||||
velocity=(vel[0], vel[1], vel[2]),
|
||||
bomb_type=bomb_type,
|
||||
blast_radius=self.blast_radius,
|
||||
source_player=self.source_player,
|
||||
owner=self.node,
|
||||
).autoretain()
|
||||
|
||||
bs.animate(bomb.node, 'mesh_scale', {
|
||||
0.0: 0.0,
|
||||
lifespan*0.1: 1.5,
|
||||
lifespan*0.5: 1.0
|
||||
})
|
||||
|
||||
self.bomb_count -= 1
|
||||
bomb.node.add_death_action(
|
||||
bs.WeakCall(self.handlemessage, BombDiedMessage())
|
||||
)
|
||||
self._pick_up(bomb.node)
|
||||
|
||||
for clb in self._dropped_bomb_callbacks:
|
||||
clb(self, bomb)
|
||||
|
||||
return bomb
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
self.death_time: float | None = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class BombOnMyHeadGame(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = name
|
||||
description = description
|
||||
scoreconfig = bs.ScoreConfig(
|
||||
label='Survived', scoretype=bs.ScoreType.MILLISECONDS, version='B'
|
||||
)
|
||||
# Show messages when players die since it's meaningful here.
|
||||
announce_player_deaths = True
|
||||
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]
|
||||
) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntChoiceSetting(
|
||||
maxbomblimit,
|
||||
choices=[
|
||||
('Normal', 1),
|
||||
(mbltwo, 2),
|
||||
(mblthree, 3),
|
||||
(mblfour, 4),
|
||||
],
|
||||
default=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
|
||||
sessiontype, bs.FreeForAllSession
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps('melee')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._max_bomb_limit = int(settings[maxbomblimit])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._last_player_death_time: float | None = None
|
||||
self._timer: OnScreenTimer | None = None
|
||||
|
||||
# Some base class overrides:
|
||||
self.default_music = (
|
||||
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SURVIVAL
|
||||
)
|
||||
if self._epic_mode:
|
||||
self.slow_motion = True
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return description_ingame
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self._timer = OnScreenTimer()
|
||||
self._timer.start()
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
from babase import _math
|
||||
from bascenev1._gameutils import animate
|
||||
from bascenev1._coopsession import CoopSession
|
||||
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
position = self.map.get_start_position(player.team.id)
|
||||
else:
|
||||
# otherwise do free-for-all spawn locations
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = None
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = _math.normalized_color(color)
|
||||
display_color = babase.safecolor(color, target_intensity=0.75)
|
||||
|
||||
spaz = NewPlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
bs.timer(1.0, bs.WeakCall(spaz.start_bomb_checking))
|
||||
spaz.set_bomb_count(self._max_bomb_limit)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
curtime = bs.time()
|
||||
|
||||
# Record the player's moment of death.
|
||||
# assert isinstance(msg.spaz.player
|
||||
msg.getplayer(Player).death_time = curtime
|
||||
|
||||
# In co-op mode, end the game the instant everyone dies
|
||||
# (more accurate looking).
|
||||
# In teams/ffa, allow a one-second fudge-factor so we can
|
||||
# get more draws if players die basically at the same time.
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
# Teams will still show up if we check now.. check in
|
||||
# the next cycle.
|
||||
babase.pushcall(self._check_end_game)
|
||||
|
||||
# Also record this for a final setting of the clock.
|
||||
self._last_player_death_time = curtime
|
||||
else:
|
||||
bs.timer(1.0, self._check_end_game)
|
||||
|
||||
else:
|
||||
# Default handler:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _check_end_game(self) -> None:
|
||||
living_team_count = 0
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
living_team_count += 1
|
||||
break
|
||||
|
||||
# In co-op, we go till everyone is dead.. otherwise we go
|
||||
# until one team remains.
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 1:
|
||||
self.end_game()
|
||||
|
||||
def end_game(self) -> None:
|
||||
cur_time = bs.time()
|
||||
assert self._timer is not None
|
||||
start_time = self._timer.getstarttime()
|
||||
|
||||
# Mark death-time as now for any still-living players
|
||||
# and award players points for how long they lasted.
|
||||
# (these per-player scores are only meaningful in team-games)
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
survived = False
|
||||
|
||||
# Throw an extra fudge factor in so teams that
|
||||
# didn't die come out ahead of teams that did.
|
||||
if player.death_time is None:
|
||||
survived = True
|
||||
player.death_time = cur_time + 1
|
||||
|
||||
# Award a per-player score depending on how many seconds
|
||||
# they lasted (per-player scores only affect teams mode;
|
||||
# everywhere else just looks at the per-team score).
|
||||
score = int(player.death_time - self._timer.getstarttime())
|
||||
if survived:
|
||||
score += 50 # A bit extra for survivors.
|
||||
self.stats.player_scored(player, score, screenmessage=False)
|
||||
|
||||
# Stop updating our time text, and set the final time to match
|
||||
# exactly when our last guy died.
|
||||
self._timer.stop(endtime=self._last_player_death_time)
|
||||
|
||||
# Ok now calc game results: set a score for each team and then tell
|
||||
# the game to end.
|
||||
results = bs.GameResults()
|
||||
|
||||
# Remember that 'free-for-all' mode is simply a special form
|
||||
# of 'teams' mode where each player gets their own team, so we can
|
||||
# just always deal in teams and have all cases covered.
|
||||
for team in self.teams:
|
||||
|
||||
# Set the team score to the max time survived by any player on
|
||||
# that team.
|
||||
longest_life = 0.0
|
||||
for player in team.players:
|
||||
assert player.death_time is not None
|
||||
longest_life = max(longest_life, player.death_time - start_time)
|
||||
|
||||
# Submit the score value in milliseconds.
|
||||
results.set_team_score(team, int(1000.0 * longest_life))
|
||||
|
||||
self.end(results=results)
|
||||
790
dist/ba_root/mods/games/down_into_the_abyss.py
vendored
Normal file
790
dist/ba_root/mods/games/down_into_the_abyss.py
vendored
Normal file
|
|
@ -0,0 +1,790 @@
|
|||
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import _babase
|
||||
import random
|
||||
from bascenev1._map import register_map
|
||||
from bascenev1lib.actor.spaz import PickupMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.spazbot import SpazBotSet, ChargerBotPro, TriggerBotPro
|
||||
from bascenev1lib.actor.bomb import Blast
|
||||
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
|
||||
from bascenev1lib.actor.onscreentimer import OnScreenTimer
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = bs.app.lang.language
|
||||
|
||||
if lang == 'Spanish':
|
||||
name = 'Abajo en el Abismo'
|
||||
description = 'Sobrevive tanto como puedas'
|
||||
help = 'El mapa es 3D, ¡ten cuidado!'
|
||||
author = 'Autor: Deva'
|
||||
github = 'GitHub: spdv123'
|
||||
blog = 'Blog: superdeva.info'
|
||||
peaceTime = 'Tiempo de Paz'
|
||||
npcDensity = 'Densidad de Enemigos'
|
||||
hint_use_punch = '¡Ahora puedes golpear a los enemigos!'
|
||||
elif lang == 'Chinese':
|
||||
name = '无尽深渊'
|
||||
description = '在无穷尽的坠落中存活更长时间'
|
||||
help = ''
|
||||
author = '作者: Deva'
|
||||
github = 'GitHub: spdv123'
|
||||
blog = '博客: superdeva.info'
|
||||
peaceTime = '和平时间'
|
||||
npcDensity = 'NPC密度'
|
||||
hint_use_punch = u'现在可以使用拳头痛扁你的敌人了'
|
||||
else:
|
||||
name = 'Down Into The Abyss'
|
||||
description = 'Survive as long as you can'
|
||||
help = 'The map is 3D, be careful!'
|
||||
author = 'Author: Deva'
|
||||
github = 'GitHub: spdv123'
|
||||
blog = 'Blog: superdeva.info'
|
||||
peaceTime = 'Peace Time'
|
||||
npcDensity = 'NPC Density'
|
||||
hint_use_punch = 'You can punch your enemies now!'
|
||||
|
||||
|
||||
class AbyssMap(bs.Map):
|
||||
from bascenev1lib.mapdata import happy_thoughts as defs
|
||||
# Add the y-dimension space for players
|
||||
defs.boxes['map_bounds'] = (-0.8748348681, 9.212941713, -9.729538885) \
|
||||
+ (0.0, 0.0, 0.0) \
|
||||
+ (36.09666006, 26.19950145, 20.89541168)
|
||||
name = 'Abyss Unhappy'
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> list[str]:
|
||||
"""Return valid play types for this map."""
|
||||
return ['abyss']
|
||||
|
||||
@classmethod
|
||||
def get_preview_texture_name(cls) -> str:
|
||||
return 'alwaysLandPreview'
|
||||
|
||||
@classmethod
|
||||
def on_preload(cls) -> Any:
|
||||
data: dict[str, Any] = {
|
||||
'mesh': bs.getmesh('alwaysLandLevel'),
|
||||
'bottom_mesh': bs.getmesh('alwaysLandLevelBottom'),
|
||||
'bgmesh': bs.getmesh('alwaysLandBG'),
|
||||
'collision_mesh': bs.getcollisionmesh('alwaysLandLevelCollide'),
|
||||
'tex': bs.gettexture('alwaysLandLevelColor'),
|
||||
'bgtex': bs.gettexture('alwaysLandBGColor'),
|
||||
'vr_fill_mound_mesh': bs.getmesh('alwaysLandVRFillMound'),
|
||||
'vr_fill_mound_tex': bs.gettexture('vrFillMound')
|
||||
}
|
||||
return data
|
||||
|
||||
@classmethod
|
||||
def get_music_type(cls) -> bs.MusicType:
|
||||
return bs.MusicType.FLYING
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__(vr_overlay_offset=(0, -3.7, 2.5))
|
||||
self.background = bs.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['bgmesh'],
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color_texture': self.preloaddata['bgtex']
|
||||
})
|
||||
bs.newnode('terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['vr_fill_mound_mesh'],
|
||||
'lighting': False,
|
||||
'vr_only': True,
|
||||
'color': (0.2, 0.25, 0.2),
|
||||
'background': True,
|
||||
'color_texture': self.preloaddata['vr_fill_mound_tex']
|
||||
})
|
||||
gnode = bs.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
|
||||
|
||||
|
||||
register_map(AbyssMap)
|
||||
|
||||
|
||||
class SpazTouchFoothold:
|
||||
pass
|
||||
|
||||
|
||||
class BombToDieMessage:
|
||||
pass
|
||||
|
||||
|
||||
class Foothold(bs.Actor):
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0),
|
||||
power: str = 'random',
|
||||
size: float = 6.0,
|
||||
breakable: bool = True,
|
||||
moving: bool = False):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
powerup = PowerupBoxFactory.get()
|
||||
|
||||
fmesh = bs.getmesh('landMine')
|
||||
fmeshs = bs.getmesh('powerupSimple')
|
||||
self.died = False
|
||||
self.breakable = breakable
|
||||
self.moving = moving # move right and left
|
||||
self.lrSig = 1 # left or right signal
|
||||
self.lrSpeedPlus = random.uniform(1 / 2.0, 1 / 0.7)
|
||||
self._npcBots = SpazBotSet()
|
||||
|
||||
self.foothold_material = bs.Material()
|
||||
self.impact_sound = bui.getsound('impactMedium')
|
||||
|
||||
self.foothold_material.add_actions(
|
||||
conditions=(('they_dont_have_material', shared.player_material),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
'or',
|
||||
('they_have_material', shared.footing_material)),
|
||||
actions=(('modify_node_collision', 'collide', True),
|
||||
))
|
||||
|
||||
self.foothold_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('modify_part_collision', 'physical', True),
|
||||
('modify_part_collision', 'stiffness', 0.05),
|
||||
('message', 'our_node', 'at_connect', SpazTouchFoothold()),
|
||||
))
|
||||
|
||||
self.foothold_material.add_actions(
|
||||
conditions=('they_have_material', self.foothold_material),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
|
||||
tex = {
|
||||
'punch': powerup.tex_punch,
|
||||
'sticky_bombs': powerup.tex_sticky_bombs,
|
||||
'ice_bombs': powerup.tex_ice_bombs,
|
||||
'impact_bombs': powerup.tex_impact_bombs,
|
||||
'health': powerup.tex_health,
|
||||
'curse': powerup.tex_curse,
|
||||
'shield': powerup.tex_shield,
|
||||
'land_mines': powerup.tex_land_mines,
|
||||
'tnt': bs.gettexture('tnt'),
|
||||
}.get(power, bs.gettexture('tnt'))
|
||||
|
||||
powerupdist = {
|
||||
powerup.tex_bomb: 3,
|
||||
powerup.tex_ice_bombs: 2,
|
||||
powerup.tex_punch: 3,
|
||||
powerup.tex_impact_bombs: 3,
|
||||
powerup.tex_land_mines: 3,
|
||||
powerup.tex_sticky_bombs: 4,
|
||||
powerup.tex_shield: 4,
|
||||
powerup.tex_health: 3,
|
||||
powerup.tex_curse: 1,
|
||||
bs.gettexture('tnt'): 2
|
||||
}
|
||||
|
||||
self.randtex = []
|
||||
|
||||
for keyTex in powerupdist:
|
||||
for i in range(powerupdist[keyTex]):
|
||||
self.randtex.append(keyTex)
|
||||
|
||||
if power == 'random':
|
||||
random.seed()
|
||||
tex = random.choice(self.randtex)
|
||||
|
||||
self.tex = tex
|
||||
self.powerup_type = {
|
||||
powerup.tex_punch: 'punch',
|
||||
powerup.tex_bomb: 'triple_bombs',
|
||||
powerup.tex_ice_bombs: 'ice_bombs',
|
||||
powerup.tex_impact_bombs: 'impact_bombs',
|
||||
powerup.tex_land_mines: 'land_mines',
|
||||
powerup.tex_sticky_bombs: 'sticky_bombs',
|
||||
powerup.tex_shield: 'shield',
|
||||
powerup.tex_health: 'health',
|
||||
powerup.tex_curse: 'curse',
|
||||
bs.gettexture('tnt'): 'tnt'
|
||||
}.get(self.tex, '')
|
||||
|
||||
self._spawn_pos = (position[0], position[1], position[2])
|
||||
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'body': 'landMine',
|
||||
'position': self._spawn_pos,
|
||||
'mesh': fmesh,
|
||||
'light_mesh': fmeshs,
|
||||
'shadow_size': 0.5,
|
||||
'velocity': (0, 0, 0),
|
||||
'density': 90000000000,
|
||||
'sticky': False,
|
||||
'body_scale': size,
|
||||
'mesh_scale': size,
|
||||
'color_texture': tex,
|
||||
'reflection': 'powerup',
|
||||
'is_area_of_interest': True,
|
||||
'gravity_scale': 0.0,
|
||||
'reflection_scale': [0],
|
||||
'materials': [self.foothold_material,
|
||||
shared.object_material,
|
||||
shared.footing_material]
|
||||
})
|
||||
self.touchedSpazs = set()
|
||||
self.keep_vel()
|
||||
|
||||
def keep_vel(self) -> None:
|
||||
if self.node and not self.died:
|
||||
speed = bs.getactivity().cur_speed
|
||||
if self.moving:
|
||||
if abs(self.node.position[0]) > 10:
|
||||
self.lrSig *= -1
|
||||
self.node.velocity = (
|
||||
self.lrSig * speed * self.lrSpeedPlus, speed, 0)
|
||||
bs.timer(0.1, bs.WeakCall(self.keep_vel))
|
||||
else:
|
||||
self.node.velocity = (0, speed, 0)
|
||||
# self.node.extraacceleration = (0, self.speed, 0)
|
||||
bs.timer(0.1, bs.WeakCall(self.keep_vel))
|
||||
|
||||
def tnt_explode(self) -> None:
|
||||
pos = self.node.position
|
||||
Blast(position=pos,
|
||||
blast_radius=6.0,
|
||||
blast_type='tnt',
|
||||
source_player=None).autoretain()
|
||||
|
||||
def spawn_npc(self) -> None:
|
||||
if not self.breakable:
|
||||
return
|
||||
if self._npcBots.have_living_bots():
|
||||
return
|
||||
if random.randint(0, 3) >= bs.getactivity().npc_density:
|
||||
return
|
||||
pos = self.node.position
|
||||
pos = (pos[0], pos[1] + 1, pos[2])
|
||||
self._npcBots.spawn_bot(
|
||||
bot_type=random.choice([ChargerBotPro, TriggerBotPro]),
|
||||
pos=pos,
|
||||
spawn_time=10)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if self.node:
|
||||
self.node.delete()
|
||||
self.died = True
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
elif isinstance(msg, BombToDieMessage):
|
||||
if self.powerup_type == 'tnt':
|
||||
self.tnt_explode()
|
||||
self.handlemessage(bs.DieMessage())
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
ispunched = (msg.srcnode and msg.srcnode.getnodetype() == 'spaz')
|
||||
if not ispunched:
|
||||
if self.breakable:
|
||||
self.handlemessage(BombToDieMessage())
|
||||
elif isinstance(msg, SpazTouchFoothold):
|
||||
node = bs.getcollision().opposingnode
|
||||
if node is not None and node:
|
||||
try:
|
||||
spaz = node.getdelegate(object)
|
||||
if not isinstance(spaz, AbyssPlayerSpaz):
|
||||
return
|
||||
if spaz in self.touchedSpazs:
|
||||
return
|
||||
self.touchedSpazs.add(spaz)
|
||||
self.spawn_npc()
|
||||
spaz.fix_2D_position()
|
||||
if self.powerup_type not in ['', 'tnt']:
|
||||
node.handlemessage(
|
||||
bs.PowerupMessage(self.powerup_type))
|
||||
except Exception as e:
|
||||
print(e)
|
||||
pass
|
||||
|
||||
|
||||
class AbyssPlayerSpaz(PlayerSpaz):
|
||||
|
||||
def __init__(self,
|
||||
player: bs.Player,
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0),
|
||||
highlight: Sequence[float] = (0.5, 0.5, 0.5),
|
||||
character: str = 'Spaz',
|
||||
powerups_expire: bool = True):
|
||||
super().__init__(player=player,
|
||||
color=color,
|
||||
highlight=highlight,
|
||||
character=character,
|
||||
powerups_expire=powerups_expire)
|
||||
self.node.fly = False
|
||||
self.node.hockey = True
|
||||
self.hitpoints_max = self.hitpoints = 1500 # more HP to handle drop
|
||||
bs.timer(bs.getactivity().peace_time,
|
||||
bs.WeakCall(self.safe_connect_controls_to_player))
|
||||
|
||||
def safe_connect_controls_to_player(self) -> None:
|
||||
try:
|
||||
self.connect_controls_to_player()
|
||||
except:
|
||||
pass
|
||||
|
||||
def on_move_up_down(self, value: float) -> None:
|
||||
"""
|
||||
Called to set the up/down joystick amount on this spaz;
|
||||
used for player or AI connections.
|
||||
value will be between -32768 to 32767
|
||||
WARNING: deprecated; use on_move instead.
|
||||
"""
|
||||
if not self.node:
|
||||
return
|
||||
if self.node.run > 0.1:
|
||||
self.node.move_up_down = value
|
||||
else:
|
||||
self.node.move_up_down = value / 3.
|
||||
|
||||
def on_move_left_right(self, value: float) -> None:
|
||||
"""
|
||||
Called to set the left/right joystick amount on this spaz;
|
||||
used for player or AI connections.
|
||||
value will be between -32768 to 32767
|
||||
WARNING: deprecated; use on_move instead.
|
||||
"""
|
||||
if not self.node:
|
||||
return
|
||||
if self.node.run > 0.1:
|
||||
self.node.move_left_right = value
|
||||
else:
|
||||
self.node.move_left_right = value / 1.5
|
||||
|
||||
def fix_2D_position(self) -> None:
|
||||
self.node.fly = True
|
||||
bs.timer(0.02, bs.WeakCall(self.disable_fly))
|
||||
|
||||
def disable_fly(self) -> None:
|
||||
if self.node:
|
||||
self.node.fly = False
|
||||
|
||||
def curse(self) -> None:
|
||||
"""
|
||||
Give this poor spaz a curse;
|
||||
he will explode in 5 seconds.
|
||||
"""
|
||||
if not self._cursed:
|
||||
factory = SpazFactory.get()
|
||||
self._cursed = True
|
||||
|
||||
# Add the curse material.
|
||||
for attr in ['materials', 'roller_materials']:
|
||||
materials = getattr(self.node, attr)
|
||||
if factory.curse_material not in materials:
|
||||
setattr(self.node, attr,
|
||||
materials + (factory.curse_material, ))
|
||||
|
||||
# None specifies no time limit
|
||||
assert self.node
|
||||
if self.curse_time == -1:
|
||||
self.node.curse_death_time = -1
|
||||
else:
|
||||
# Note: curse-death-time takes milliseconds.
|
||||
tval = bs.time()
|
||||
assert isinstance(tval, (float, int))
|
||||
self.node.curse_death_time = bs.time() + 15
|
||||
bs.timer(15, bs.WeakCall(self.curse_explode))
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
dontUp = False
|
||||
|
||||
if isinstance(msg, PickupMessage):
|
||||
dontUp = True
|
||||
collision = bs.getcollision()
|
||||
opposingnode = collision.opposingnode
|
||||
opposingbody = collision.opposingbody
|
||||
|
||||
if opposingnode is None or not opposingnode:
|
||||
return True
|
||||
opposingdelegate = opposingnode.getdelegate(object)
|
||||
# Don't pick up the foothold
|
||||
if isinstance(opposingdelegate, Foothold):
|
||||
return True
|
||||
|
||||
# dont allow picking up of invincible dudes
|
||||
try:
|
||||
if opposingnode.invincible:
|
||||
return True
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
# if we're grabbing the pelvis of a non-shattered spaz,
|
||||
# we wanna grab the torso instead
|
||||
if (opposingnode.getnodetype() == 'spaz'
|
||||
and not opposingnode.shattered and opposingbody == 4):
|
||||
opposingbody = 1
|
||||
|
||||
# Special case - if we're holding a flag, don't replace it
|
||||
# (hmm - should make this customizable or more low level).
|
||||
held = self.node.hold_node
|
||||
if held and held.getnodetype() == 'flag':
|
||||
return True
|
||||
|
||||
# Note: hold_body needs to be set before hold_node.
|
||||
self.node.hold_body = opposingbody
|
||||
self.node.hold_node = opposingnode
|
||||
|
||||
if not dontUp:
|
||||
PlayerSpaz.handlemessage(self, msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
self.death_time: float | None = None
|
||||
self.notIn: bool = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class AbyssGame(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = name
|
||||
description = description
|
||||
scoreconfig = bs.ScoreConfig(label='Survived',
|
||||
scoretype=bs.ScoreType.MILLISECONDS,
|
||||
version='B')
|
||||
|
||||
# Print messages when players die (since its meaningful in this game).
|
||||
announce_player_deaths = True
|
||||
|
||||
# We're currently hard-coded for one map.
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['Abyss Unhappy']
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.FloatChoiceSetting(
|
||||
peaceTime,
|
||||
choices=[
|
||||
('None', 0.0),
|
||||
('Shorter', 2.5),
|
||||
('Short', 5.0),
|
||||
('Normal', 10.0),
|
||||
('Long', 15.0),
|
||||
('Longer', 20.0),
|
||||
],
|
||||
default=10.0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
npcDensity,
|
||||
choices=[
|
||||
('0%', 0),
|
||||
('25%', 1),
|
||||
('50%', 2),
|
||||
('75%', 3),
|
||||
('100%', 4),
|
||||
],
|
||||
default=2,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
# We support teams, free-for-all, and co-op sessions.
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession)
|
||||
or issubclass(sessiontype, bs.CoopSession))
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._epic_mode = settings.get('Epic Mode', False)
|
||||
self._last_player_death_time: float | None = None
|
||||
self._timer: OnScreenTimer | None = None
|
||||
self.fix_y = -5.614479365
|
||||
self.start_z = 0
|
||||
self.init_position = (0, self.start_z, self.fix_y)
|
||||
self.team_init_positions = [(-5, self.start_z, self.fix_y),
|
||||
(5, self.start_z, self.fix_y)]
|
||||
self.cur_speed = 2.5
|
||||
# TODO: The variable below should be set in settings
|
||||
self.peace_time = float(settings[peaceTime])
|
||||
self.npc_density = float(settings[npcDensity])
|
||||
|
||||
# Some base class overrides:
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
if self._epic_mode:
|
||||
self.slow_motion = True
|
||||
|
||||
self._game_credit = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'text',
|
||||
attrs={
|
||||
'v_attach': 'bottom',
|
||||
'h_align': 'center',
|
||||
'vr_depth': 0,
|
||||
'color': (0.0, 0.7, 1.0),
|
||||
'shadow': 1.0 if True else 0.5,
|
||||
'flatness': 1.0 if True else 0.5,
|
||||
'position': (0, 0),
|
||||
'scale': 0.8,
|
||||
'text': ' | '.join([author, github, blog])
|
||||
}))
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return description
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return self.get_instance_description() + '\n' + help
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
if self.has_begun():
|
||||
player.notIn = True
|
||||
bs.broadcastmessage(babase.Lstr(
|
||||
resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0))
|
||||
self.spawn_player(player)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._timer = OnScreenTimer()
|
||||
self._timer.start()
|
||||
|
||||
self.level_cnt = 1
|
||||
|
||||
if self.teams_or_ffa() == 'teams':
|
||||
ip0 = self.team_init_positions[0]
|
||||
ip1 = self.team_init_positions[1]
|
||||
Foothold(
|
||||
(ip0[0], ip0[1] - 2, ip0[2]),
|
||||
power='shield', breakable=False).autoretain()
|
||||
Foothold(
|
||||
(ip1[0], ip1[1] - 2, ip1[2]),
|
||||
power='shield', breakable=False).autoretain()
|
||||
else:
|
||||
ip = self.init_position
|
||||
Foothold(
|
||||
(ip[0], ip[1] - 2, ip[2]),
|
||||
power='shield', breakable=False).autoretain()
|
||||
|
||||
bs.timer(int(5.0 / self.cur_speed),
|
||||
bs.WeakCall(self.add_foothold), repeat=True)
|
||||
|
||||
# Repeat check game end
|
||||
bs.timer(1.0, self._check_end_game, repeat=True)
|
||||
bs.timer(self.peace_time + 0.1,
|
||||
bs.WeakCall(self.tip_hint, hint_use_punch))
|
||||
bs.timer(6.0, bs.WeakCall(self.faster_speed), repeat=True)
|
||||
|
||||
def tip_hint(self, text: str) -> None:
|
||||
bs.broadcastmessage(text, color=(0.2, 0.2, 1))
|
||||
|
||||
def faster_speed(self) -> None:
|
||||
self.cur_speed *= 1.15
|
||||
|
||||
def add_foothold(self) -> None:
|
||||
ip = self.init_position
|
||||
ip_1 = (ip[0] - 7, ip[1], ip[2])
|
||||
ip_2 = (ip[0] + 7, ip[1], ip[2])
|
||||
ru = random.uniform
|
||||
self.level_cnt += 1
|
||||
if self.level_cnt % 3:
|
||||
Foothold((
|
||||
ip_1[0] + ru(-5, 5),
|
||||
ip[1] - 2,
|
||||
ip[2] + ru(-0.0, 0.0))).autoretain()
|
||||
Foothold((
|
||||
ip_2[0] + ru(-5, 5),
|
||||
ip[1] - 2,
|
||||
ip[2] + ru(-0.0, 0.0))).autoretain()
|
||||
else:
|
||||
Foothold((
|
||||
ip[0] + ru(-8, 8),
|
||||
ip[1] - 2,
|
||||
ip[2]), moving=True).autoretain()
|
||||
|
||||
def teams_or_ffa(self) -> None:
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
return 'teams'
|
||||
return 'ffa'
|
||||
|
||||
def spawn_player_spaz(self,
|
||||
player: Player,
|
||||
position: Sequence[float] = (0, 0, 0),
|
||||
angle: float | None = None) -> PlayerSpaz:
|
||||
# pylint: disable=too-many-locals
|
||||
# pylint: disable=cyclic-import
|
||||
from babase import _math
|
||||
from bascenev1._gameutils import animate
|
||||
|
||||
position = self.init_position
|
||||
if self.teams_or_ffa() == 'teams':
|
||||
position = self.team_init_positions[player.team.id % 2]
|
||||
angle = None
|
||||
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = _math.normalized_color(color)
|
||||
display_color = _babase.safecolor(color, target_intensity=0.75)
|
||||
spaz = AbyssPlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player(enable_punch=False,
|
||||
enable_bomb=True,
|
||||
enable_pickup=False)
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
curtime = bs.time()
|
||||
|
||||
# Record the player's moment of death.
|
||||
# assert isinstance(msg.spaz.player
|
||||
msg.getplayer(Player).death_time = curtime
|
||||
|
||||
# In co-op mode, end the game the instant everyone dies
|
||||
# (more accurate looking).
|
||||
# In teams/ffa, allow a one-second fudge-factor so we can
|
||||
# get more draws if players die basically at the same time.
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
# Teams will still show up if we check now.. check in
|
||||
# the next cycle.
|
||||
babase.pushcall(self._check_end_game)
|
||||
|
||||
# Also record this for a final setting of the clock.
|
||||
self._last_player_death_time = curtime
|
||||
else:
|
||||
bs.timer(1.0, self._check_end_game)
|
||||
|
||||
else:
|
||||
# Default handler:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _check_end_game(self) -> None:
|
||||
living_team_count = 0
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
living_team_count += 1
|
||||
break
|
||||
|
||||
# In co-op, we go till everyone is dead.. otherwise we go
|
||||
# until one team remains.
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
|
||||
def end_game(self) -> None:
|
||||
cur_time = bs.time()
|
||||
assert self._timer is not None
|
||||
start_time = self._timer.getstarttime()
|
||||
|
||||
# Mark death-time as now for any still-living players
|
||||
# and award players points for how long they lasted.
|
||||
# (these per-player scores are only meaningful in team-games)
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
survived = False
|
||||
if player.notIn:
|
||||
player.death_time = 0
|
||||
|
||||
# Throw an extra fudge factor in so teams that
|
||||
# didn't die come out ahead of teams that did.
|
||||
if player.death_time is None:
|
||||
survived = True
|
||||
player.death_time = cur_time + 1
|
||||
|
||||
# Award a per-player score depending on how many seconds
|
||||
# they lasted (per-player scores only affect teams mode;
|
||||
# everywhere else just looks at the per-team score).
|
||||
score = int(player.death_time - self._timer.getstarttime())
|
||||
if survived:
|
||||
score += 50 # A bit extra for survivors.
|
||||
self.stats.player_scored(player, score, screenmessage=False)
|
||||
|
||||
# Stop updating our time text, and set the final time to match
|
||||
# exactly when our last guy died.
|
||||
self._timer.stop(endtime=self._last_player_death_time)
|
||||
|
||||
# Ok now calc game results: set a score for each team and then tell
|
||||
# the game to end.
|
||||
results = bs.GameResults()
|
||||
|
||||
# Remember that 'free-for-all' mode is simply a special form
|
||||
# of 'teams' mode where each player gets their own team, so we can
|
||||
# just always deal in teams and have all cases covered.
|
||||
for team in self.teams:
|
||||
|
||||
# Set the team score to the max time survived by any player on
|
||||
# that team.
|
||||
longest_life = 0.0
|
||||
for player in team.players:
|
||||
assert player.death_time is not None
|
||||
longest_life = max(longest_life,
|
||||
player.death_time - start_time)
|
||||
|
||||
# Submit the score value in milliseconds.
|
||||
results.set_team_score(team, int(1000.0 * longest_life))
|
||||
|
||||
self.end(results=results)
|
||||
445
dist/ba_root/mods/games/drone_war.py
vendored
Normal file
445
dist/ba_root/mods/games/drone_war.py
vendored
Normal file
|
|
@ -0,0 +1,445 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""
|
||||
DroneWar - Attack enemies with drone, Fly with drone and fire rocket launcher.
|
||||
Author: Mr.Smoothy
|
||||
Discord: https://discord.gg/ucyaesh
|
||||
Youtube: https://www.youtube.com/c/HeySmoothy
|
||||
Website: https://bombsquad-community.web.app
|
||||
Github: https://github.com/bombsquad-community
|
||||
"""
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
from babase._mgen.enums import InputType
|
||||
from bascenev1lib.actor.bomb import Blast
|
||||
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz, PlayerT
|
||||
from bascenev1lib.game.deathmatch import DeathMatchGame, Player
|
||||
from bascenev1lib.actor import spaz
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Dict, Type, List, Optional, Union
|
||||
|
||||
STORAGE_ATTR_NAME = f'_shared_{__name__}_factory'
|
||||
|
||||
# SMoothy's Drone (fixed version of floater) with rocket launcher
|
||||
# use drone as long as you want , unlike floater which dies after being idle.
|
||||
|
||||
|
||||
class Drone(bs.Actor):
|
||||
def __init__(self, spaz):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
self._drone_material = bs.Material()
|
||||
self.loop_ascend = None
|
||||
self.loop_descend = None
|
||||
self.loop_lr = None
|
||||
self.loop_ud = None
|
||||
self.rocket_launcher = None
|
||||
self.x_direction = 0
|
||||
self.z_direction = 0
|
||||
self.spaz = spaz
|
||||
self._drone_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
shared.player_material),
|
||||
actions=(('modify_node_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)))
|
||||
self._drone_material.add_actions(
|
||||
conditions=(('they_have_material',
|
||||
shared.object_material), 'or',
|
||||
('they_have_material',
|
||||
shared.footing_material), 'or',
|
||||
('they_have_material',
|
||||
self._drone_material)),
|
||||
actions=('modify_part_collision', 'physical', False))
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
delegate=self,
|
||||
owner=None,
|
||||
attrs={
|
||||
'position': spaz.node.position,
|
||||
'mesh': bs.getmesh('landMine'),
|
||||
'light_mesh': bs.getmesh('landMine'),
|
||||
'body': 'landMine',
|
||||
'body_scale': 1,
|
||||
'mesh_scale': 1,
|
||||
'shadow_size': 0.25,
|
||||
'density': 999999,
|
||||
'gravity_scale': 0.0,
|
||||
'color_texture': bs.gettexture('achievementCrossHair'),
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.25],
|
||||
'materials': [shared.footing_material, self._drone_material]
|
||||
})
|
||||
self.grab_node = bs.newnode(
|
||||
'prop',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'position': (0, 0, 0),
|
||||
'body': 'sphere',
|
||||
'mesh': None,
|
||||
'color_texture': None,
|
||||
'body_scale': 0.2,
|
||||
'reflection': 'powerup',
|
||||
'density': 999999,
|
||||
'reflection_scale': [1.0],
|
||||
'mesh_scale': 0.2,
|
||||
'gravity_scale': 0,
|
||||
'shadow_size': 0.1,
|
||||
'is_area_of_interest': True,
|
||||
'materials': [shared.object_material, self._drone_material]
|
||||
})
|
||||
self.node.connectattr('position', self.grab_node, 'position')
|
||||
self._rcombine = bs.newnode('combine',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'input0': self.spaz.node.position[0],
|
||||
'input1': self.spaz.node.position[1]+3,
|
||||
'input2': self.spaz.node.position[2],
|
||||
'size': 3
|
||||
})
|
||||
|
||||
self._rcombine.connectattr('output', self.node, 'position')
|
||||
|
||||
def set_rocket_launcher(self, launcher: RocketLauncher):
|
||||
self.rocket_launcher = launcher
|
||||
|
||||
def fire(self):
|
||||
if hasattr(self.grab_node, "position"):
|
||||
self.rocket_launcher.shot(self.spaz, self.x_direction, self.z_direction, (
|
||||
self.grab_node.position[0], self.grab_node.position[1] - 1, self.grab_node.position[2]))
|
||||
|
||||
def ascend(self):
|
||||
def loop():
|
||||
if self.node.exists():
|
||||
bs.animate(self._rcombine, 'input1', {
|
||||
0: self.node.position[1],
|
||||
1: self.node.position[1] + 2
|
||||
})
|
||||
loop()
|
||||
self.loop_ascend = bs.Timer(1, loop, repeat=True)
|
||||
|
||||
def pause_movement(self):
|
||||
self.loop_ascend = None
|
||||
|
||||
def decend(self):
|
||||
def loop():
|
||||
if self.node.exists():
|
||||
bs.animate(self._rcombine, 'input1', {
|
||||
0: self.node.position[1],
|
||||
1: self.node.position[1] - 2
|
||||
})
|
||||
loop()
|
||||
self.loop_ascend = bs.Timer(1, loop, repeat=True)
|
||||
|
||||
def pause_lr(self):
|
||||
self.loop_lr = None
|
||||
|
||||
def pause_ud(self):
|
||||
self.loop_ud = None
|
||||
|
||||
def left_(self, value=-1):
|
||||
def loop():
|
||||
if self.node.exists():
|
||||
bs.animate(self._rcombine, 'input0', {
|
||||
0: self.node.position[0],
|
||||
1: self.node.position[0] + 2 * value
|
||||
})
|
||||
if value == 0.0:
|
||||
self.loop_lr = None
|
||||
else:
|
||||
self.x_direction = value
|
||||
self.z_direction = 0
|
||||
loop()
|
||||
self.loop_lr = bs.Timer(1, loop, repeat=True)
|
||||
|
||||
def right_(self, value=1):
|
||||
def loop():
|
||||
if self.node.exists():
|
||||
bs.animate(self._rcombine, 'input0', {
|
||||
0: self.node.position[0],
|
||||
1: self.node.position[0] + 2 * value
|
||||
})
|
||||
if value == 0.0:
|
||||
self.loop_lr = None
|
||||
else:
|
||||
self.x_direction = value
|
||||
self.z_direction = 0
|
||||
loop()
|
||||
self.loop_lr = bs.Timer(1, loop, repeat=True)
|
||||
|
||||
def up_(self, value=1):
|
||||
def loop():
|
||||
if self.node.exists():
|
||||
bs.animate(self._rcombine, 'input2', {
|
||||
0: self.node.position[2],
|
||||
1: self.node.position[2] - 2 * value
|
||||
})
|
||||
if value == 0.0:
|
||||
self.loop_ud = None
|
||||
else:
|
||||
self.x_direction = 0
|
||||
self.z_direction = - value
|
||||
loop()
|
||||
self.loop_ud = bs.Timer(1, loop, repeat=True)
|
||||
|
||||
def down_(self, value=-1):
|
||||
def loop():
|
||||
if self.node.exists():
|
||||
bs.animate(self._rcombine, 'input2', {
|
||||
0: self.node.position[2],
|
||||
1: self.node.position[2] - 2 * value
|
||||
})
|
||||
if value == 0.0:
|
||||
self.loop_ud = None
|
||||
else:
|
||||
self.x_direction = 0
|
||||
self.z_direction = - value
|
||||
loop()
|
||||
self.loop_ud = bs.Timer(1, loop, repeat=True)
|
||||
|
||||
def handlemessage(self, msg):
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
self.node.delete()
|
||||
self.grab_node.delete()
|
||||
self.loop_ascend = None
|
||||
self.loop_ud = None
|
||||
self.loop_lr = None
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
# =============================================Copied from Quake Game - Dliwk =====================================================================
|
||||
|
||||
|
||||
class RocketFactory:
|
||||
"""Quake Rocket factory"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.ball_material = bs.Material()
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=((('we_are_younger_than', 5), 'or',
|
||||
('they_are_younger_than', 5)), 'and',
|
||||
('they_have_material',
|
||||
SharedObjects.get().object_material)),
|
||||
actions=('modify_node_collision', 'collide', False))
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
SharedObjects.get().pickup_material),
|
||||
actions=('modify_part_collision', 'use_node_collide', False))
|
||||
|
||||
self.ball_material.add_actions(actions=('modify_part_collision',
|
||||
'friction', 0))
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=(('they_have_material',
|
||||
SharedObjects.get().footing_material), 'or',
|
||||
('they_have_material',
|
||||
SharedObjects.get().object_material)),
|
||||
actions=('message', 'our_node', 'at_connect', ImpactMessage()))
|
||||
|
||||
@classmethod
|
||||
def get(cls):
|
||||
"""Get factory if exists else create new"""
|
||||
activity = bs.getactivity()
|
||||
if hasattr(activity, STORAGE_ATTR_NAME):
|
||||
return getattr(activity, STORAGE_ATTR_NAME)
|
||||
factory = cls()
|
||||
setattr(activity, STORAGE_ATTR_NAME, factory)
|
||||
return factory
|
||||
|
||||
|
||||
class RocketLauncher:
|
||||
"""Very dangerous weapon"""
|
||||
|
||||
def __init__(self):
|
||||
self.last_shot = bs.time()
|
||||
|
||||
def give(self, spaz: spaz.Spaz) -> None:
|
||||
"""Give spaz a rocket launcher"""
|
||||
spaz.punch_callback = self.shot
|
||||
self.last_shot = bs.time()
|
||||
|
||||
# FIXME
|
||||
# noinspection PyUnresolvedReferences
|
||||
def shot(self, spaz, x, z, position) -> None:
|
||||
"""Release a rocket"""
|
||||
time = bs.time()
|
||||
if time - self.last_shot > 0.6:
|
||||
self.last_shot = time
|
||||
|
||||
direction = [x, 0, z]
|
||||
direction[1] = 0.0
|
||||
|
||||
mag = 10.0 / \
|
||||
1 if babase.Vec3(*direction).length() == 0 else babase.Vec3(*direction).length()
|
||||
vel = [v * mag for v in direction]
|
||||
Rocket(position=position,
|
||||
velocity=vel,
|
||||
owner=spaz.getplayer(bs.Player),
|
||||
source_player=spaz.getplayer(bs.Player),
|
||||
color=spaz.node.color).autoretain()
|
||||
|
||||
|
||||
class ImpactMessage:
|
||||
"""Rocket touched something"""
|
||||
|
||||
|
||||
class Rocket(bs.Actor):
|
||||
"""Epic rocket from rocket launcher"""
|
||||
|
||||
def __init__(self,
|
||||
position=(0, 5, 0),
|
||||
velocity=(1, 0, 0),
|
||||
source_player=None,
|
||||
owner=None,
|
||||
color=(1.0, 0.2, 0.2)) -> None:
|
||||
super().__init__()
|
||||
self.source_player = source_player
|
||||
self.owner = owner
|
||||
self._color = color
|
||||
factory = RocketFactory.get()
|
||||
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position': position,
|
||||
'velocity': velocity,
|
||||
'mesh': bs.getmesh('impactBomb'),
|
||||
'body': 'sphere',
|
||||
'color_texture': bs.gettexture(
|
||||
'bunnyColor'),
|
||||
'mesh_scale': 0.2,
|
||||
'is_area_of_interest': True,
|
||||
'body_scale': 0.8,
|
||||
'materials': [
|
||||
SharedObjects.get().object_material,
|
||||
factory.ball_material]
|
||||
}) # yapf: disable
|
||||
self.node.extra_acceleration = (self.node.velocity[0] * 200, 0,
|
||||
self.node.velocity[2] * 200)
|
||||
|
||||
self._life_timer = bs.Timer(
|
||||
5, bs.WeakCall(self.handlemessage, bs.DieMessage()))
|
||||
|
||||
self._emit_timer = bs.Timer(0.001, bs.WeakCall(self.emit), repeat=True)
|
||||
self.base_pos_y = self.node.position[1]
|
||||
|
||||
bs.camerashake(5.0)
|
||||
|
||||
def emit(self) -> None:
|
||||
"""Emit a trace after rocket"""
|
||||
bs.emitfx(position=self.node.position,
|
||||
scale=0.4,
|
||||
spread=0.01,
|
||||
chunk_type='spark')
|
||||
if not self.node:
|
||||
return
|
||||
self.node.position = (self.node.position[0], self.base_pos_y,
|
||||
self.node.position[2]) # ignore y
|
||||
bs.newnode('explosion',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'position': self.node.position,
|
||||
'radius': 0.2,
|
||||
'color': self._color
|
||||
})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
"""Message handling for rocket"""
|
||||
super().handlemessage(msg)
|
||||
if isinstance(msg, ImpactMessage):
|
||||
self.node.handlemessage(bs.DieMessage())
|
||||
|
||||
elif isinstance(msg, bs.DieMessage):
|
||||
if self.node:
|
||||
Blast(position=self.node.position,
|
||||
blast_radius=2,
|
||||
source_player=self.source_player)
|
||||
|
||||
self.node.delete()
|
||||
self._emit_timer = None
|
||||
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class ChooseQueen(DeathMatchGame):
|
||||
name = 'Drone War'
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return ['Football Stadium']
|
||||
|
||||
def spawn_player_spaz(
|
||||
self,
|
||||
player: PlayerT,
|
||||
position: Sequence[float] | None = None,
|
||||
angle: float | None = None,
|
||||
) -> PlayerSpaz:
|
||||
spaz = super().spawn_player_spaz(player, position, angle)
|
||||
self.spawn_drone(spaz)
|
||||
return spaz
|
||||
|
||||
def on_begin(self):
|
||||
super().on_begin()
|
||||
shared = SharedObjects.get()
|
||||
self.ground_material = bs.Material()
|
||||
self.ground_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('call', 'at_connect', babase.Call(self._handle_player_collide)),
|
||||
),
|
||||
)
|
||||
pos = (0, 0.1, -5)
|
||||
self.main_region = bs.newnode('region', attrs={'position': pos, 'scale': (
|
||||
30, 0.001, 23), 'type': 'box', 'materials': [shared.footing_material, self.ground_material]})
|
||||
|
||||
def _handle_player_collide(self):
|
||||
try:
|
||||
player = bs.getcollision().opposingnode.getdelegate(
|
||||
PlayerSpaz, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
if player.is_alive():
|
||||
player.shatter(True)
|
||||
|
||||
def spawn_drone(self, spaz):
|
||||
with bs.get_foreground_host_activity().context:
|
||||
|
||||
drone = Drone(spaz)
|
||||
r_launcher = RocketLauncher()
|
||||
drone.set_rocket_launcher(r_launcher)
|
||||
player = spaz.getplayer(Player, True)
|
||||
spaz.node.hold_node = drone.grab_node
|
||||
player.actor.disconnect_controls_from_player()
|
||||
player.resetinput()
|
||||
player.assigninput(InputType.PICK_UP_PRESS, drone.ascend)
|
||||
player.assigninput(InputType.PICK_UP_RELEASE, drone.pause_movement)
|
||||
player.assigninput(InputType.JUMP_PRESS, drone.decend)
|
||||
player.assigninput(InputType.PUNCH_PRESS, drone.fire)
|
||||
player.assigninput(InputType.LEFT_PRESS, drone.left_)
|
||||
player.assigninput(InputType.RIGHT_PRESS, drone.right_)
|
||||
player.assigninput(InputType.LEFT_RELEASE, drone.pause_lr)
|
||||
player.assigninput(InputType.RIGHT_RELEASE, drone.pause_lr)
|
||||
player.assigninput(InputType.UP_PRESS, drone.up_)
|
||||
player.assigninput(InputType.DOWN_PRESS, drone.down_)
|
||||
player.assigninput(InputType.UP_RELEASE, drone.pause_ud)
|
||||
player.assigninput(InputType.DOWN_RELEASE, drone.pause_ud)
|
||||
493
dist/ba_root/mods/games/egg_game.py
vendored
Normal file
493
dist/ba_root/mods/games/egg_game.py
vendored
Normal file
|
|
@ -0,0 +1,493 @@
|
|||
# Ported by brostos to api 8
|
||||
# Tool used to make porting easier.(https://github.com/bombsquad-community/baport)
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
|
||||
"""Egg game and support classes."""
|
||||
# The Egg Game - throw egg as far as you can
|
||||
# created in BCS (Bombsquad Consultancy Service) - opensource bombsquad mods for all
|
||||
# discord.gg/ucyaesh join now and give your contribution
|
||||
# The Egg game by mr.smoothy
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.flag import Flag
|
||||
import math
|
||||
import random
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Dict, Type, List, Optional, Union
|
||||
|
||||
|
||||
class PuckDiedMessage:
|
||||
"""Inform something that a puck has died."""
|
||||
|
||||
def __init__(self, puck: Puck):
|
||||
self.puck = puck
|
||||
|
||||
|
||||
class Puck(bs.Actor):
|
||||
"""A lovely giant hockey puck."""
|
||||
|
||||
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[1] + 1.0, position[2])
|
||||
self.last_players_to_touch = None
|
||||
self.scored = False
|
||||
self.egg_mesh = bs.getmesh('egg')
|
||||
self.egg_tex_1 = bs.gettexture('eggTex1')
|
||||
self.egg_tex_2 = bs.gettexture('eggTex2')
|
||||
self.egg_tex_3 = bs.gettexture('eggTex3')
|
||||
self.eggtx = [self.egg_tex_1, self.egg_tex_2, self.egg_tex_3]
|
||||
regg = random.randrange(0, 3)
|
||||
assert activity is not None
|
||||
assert isinstance(activity, EggGame)
|
||||
pmats = [shared.object_material, activity.puck_material]
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': self.egg_mesh,
|
||||
'color_texture': self.eggtx[regg],
|
||||
'body': 'capsule',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.2],
|
||||
'shadow_size': 0.5,
|
||||
'body_scale': 0.7,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats
|
||||
})
|
||||
bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 0.7, 0.26: 0.6})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
assert self.node
|
||||
self.node.delete()
|
||||
activity = self._activity()
|
||||
if activity and not msg.immediate:
|
||||
activity.handlemessage(PuckDiedMessage(self))
|
||||
|
||||
# If we go out of bounds, move back to where we started.
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
assert self.node
|
||||
self.node.position = self._spawn_pos
|
||||
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
assert self.node
|
||||
assert msg.force_direction is not None
|
||||
self.node.handlemessage(
|
||||
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
|
||||
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
|
||||
1.0 * msg.velocity_magnitude, msg.radius, 0,
|
||||
msg.force_direction[0], msg.force_direction[1],
|
||||
msg.force_direction[2])
|
||||
|
||||
# If this hit came from a player, log them as the last to touch us.
|
||||
s_player = msg.get_source_player(Player)
|
||||
if s_player is not None:
|
||||
activity = self._activity()
|
||||
if activity:
|
||||
if s_player in activity.players:
|
||||
self.last_players_to_touch = s_player
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class EggGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Egg game."""
|
||||
|
||||
name = 'Epic Egg Game'
|
||||
description = 'Score some goals.'
|
||||
available_settings = [
|
||||
bs.IntSetting(
|
||||
'Score to Win',
|
||||
min_value=1,
|
||||
default=1,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('40 Seconds', 40),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.1),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
]
|
||||
default_music = bs.MusicType.HOCKEY
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return bs.app.classic.getmaps('football')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self.slow_motion = True
|
||||
self._scoreboard = Scoreboard()
|
||||
self._cheer_sound = bui.getsound('cheer')
|
||||
self._chant_sound = bui.getsound('crowdChant')
|
||||
self._foghorn_sound = bui.getsound('foghorn')
|
||||
self._swipsound = bui.getsound('swip')
|
||||
self._whistle_sound = bui.getsound('refWhistle')
|
||||
self.puck_mesh = bs.getmesh('bomb')
|
||||
self.puck_tex = bs.gettexture('landMine')
|
||||
self.puck_scored_tex = bs.gettexture('landMineLit')
|
||||
self._puck_sound = bui.getsound('metalHit')
|
||||
self.puck_material = bs.Material()
|
||||
self._fake_wall_material = bs.Material()
|
||||
self.HIGHEST = 0
|
||||
self._fake_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self.puck_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', True))
|
||||
self.puck_material.add_actions(
|
||||
conditions=(
|
||||
('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
# self.puck_material.add_actions(conditions=('they_have_material',
|
||||
# shared.footing_material),
|
||||
# actions=('impact_sound',
|
||||
# self._puck_sound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the puck
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect',
|
||||
self._handle_puck_player_collide), ))
|
||||
|
||||
# We want the puck to kill powerups; not get stopped by them
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
PowerupBoxFactory.get().powerup_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'their_node', 'at_connect', bs.DieMessage())))
|
||||
# self.puck_material.add_actions(
|
||||
# conditions=('they_have_material',shared.footing_material)
|
||||
# actions=(('modify_part_collision', 'collide',
|
||||
# True), ('modify_part_collision', 'physical', True),
|
||||
# ('call', 'at_connect', self._handle_egg_collision))
|
||||
# )
|
||||
self._score_region_material = bs.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_score)))
|
||||
self.main_ground_material = bs.Material()
|
||||
|
||||
self.main_ground_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_egg_collision)))
|
||||
|
||||
self._puck_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[List[bs.NodeActor]] = None
|
||||
self._puck: Optional[Puck] = None
|
||||
self._pucks = []
|
||||
self._score_to_win = int(settings['Score to Win'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return "Throw Egg as far u can"
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return "Throw Egg as far u can"
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
if self._time_limit == 0.0:
|
||||
self._time_limit = 60
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# self.setup_standard_powerup_drops()
|
||||
self._puck_spawn_pos = self.map.get_flag_position(None)
|
||||
self._spawn_puck()
|
||||
self._spawn_puck()
|
||||
self._spawn_puck()
|
||||
self._spawn_puck()
|
||||
self._spawn_puck()
|
||||
|
||||
# Set up the two score regions.
|
||||
defs = self.map.defs
|
||||
self._score_regions = []
|
||||
pos = (11.88630542755127, 0.3009839951992035, 1.33331298828125)
|
||||
# mat=bs.Material()
|
||||
# mat.add_actions(
|
||||
|
||||
# actions=( ('modify_part_collision','physical',True),
|
||||
# ('modify_part_collision','collide',True))
|
||||
# )
|
||||
# self._score_regions.append(
|
||||
# bs.NodeActor(
|
||||
# bs.newnode('region',
|
||||
# attrs={
|
||||
# 'position': pos,
|
||||
# 'scale': (2,3,5),
|
||||
# 'type': 'box',
|
||||
# 'materials': [self._score_region_material]
|
||||
# })))
|
||||
# pos=(-11.88630542755127, 0.3009839951992035, 1.33331298828125)
|
||||
# self._score_regions.append(
|
||||
# bs.NodeActor(
|
||||
# bs.newnode('region',
|
||||
# attrs={
|
||||
# 'position': pos,
|
||||
# 'scale': (2,3,5),
|
||||
# 'type': 'box',
|
||||
# 'materials': [self._score_region_material]
|
||||
# })))
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': (-9.21, defs.boxes['goal2'][0:3][1], defs.boxes['goal2'][0:3][2]),
|
||||
'scale': defs.boxes['goal2'][6:9],
|
||||
'type': 'box',
|
||||
'materials': (self._fake_wall_material, )
|
||||
})))
|
||||
pos = (0, 0.1, -5)
|
||||
self.main_ground = bs.newnode('region', attrs={'position': pos, 'scale': (
|
||||
25, 0.001, 22), 'type': 'box', 'materials': [self.main_ground_material]})
|
||||
self._update_scoreboard()
|
||||
self._chant_sound.play()
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def _handle_puck_player_collide(self) -> None:
|
||||
collision = bs.getcollision()
|
||||
try:
|
||||
puck = collision.sourcenode.getdelegate(Puck, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
puck.last_players_to_touch = player
|
||||
|
||||
def _kill_puck(self) -> None:
|
||||
self._puck = None
|
||||
|
||||
def _handle_egg_collision(self) -> None:
|
||||
|
||||
no = bs.getcollision().opposingnode
|
||||
pos = no.position
|
||||
egg = no.getdelegate(Puck)
|
||||
source_player = egg.last_players_to_touch
|
||||
if source_player == None or pos[0] < -8 or not source_player.node.exists():
|
||||
return
|
||||
|
||||
try:
|
||||
col = source_player.team.color
|
||||
self.flagg = Flag(pos, touchable=False, color=col).autoretain()
|
||||
self.flagg.is_area_of_interest = True
|
||||
player_pos = source_player.node.position
|
||||
|
||||
distance = math.sqrt(pow(player_pos[0]-pos[0], 2) + pow(player_pos[2]-pos[2], 2))
|
||||
|
||||
dis_mark = bs.newnode('text',
|
||||
|
||||
attrs={
|
||||
'text': str(round(distance, 2))+"m",
|
||||
'in_world': True,
|
||||
'scale': 0.02,
|
||||
'h_align': 'center',
|
||||
'position': (pos[0], 1.6, pos[2]),
|
||||
'color': col
|
||||
})
|
||||
bs.animate(dis_mark, 'scale', {
|
||||
0.0: 0, 0.5: 0.01
|
||||
})
|
||||
if distance > self.HIGHEST:
|
||||
self.HIGHEST = distance
|
||||
self.stats.player_scored(
|
||||
source_player,
|
||||
10,
|
||||
big_message=False)
|
||||
|
||||
no.delete()
|
||||
bs.timer(2, self._spawn_puck)
|
||||
source_player.team.score = int(distance)
|
||||
|
||||
except ():
|
||||
pass
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
|
||||
zoo = random.randrange(-4, 5)
|
||||
pos = (-11.204887390136719, 0.2998693287372589, zoo)
|
||||
spaz = self.spawn_player_spaz(
|
||||
player, position=pos, angle=90)
|
||||
assert spaz.node
|
||||
|
||||
# Prevent controlling of characters before the start of the race.
|
||||
|
||||
return spaz
|
||||
|
||||
def _handle_score(self) -> None:
|
||||
"""A point has been scored."""
|
||||
|
||||
assert self._puck is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
# Our puck might stick around for a second or two
|
||||
# we don't want it to be able to score again.
|
||||
if self._puck.scored:
|
||||
return
|
||||
|
||||
region = bs.getcollision().sourcenode
|
||||
index = 0
|
||||
for index in range(len(self._score_regions)):
|
||||
if region == self._score_regions[index].node:
|
||||
break
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
# Tell all players to celebrate.
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(bs.CelebrateMessage(2.0))
|
||||
|
||||
# If we've got the player from the scoring team that last
|
||||
# touched us, give them points.
|
||||
if (scoring_team.id in self._puck.last_players_to_touch
|
||||
and self._puck.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._puck.last_players_to_touch[scoring_team.id],
|
||||
20,
|
||||
big_message=True)
|
||||
|
||||
# End game if we won.
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
self._foghorn_sound.play()
|
||||
self._cheer_sound.play()
|
||||
|
||||
# self._puck.scored = True
|
||||
|
||||
# Change puck texture to something cool
|
||||
# self._puck.node.color_texture = self.puck_scored_tex
|
||||
# Kill the puck (it'll respawn itself shortly).
|
||||
bs.timer(1.0, self._kill_puck)
|
||||
|
||||
# light = bs.newnode('light',
|
||||
# attrs={
|
||||
# 'position': bs.getcollision().position,
|
||||
# 'height_attenuated': False,
|
||||
# 'color': (1, 0, 0)
|
||||
# })
|
||||
# bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
|
||||
# bs.timer(1.0, light.delete)
|
||||
|
||||
bs.cameraflash(duration=10.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
# for team in self.teams:
|
||||
# self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
# Respawn dead players if they're still in the game.
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior...
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
|
||||
# Respawn dead pucks.
|
||||
elif isinstance(msg, PuckDiedMessage):
|
||||
if not self.has_ended():
|
||||
bs.timer(3.0, self._spawn_puck)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _flash_puck_spawn(self) -> None:
|
||||
# light = bs.newnode('light',
|
||||
# attrs={
|
||||
# 'position': self._puck_spawn_pos,
|
||||
# 'height_attenuated': False,
|
||||
# 'color': (1, 0, 0)
|
||||
# })
|
||||
# bs.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||||
# bs.timer(1.0, light.delete)
|
||||
pass
|
||||
|
||||
def _spawn_puck(self) -> None:
|
||||
# self._swipsound.play()
|
||||
# self._whistle_sound.play()
|
||||
self._flash_puck_spawn()
|
||||
assert self._puck_spawn_pos is not None
|
||||
zoo = random.randrange(-5, 6)
|
||||
pos = (-11.204887390136719, 0.2998693287372589, zoo)
|
||||
self._pucks.append(Puck(position=pos))
|
||||
339
dist/ba_root/mods/games/fat_pigs.py
vendored
Normal file
339
dist/ba_root/mods/games/fat_pigs.py
vendored
Normal file
|
|
@ -0,0 +1,339 @@
|
|||
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
|
||||
# ba_meta require api 8
|
||||
|
||||
# - - - - - - - - - - - - - - - - - - - - -
|
||||
# - Fat-Pigs! by Zacker Tz || Zacker#5505 -
|
||||
# - Version 0.01 :v -
|
||||
# - - - - - - - - - - - - - - - - - - - - -
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import random
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.bomb import Bomb
|
||||
from bascenev1lib.actor.onscreentimer import OnScreenTimer
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Union, Sequence, Optional
|
||||
|
||||
# - - - - - - - Mini - Settings - - - - - - - - - - - - - - - - #
|
||||
|
||||
zkBombs_limit = 3 # Number of bombs you can use | Default = 3
|
||||
zkPunch = False # Enable/Disable punchs | Default = False
|
||||
zkPickup = False # Enable/Disable pickup | Default = False
|
||||
|
||||
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - #
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class FatPigs(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = 'Fat-Pigs!'
|
||||
description = 'Survive...'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=0.25,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
|
||||
# In teams mode, a suicide gives a point to the other team, but in
|
||||
# free-for-all it subtracts from your own score. By default we clamp
|
||||
# this at zero to benefit new players, but pro players might like to
|
||||
# be able to go negative. (to avoid a strategy of just
|
||||
# suiciding until you get a good drop)
|
||||
if issubclass(sessiontype, bs.FreeForAllSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Allow Negative Scores', default=False))
|
||||
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['Courtyard', 'Rampage', 'Monkey Face', 'Lake Frigid', 'Step Right Up']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._meteor_time = 2.0
|
||||
self._score_to_win: Optional[int] = None
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
# self._text_credit = bool(settings['Credits'])
|
||||
self._kills_to_win_per_player = int(
|
||||
settings['Kills to Win Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False))
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Crush ${ARG1} of your enemies.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'kill ${ARG1} enemies', self._score_to_win
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# self.setup_standard_powerup_drops()
|
||||
# Ambiente
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = (0.8, 1.2, 0.8)
|
||||
gnode.ambient_color = (0.7, 1.0, 0.6)
|
||||
gnode.vignette_outer = (0.4, 0.6, 0.4) # C
|
||||
# gnode.vignette_inner = (0.9, 0.9, 0.9)
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
max(1, max(len(t.players) for t in self.teams)))
|
||||
self._update_scoreboard()
|
||||
|
||||
delay = 5.0 if len(self.players) > 2 else 2.5
|
||||
if self._epic_mode:
|
||||
delay *= 0.25
|
||||
bs.timer(delay, self._decrement_meteor_time, repeat=False)
|
||||
|
||||
# Kick off the first wave in a few seconds.
|
||||
delay = 3.0
|
||||
if self._epic_mode:
|
||||
delay *= 0.25
|
||||
bs.timer(delay, self._set_meteor_timer)
|
||||
|
||||
# self._timer = OnScreenTimer()
|
||||
# self._timer.start()
|
||||
|
||||
# Check for immediate end (if we've only got 1 player, etc).
|
||||
bs.timer(5.0, self._check_end_game)
|
||||
|
||||
t = bs.newnode('text',
|
||||
attrs={'text': "Minigame by Zacker Tz",
|
||||
'scale': 0.7,
|
||||
'position': (0.001, 625),
|
||||
'shadow': 0.5,
|
||||
'opacity': 0.7,
|
||||
'flatness': 1.2,
|
||||
'color': (0.6, 1, 0.6),
|
||||
'h_align': 'center',
|
||||
'v_attach': 'bottom'})
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
|
||||
# Let's reconnect this player's controls to this
|
||||
# spaz but *without* the ability to attack or pick stuff up.
|
||||
spaz.connect_controls_to_player(enable_punch=zkPunch,
|
||||
enable_bomb=True,
|
||||
enable_pickup=zkPickup)
|
||||
|
||||
spaz.bomb_count = zkBombs_limit
|
||||
spaz._max_bomb_count = zkBombs_limit
|
||||
spaz.bomb_type_default = 'sticky'
|
||||
spaz.bomb_type = 'sticky'
|
||||
|
||||
# cerdo gordo
|
||||
spaz.node.color_mask_texture = bs.gettexture('melColorMask')
|
||||
spaz.node.color_texture = bs.gettexture('melColor')
|
||||
spaz.node.head_mesh = bs.getmesh('melHead')
|
||||
spaz.node.hand_mesh = bs.getmesh('melHand')
|
||||
spaz.node.torso_mesh = bs.getmesh('melTorso')
|
||||
spaz.node.pelvis_mesh = bs.getmesh('kronkPelvis')
|
||||
spaz.node.upper_arm_mesh = bs.getmesh('melUpperArm')
|
||||
spaz.node.forearm_mesh = bs.getmesh('melForeArm')
|
||||
spaz.node.upper_leg_mesh = bs.getmesh('melUpperLeg')
|
||||
spaz.node.lower_leg_mesh = bs.getmesh('melLowerLeg')
|
||||
spaz.node.toes_mesh = bs.getmesh('melToes')
|
||||
spaz.node.style = 'mel'
|
||||
# Sounds cerdo gordo
|
||||
mel_sounds = [bs.getsound('mel01'), bs.getsound('mel02'), bs.getsound('mel03'), bs.getsound('mel04'), bs.getsound('mel05'),
|
||||
bs.getsound('mel06'), bs.getsound('mel07'), bs.getsound('mel08'), bs.getsound('mel09'), bs.getsound('mel10')]
|
||||
spaz.node.jump_sounds = mel_sounds
|
||||
spaz.node.attack_sounds = mel_sounds
|
||||
spaz.node.impact_sounds = mel_sounds
|
||||
spaz.node.pickup_sounds = mel_sounds
|
||||
spaz.node.death_sounds = [bs.getsound('melDeath01')]
|
||||
spaz.node.fall_sounds = [bs.getsound('melFall01')]
|
||||
|
||||
def _set_meteor_timer(self) -> None:
|
||||
bs.timer((1.0 + 0.2 * random.random()) * self._meteor_time,
|
||||
self._drop_bomb_cluster)
|
||||
|
||||
def _drop_bomb_cluster(self) -> None:
|
||||
|
||||
# Random note: code like this is a handy way to plot out extents
|
||||
# and debug things.
|
||||
loc_test = False
|
||||
if loc_test:
|
||||
bs.newnode('locator', attrs={'position': (8, 6, -5.5)})
|
||||
bs.newnode('locator', attrs={'position': (8, 6, -2.3)})
|
||||
bs.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
|
||||
bs.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
|
||||
|
||||
# Drop several bombs in series.
|
||||
delay = 0.0
|
||||
for _i in range(random.randrange(1, 3)):
|
||||
# Drop them somewhere within our bounds with velocity pointing
|
||||
# toward the opposite side.
|
||||
pos = (-7.3 + 15.3 * random.random(), 11,
|
||||
-5.5 + 2.1 * random.random())
|
||||
dropdir = (-1.0 if pos[0] > 0 else 1.0)
|
||||
vel = ((-5.0 + random.random() * 30.0) * dropdir, -4.0, 0)
|
||||
bs.timer(delay, babase.Call(self._drop_bomb, pos, vel))
|
||||
delay += 0.1
|
||||
self._set_meteor_timer()
|
||||
|
||||
def _drop_bomb(self, position: Sequence[float],
|
||||
velocity: Sequence[float]) -> None:
|
||||
Bomb(position=position, velocity=velocity, bomb_type='sticky').autoretain()
|
||||
|
||||
def _decrement_meteor_time(self) -> None:
|
||||
self._meteor_time = max(0.01, self._meteor_time * 0.9)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
self.respawn_player(player)
|
||||
|
||||
killer = msg.getkillerplayer(Player)
|
||||
if killer is None:
|
||||
return None
|
||||
|
||||
# Handle team-kills.
|
||||
if killer.team is player.team:
|
||||
|
||||
# In free-for-all, killing yourself loses you a point.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
new_score = player.team.score - 1
|
||||
if not self._allow_negative_scores:
|
||||
new_score = max(0, new_score)
|
||||
player.team.score = new_score
|
||||
|
||||
# In teams-mode it gives a point to the other team.
|
||||
else:
|
||||
self._dingsound.play()
|
||||
for team in self.teams:
|
||||
if team is not killer.team:
|
||||
team.score += 1
|
||||
|
||||
# Killing someone on another team nets a kill.
|
||||
else:
|
||||
killer.team.score += 1
|
||||
self._dingsound.play()
|
||||
|
||||
# In FFA show scores since its hard to find on the scoreboard.
|
||||
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
|
||||
killer.actor.set_score_text(str(killer.team.score) + '/' +
|
||||
str(self._score_to_win),
|
||||
color=killer.team.color,
|
||||
flash=True)
|
||||
|
||||
self._update_scoreboard()
|
||||
|
||||
# If someone has won, set a timer to end shortly.
|
||||
# (allows the dust to clear and draws to occur if deaths are
|
||||
# close enough)
|
||||
assert self._score_to_win is not None
|
||||
if any(team.score >= self._score_to_win for team in self.teams):
|
||||
bs.timer(0.5, self.end_game)
|
||||
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _check_end_game(self) -> None:
|
||||
living_team_count = 0
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
living_team_count += 1
|
||||
break
|
||||
|
||||
# In co-op, we go till everyone is dead.. otherwise we go
|
||||
# until one team remains.
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 1:
|
||||
self.end_game()
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score,
|
||||
self._score_to_win)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
35
dist/ba_root/mods/games/gravity_falls.py
vendored
Normal file
35
dist/ba_root/mods/games/gravity_falls.py
vendored
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
# Ported to api 8 by brostos using baport.(https://github.com/bombsquad-community/baport)
|
||||
# Made by MattZ45986 on GitHub
|
||||
# Ported by: Freaku / @[Just] Freak#4999
|
||||
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.game.elimination import EliminationGame
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class GFGame(EliminationGame):
|
||||
name = 'Gravity Falls'
|
||||
|
||||
def spawn_player(self, player):
|
||||
actor = self.spawn_player_spaz(player, (0, 5, 0))
|
||||
if not self._solo_mode:
|
||||
bs.timer(0.3, babase.Call(self._print_lives, player))
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
bs.timer(1, babase.Call(self.raise_player, player))
|
||||
return actor
|
||||
|
||||
def raise_player(self, player):
|
||||
if player.is_alive():
|
||||
try:
|
||||
player.actor.node.handlemessage(
|
||||
"impulse", player.actor.node.position[0], player.actor.node.position[1]+.5, player.actor.node.position[2], 0, 5, 0, 3, 10, 0, 0, 0, 5, 0)
|
||||
except:
|
||||
pass
|
||||
bs.timer(0.05, babase.Call(self.raise_player, player))
|
||||
1061
dist/ba_root/mods/games/hot_potato.py
vendored
Normal file
1061
dist/ba_root/mods/games/hot_potato.py
vendored
Normal file
File diff suppressed because it is too large
Load diff
1238
dist/ba_root/mods/games/hyper_race.py
vendored
Normal file
1238
dist/ba_root/mods/games/hyper_race.py
vendored
Normal file
File diff suppressed because it is too large
Load diff
526
dist/ba_root/mods/games/infection.py
vendored
Normal file
526
dist/ba_root/mods/games/infection.py
vendored
Normal file
|
|
@ -0,0 +1,526 @@
|
|||
"""New Duel / Created by: byANG3L"""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import _babase
|
||||
import random
|
||||
from bascenev1lib.actor.bomb import Bomb
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.onscreentimer import OnScreenTimer
|
||||
|
||||
if TYPE_CHECKING:
|
||||
pass
|
||||
|
||||
lang = bs.app.lang.language
|
||||
if lang == 'Spanish':
|
||||
name = 'Infección'
|
||||
description = '¡Se está extendiendo!'
|
||||
instance_description = '¡Evite la propagación!'
|
||||
mines = 'Minas'
|
||||
enable_bombs = 'Habilitar Bombas'
|
||||
extra_mines = 'Seg/Mina Extra'
|
||||
max_infected_size = 'Tamaño Máx. de Infección'
|
||||
max_size_increases = 'Incrementar Tamaño Cada'
|
||||
infection_spread_rate = 'Velocidad de Infección'
|
||||
faster = 'Muy Rápido'
|
||||
fast = 'Rápido'
|
||||
normal = 'Normal'
|
||||
slow = 'Lento'
|
||||
slowest = 'Muy Lento'
|
||||
insane = 'Insano'
|
||||
else:
|
||||
name = 'Infection'
|
||||
description = "It's spreading!"
|
||||
instance_description = 'Avoid the spread!'
|
||||
mines = 'Mines'
|
||||
enable_bombs = 'Enable Bombs'
|
||||
extra_mines = 'Sec/Extra Mine'
|
||||
max_infected_size = 'Max Infected Size'
|
||||
max_size_increases = 'Max Size Increases Every'
|
||||
infection_spread_rate = 'Infection Spread Rate'
|
||||
faster = 'Faster'
|
||||
fast = 'Fast'
|
||||
normal = 'Normal'
|
||||
slow = 'Slow'
|
||||
slowest = 'Slowest'
|
||||
insane = 'Insane'
|
||||
|
||||
|
||||
def ba_get_api_version():
|
||||
return 8
|
||||
|
||||
|
||||
def ba_get_levels():
|
||||
return [bs._level.Level(
|
||||
name,
|
||||
gametype=Infection,
|
||||
settings={},
|
||||
preview_texture_name='footballStadiumPreview')]
|
||||
|
||||
|
||||
class myMine(Bomb):
|
||||
# reason for the mine class is so we can add the death zone
|
||||
def __init__(self,
|
||||
pos: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
Bomb.__init__(self, position=pos, bomb_type='land_mine')
|
||||
showInSpace = False
|
||||
self.died = False
|
||||
self.rad = 0.3
|
||||
self.zone = bs.newnode(
|
||||
'locator',
|
||||
attrs={
|
||||
'shape': 'circle',
|
||||
'position': self.node.position,
|
||||
'color': (1, 0, 0),
|
||||
'opacity': 0.5,
|
||||
'draw_beauty': showInSpace,
|
||||
'additive': True})
|
||||
bs.animate_array(
|
||||
self.zone,
|
||||
'size',
|
||||
1,
|
||||
{0: [0.0], 0.05: [2*self.rad]})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if not self.died:
|
||||
self.getactivity().mine_count -= 1
|
||||
self.died = True
|
||||
bs.animate_array(
|
||||
self.zone,
|
||||
'size',
|
||||
1,
|
||||
{0: [2*self.rad], 0.05: [0]})
|
||||
self.zone = None
|
||||
super().handlemessage(msg)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.survival_seconds: Optional[int] = None
|
||||
self.death_time: Optional[float] = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class Infection(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = name
|
||||
description = description
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
mines,
|
||||
min_value=5,
|
||||
default=10,
|
||||
increment=5,
|
||||
),
|
||||
bs.BoolSetting(enable_bombs, default=True),
|
||||
bs.IntSetting(
|
||||
extra_mines,
|
||||
min_value=1,
|
||||
default=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntSetting(
|
||||
max_infected_size,
|
||||
min_value=4,
|
||||
default=6,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
max_size_increases,
|
||||
choices=[
|
||||
('10s', 10),
|
||||
('20s', 20),
|
||||
('30s', 30),
|
||||
('1 Minute', 60),
|
||||
],
|
||||
default=20,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
infection_spread_rate,
|
||||
choices=[
|
||||
(slowest, 0.01),
|
||||
(slow, 0.02),
|
||||
(normal, 0.03),
|
||||
(fast, 0.04),
|
||||
(faster, 0.05),
|
||||
(insane, 0.08),
|
||||
],
|
||||
default=0.03,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.CoopSession)
|
||||
or issubclass(sessiontype, bs.MultiTeamSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return ['Doom Shroom', 'Rampage', 'Hockey Stadium',
|
||||
'Crag Castle', 'Big G', 'Football Stadium']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self.mines: List = []
|
||||
self._update_rate = 0.1
|
||||
self._last_player_death_time = None
|
||||
self._start_time: Optional[float] = None
|
||||
self._timer: Optional[OnScreenTimer] = None
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._max_mines = int(settings[mines])
|
||||
self._extra_mines = int(settings[extra_mines])
|
||||
self._enable_bombs = bool(settings[enable_bombs])
|
||||
self._max_size = int(settings[max_infected_size])
|
||||
self._max_size_increases = float(settings[max_size_increases])
|
||||
self._growth_rate = float(settings[infection_spread_rate])
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.SURVIVAL)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return instance_description
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return instance_description
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = bs.time()
|
||||
self.mine_count = 0
|
||||
bs.timer(self._update_rate,
|
||||
bs.WeakCall(self._mine_update),
|
||||
repeat=True)
|
||||
bs.timer(self._max_size_increases*1.0,
|
||||
bs.WeakCall(self._max_size_update),
|
||||
repeat=True)
|
||||
bs.timer(self._extra_mines*1.0,
|
||||
bs.WeakCall(self._max_mine_update),
|
||||
repeat=True)
|
||||
self._timer = OnScreenTimer()
|
||||
self._timer.start()
|
||||
|
||||
# Check for immediate end (if we've only got 1 player, etc).
|
||||
bs.timer(5.0, self._check_end_game)
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
if self.has_begun():
|
||||
assert self._timer is not None
|
||||
player.survival_seconds = self._timer.getstarttime()
|
||||
bs.broadcastmessage(
|
||||
babase.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),
|
||||
)
|
||||
return
|
||||
self.spawn_player(player)
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
self._check_end_game()
|
||||
|
||||
def _max_mine_update(self) -> None:
|
||||
self._max_mines += 1
|
||||
|
||||
def _max_size_update(self) -> None:
|
||||
self._max_size += 1
|
||||
|
||||
def _mine_update(self) -> None:
|
||||
# print self.mineCount
|
||||
# purge dead mines, update their animantion, check if players died
|
||||
for m in self.mines:
|
||||
if not m.node:
|
||||
self.mines.remove(m)
|
||||
else:
|
||||
# First, check if any player is within the current death zone
|
||||
for player in self.players:
|
||||
if not player.actor is None:
|
||||
if player.actor.is_alive():
|
||||
p1 = player.actor.node.position
|
||||
p2 = m.node.position
|
||||
diff = (babase.Vec3(p1[0]-p2[0],
|
||||
0.0,
|
||||
p1[2]-p2[2]))
|
||||
dist = (diff.length())
|
||||
if dist < m.rad:
|
||||
player.actor.handlemessage(bs.DieMessage())
|
||||
# Now tell the circle to grow to the new size
|
||||
if m.rad < self._max_size:
|
||||
bs.animate_array(
|
||||
m.zone, 'size', 1,
|
||||
{0: [m.rad*2],
|
||||
self._update_rate: [(m.rad+self._growth_rate)*2]})
|
||||
# Tell the circle to be the new size.
|
||||
# This will be the new check radius next time.
|
||||
m.rad += self._growth_rate
|
||||
# make a new mine if needed.
|
||||
if self.mine_count < self._max_mines:
|
||||
pos = self.getRandomPowerupPoint()
|
||||
self.mine_count += 1
|
||||
self._flash_mine(pos)
|
||||
bs.timer(0.95, babase.Call(self._make_mine, pos))
|
||||
|
||||
def _make_mine(self, posn: Sequence[float]) -> None:
|
||||
m = myMine(pos=posn)
|
||||
m.arm()
|
||||
self.mines.append(m)
|
||||
|
||||
def _flash_mine(self, pos: Sequence[float]) -> None:
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': pos,
|
||||
'color': (1, 0.2, 0.2),
|
||||
'radius': 0.1,
|
||||
'height_attenuated': False
|
||||
})
|
||||
bs.animate(light, 'intensity', {0.0: 0, 0.1: 1.0, 0.2: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, int(team.survival_seconds))
|
||||
self.end(results=results, announce_delay=0.8)
|
||||
|
||||
def _flash_player(self, player: Player, scale: float) -> None:
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
assert player.actor.node
|
||||
pos = player.actor.node.position
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': pos,
|
||||
'color': (1, 1, 0),
|
||||
'height_attenuated': False,
|
||||
'radius': 0.4
|
||||
})
|
||||
bs.timer(0.5, light.delete)
|
||||
bs.animate(light, 'intensity', {0: 0, 0.1: 1.0 * scale, 0.5: 0})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
death_time = bs.time()
|
||||
msg.getplayer(Player).death_time = death_time
|
||||
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
# Teams will still show up if we check now.. check in
|
||||
# the next cycle.
|
||||
babase.pushcall(self._check_end_game)
|
||||
|
||||
# Also record this for a final setting of the clock.
|
||||
self._last_player_death_time = death_time
|
||||
else:
|
||||
bs.timer(1.0, self._check_end_game)
|
||||
|
||||
else:
|
||||
# Default handler:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _check_end_game(self) -> None:
|
||||
living_team_count = 0
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
living_team_count += 1
|
||||
break
|
||||
|
||||
# In co-op, we go till everyone is dead.. otherwise we go
|
||||
# until one team remains.
|
||||
if isinstance(self.session, bs.CoopSession):
|
||||
if living_team_count <= 0:
|
||||
self.end_game()
|
||||
else:
|
||||
if living_team_count <= 1:
|
||||
self.end_game()
|
||||
|
||||
def spawn_player(self, player: PlayerType) -> bs.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
|
||||
# Let's reconnect this player's controls to this
|
||||
# spaz but *without* the ability to attack or pick stuff up.
|
||||
spaz.connect_controls_to_player(enable_punch=False,
|
||||
enable_bomb=self._enable_bombs,
|
||||
enable_pickup=False)
|
||||
|
||||
# Also lets have them make some noise when they die.
|
||||
spaz.play_big_death_sound = True
|
||||
return spaz
|
||||
|
||||
def spawn_player_spaz(self,
|
||||
player: PlayerType,
|
||||
position: Sequence[float] = (0, 0, 0),
|
||||
angle: float = None) -> PlayerSpaz:
|
||||
"""Create and wire up a bs.PlayerSpaz for the provided bs.Player."""
|
||||
# pylint: disable=too-many-locals
|
||||
# pylint: disable=cyclic-import
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = babase._math.normalized_color(color)
|
||||
display_color = _babase.safecolor(color, target_intensity=0.75)
|
||||
spaz = PlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
# If this is co-op and we're on Courtyard or Runaround, add the
|
||||
# material that allows us to collide with the player-walls.
|
||||
# FIXME: Need to generalize this.
|
||||
if isinstance(self.session, bs.CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
return spaz
|
||||
|
||||
def getRandomPowerupPoint(self) -> None:
|
||||
# So far, randomized points only figured out for mostly rectangular maps.
|
||||
# Boxes will still fall through holes, but shouldn't be terrible problem (hopefully)
|
||||
# If you add stuff here, need to add to "supported maps" above.
|
||||
# ['Doom Shroom', 'Rampage', 'Hockey Stadium', 'Courtyard', 'Crag Castle', 'Big G', 'Football Stadium']
|
||||
myMap = self.map.getname()
|
||||
# print(myMap)
|
||||
if myMap == 'Doom Shroom':
|
||||
while True:
|
||||
x = random.uniform(-1.0, 1.0)
|
||||
y = random.uniform(-1.0, 1.0)
|
||||
if x*x+y*y < 1.0:
|
||||
break
|
||||
return ((8.0*x, 2.5, -3.5+5.0*y))
|
||||
elif myMap == 'Rampage':
|
||||
x = random.uniform(-6.0, 7.0)
|
||||
y = random.uniform(-6.0, -2.5)
|
||||
return ((x, 5.2, y))
|
||||
elif myMap == 'Hockey Stadium':
|
||||
x = random.uniform(-11.5, 11.5)
|
||||
y = random.uniform(-4.5, 4.5)
|
||||
return ((x, 0.2, y))
|
||||
elif myMap == 'Courtyard':
|
||||
x = random.uniform(-4.3, 4.3)
|
||||
y = random.uniform(-4.4, 0.3)
|
||||
return ((x, 3.0, y))
|
||||
elif myMap == 'Crag Castle':
|
||||
x = random.uniform(-6.7, 8.0)
|
||||
y = random.uniform(-6.0, 0.0)
|
||||
return ((x, 10.0, y))
|
||||
elif myMap == 'Big G':
|
||||
x = random.uniform(-8.7, 8.0)
|
||||
y = random.uniform(-7.5, 6.5)
|
||||
return ((x, 3.5, y))
|
||||
elif myMap == 'Football Stadium':
|
||||
x = random.uniform(-12.5, 12.5)
|
||||
y = random.uniform(-5.0, 5.5)
|
||||
return ((x, 0.32, y))
|
||||
else:
|
||||
x = random.uniform(-5.0, 5.0)
|
||||
y = random.uniform(-6.0, 0.0)
|
||||
return ((x, 8.0, y))
|
||||
|
||||
def end_game(self) -> None:
|
||||
cur_time = bs.time()
|
||||
assert self._timer is not None
|
||||
start_time = self._timer.getstarttime()
|
||||
|
||||
# Mark death-time as now for any still-living players
|
||||
# and award players points for how long they lasted.
|
||||
# (these per-player scores are only meaningful in team-games)
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
survived = False
|
||||
|
||||
# Throw an extra fudge factor in so teams that
|
||||
# didn't die come out ahead of teams that did.
|
||||
if player.death_time is None:
|
||||
survived = True
|
||||
player.death_time = cur_time + 1
|
||||
|
||||
# Award a per-player score depending on how many seconds
|
||||
# they lasted (per-player scores only affect teams mode;
|
||||
# everywhere else just looks at the per-team score).
|
||||
score = int(player.death_time - self._timer.getstarttime())
|
||||
if survived:
|
||||
score += 50 # A bit extra for survivors.
|
||||
self.stats.player_scored(player, score, screenmessage=False)
|
||||
|
||||
# Stop updating our time text, and set the final time to match
|
||||
# exactly when our last guy died.
|
||||
self._timer.stop(endtime=self._last_player_death_time)
|
||||
|
||||
# Ok now calc game results: set a score for each team and then tell
|
||||
# the game to end.
|
||||
results = bs.GameResults()
|
||||
|
||||
# Remember that 'free-for-all' mode is simply a special form
|
||||
# of 'teams' mode where each player gets their own team, so we can
|
||||
# just always deal in teams and have all cases covered.
|
||||
for team in self.teams:
|
||||
|
||||
# Set the team score to the max time survived by any player on
|
||||
# that team.
|
||||
longest_life = 0.0
|
||||
for player in team.players:
|
||||
assert player.death_time is not None
|
||||
longest_life = max(longest_life,
|
||||
player.death_time - start_time)
|
||||
|
||||
# Submit the score value in milliseconds.
|
||||
results.set_team_score(team, int(1000.0 * longest_life))
|
||||
|
||||
self.end(results=results)
|
||||
333
dist/ba_root/mods/games/invisible_one.py
vendored
Normal file
333
dist/ba_root/mods/games/invisible_one.py
vendored
Normal file
|
|
@ -0,0 +1,333 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
# By itsre3
|
||||
# =>3<=
|
||||
# Don't mind my spelling. i realized that they were not correct after making last change and saving
|
||||
# Besides that, enjoy.......!!
|
||||
"""Provides the chosen-one mini-game."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.flag import Flag
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Dict, Optional, Sequence, Union
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.chosen_light: Optional[bs.NodeActor] = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self, time_remaining: int) -> None:
|
||||
self.time_remaining = time_remaining
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class InvicibleOneGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""
|
||||
Game involving trying to remain the one 'invisible one'
|
||||
for a set length of time while everyone else tries to
|
||||
kill you and become the invisible one themselves.
|
||||
"""
|
||||
|
||||
name = 'Invisible One'
|
||||
description = ('Be the invisible one for a length of time to win.\n'
|
||||
'Kill the invisible one to become it.')
|
||||
available_settings = [
|
||||
bs.IntSetting(
|
||||
'Invicible One Time',
|
||||
min_value=10,
|
||||
default=30,
|
||||
increment=10,
|
||||
),
|
||||
bs.BoolSetting('Invicible one is lazy', default=True),
|
||||
bs.BoolSetting('Night mode', default=False),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
scoreconfig = bs.ScoreConfig(label='Time Held')
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return bs.app.classic.getmaps('keep_away')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._invicible_one_player: Optional[Player] = None
|
||||
self._swipsound = bs.getsound('swip')
|
||||
self._countdownsounds: Dict[int, babase.Sound] = {
|
||||
10: bs.getsound('announceTen'),
|
||||
9: bs.getsound('announceNine'),
|
||||
8: bs.getsound('announceEight'),
|
||||
7: bs.getsound('announceSeven'),
|
||||
6: bs.getsound('announceSix'),
|
||||
5: bs.getsound('announceFive'),
|
||||
4: bs.getsound('announceFour'),
|
||||
3: bs.getsound('announceThree'),
|
||||
2: bs.getsound('announceTwo'),
|
||||
1: bs.getsound('announceOne')
|
||||
}
|
||||
self._flag_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._reset_region_material: Optional[bs.Material] = None
|
||||
self._flag: Optional[Flag] = None
|
||||
self._reset_region: Optional[bs.Node] = None
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._invicible_one_time = int(settings['Invicible One Time'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._invicible_one_is_lazy = bool(settings['Invicible one is lazy'])
|
||||
self._night_mode = bool(settings['Night mode'])
|
||||
|
||||
# Base class overrides
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.CHOSEN_ONE)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Show your invisibility powers.'
|
||||
|
||||
def create_team(self, sessionteam: bs.SessionTeam) -> Team:
|
||||
return Team(time_remaining=self._invicible_one_time)
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
if self._get_invicible_one_player() is player:
|
||||
self._set_invicible_one_player(None)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
shared = SharedObjects.get()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self._flag_spawn_pos = self.map.get_flag_position(None)
|
||||
Flag.project_stand(self._flag_spawn_pos)
|
||||
self._set_invicible_one_player(None)
|
||||
if self._night_mode:
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = (0.4, 0.4, 0.4)
|
||||
|
||||
pos = self._flag_spawn_pos
|
||||
bs.timer(1.0, call=self._tick, repeat=True)
|
||||
|
||||
mat = self._reset_region_material = bs.Material()
|
||||
mat.add_actions(
|
||||
conditions=(
|
||||
'they_have_material',
|
||||
shared.player_material,
|
||||
),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect',
|
||||
bs.WeakCall(self._handle_reset_collide)),
|
||||
),
|
||||
)
|
||||
|
||||
self._reset_region = bs.newnode('region',
|
||||
attrs={
|
||||
'position': (pos[0], pos[1] + 0.75,
|
||||
pos[2]),
|
||||
'scale': (0.5, 0.5, 0.5),
|
||||
'type': 'sphere',
|
||||
'materials': [mat]
|
||||
})
|
||||
|
||||
def _get_invicible_one_player(self) -> Optional[Player]:
|
||||
# Should never return invalid references; return None in that case.
|
||||
if self._invicible_one_player:
|
||||
return self._invicible_one_player
|
||||
return None
|
||||
|
||||
def _handle_reset_collide(self) -> None:
|
||||
# If we have a chosen one, ignore these.
|
||||
if self._get_invicible_one_player() is not None:
|
||||
return
|
||||
|
||||
# Attempt to get a Player controlling a Spaz that we hit.
|
||||
try:
|
||||
player = bs.getcollision().opposingnode.getdelegate(
|
||||
PlayerSpaz, True).getplayer(Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
if player.is_alive():
|
||||
self._set_invicible_one_player(player)
|
||||
|
||||
def _flash_flag_spawn(self) -> None:
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': self._flag_spawn_pos,
|
||||
'color': (1, 1, 1),
|
||||
'radius': 0.3,
|
||||
'height_attenuated': False
|
||||
})
|
||||
bs.animate(light, 'intensity', {0: 0, 0.25: 0.5, 0.5: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
def _tick(self) -> None:
|
||||
|
||||
# Give the chosen one points.
|
||||
player = self._get_invicible_one_player()
|
||||
if player is not None:
|
||||
|
||||
# This shouldn't happen, but just in case.
|
||||
if not player.is_alive():
|
||||
babase.print_error('got dead player as chosen one in _tick')
|
||||
self._set_invicible_one_player(None)
|
||||
else:
|
||||
scoring_team = player.team
|
||||
assert self.stats
|
||||
self.stats.player_scored(player,
|
||||
3,
|
||||
screenmessage=False,
|
||||
display=False)
|
||||
|
||||
scoring_team.time_remaining = max(
|
||||
0, scoring_team.time_remaining - 1)
|
||||
|
||||
self._update_scoreboard()
|
||||
|
||||
# announce numbers we have sounds for
|
||||
if scoring_team.time_remaining in self._countdownsounds:
|
||||
self._countdownsounds[scoring_team.time_remaining].play()
|
||||
# Winner!
|
||||
if scoring_team.time_remaining <= 0:
|
||||
self.end_game()
|
||||
|
||||
else:
|
||||
# (player is None)
|
||||
# This shouldn't happen, but just in case.
|
||||
# (Chosen-one player ceasing to exist should
|
||||
# trigger on_player_leave which resets chosen-one)
|
||||
if self._invicible_one_player is not None:
|
||||
babase.print_error('got nonexistent player as chosen one in _tick')
|
||||
self._set_invicible_one_player(None)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team,
|
||||
self._invicible_one_time - team.time_remaining)
|
||||
self.end(results=results, announce_delay=0)
|
||||
|
||||
def _set_invicible_one_player(self, player: Optional[Player]) -> None:
|
||||
existing = self._get_invicible_one_player()
|
||||
if existing:
|
||||
existing.chosen_light = None
|
||||
self._swipsound.play()
|
||||
if not player:
|
||||
assert self._flag_spawn_pos is not None
|
||||
self._flag = Flag(color=(1, 0.9, 0.2),
|
||||
position=self._flag_spawn_pos,
|
||||
touchable=False)
|
||||
self._invicible_one_player = None
|
||||
|
||||
# Create a light to highlight the flag;
|
||||
# this will go away when the flag dies.
|
||||
bs.newnode('light',
|
||||
owner=self._flag.node,
|
||||
attrs={
|
||||
'position': self._flag_spawn_pos,
|
||||
'intensity': 0.6,
|
||||
'height_attenuated': False,
|
||||
'volume_intensity_scale': 0.1,
|
||||
'radius': 0.1,
|
||||
'color': (1.2, 1.2, 0.4)
|
||||
})
|
||||
|
||||
# Also an extra momentary flash.
|
||||
self._flash_flag_spawn()
|
||||
else:
|
||||
if player.actor:
|
||||
self._flag = None
|
||||
self._invicible_one_player = player
|
||||
|
||||
if self._invicible_one_is_lazy:
|
||||
player.actor.connect_controls_to_player(
|
||||
enable_punch=False, enable_pickup=False, enable_bomb=False)
|
||||
if player.actor.node.torso_mesh != None:
|
||||
player.actor.node.color_mask_texture = None
|
||||
player.actor.node.color_texture = None
|
||||
player.actor.node.head_mesh = None
|
||||
player.actor.node.torso_mesh = None
|
||||
player.actor.node.upper_arm_mesh = None
|
||||
player.actor.node.forearm_mesh = None
|
||||
player.actor.node.pelvis_mesh = None
|
||||
player.actor.node.toes_mesh = None
|
||||
player.actor.node.upper_leg_mesh = None
|
||||
player.actor.node.lower_leg_mesh = None
|
||||
player.actor.node.hand_mesh = None
|
||||
player.actor.node.style = 'cyborg'
|
||||
invi_sound = []
|
||||
player.actor.node.jump_sounds = invi_sound
|
||||
player.actor.attack_sounds = invi_sound
|
||||
player.actor.impact_sounds = invi_sound
|
||||
player.actor.pickup_sounds = invi_sound
|
||||
player.actor.death_sounds = invi_sound
|
||||
player.actor.fall_sounds = invi_sound
|
||||
|
||||
player.actor.node.name = ''
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
player = msg.getplayer(Player)
|
||||
if player is self._get_invicible_one_player():
|
||||
killerplayer = msg.getkillerplayer(Player)
|
||||
self._set_invicible_one_player(None if (
|
||||
killerplayer is None or killerplayer is player
|
||||
or not killerplayer.is_alive()) else killerplayer)
|
||||
self.respawn_player(player)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team,
|
||||
team.time_remaining,
|
||||
self._invicible_one_time,
|
||||
countdown=True)
|
||||
689
dist/ba_root/mods/games/laser_tracer.py
vendored
Normal file
689
dist/ba_root/mods/games/laser_tracer.py
vendored
Normal file
|
|
@ -0,0 +1,689 @@
|
|||
|
||||
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
# https://youtu.be/wTgwZKiykQw?si=Cr0ybDYAcKCUNFN4
|
||||
# https://discord.gg/ucyaesh
|
||||
# https://bombsquad-community.web.app/home
|
||||
# by: Mr.Smoothy
|
||||
|
||||
"""Elimination mini-game."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Optional, Union
|
||||
import random
|
||||
|
||||
|
||||
class Icon(bs.Actor):
|
||||
"""Creates in in-game icon on screen."""
|
||||
|
||||
def __init__(self,
|
||||
player: Player,
|
||||
position: tuple[float, float],
|
||||
scale: float,
|
||||
show_lives: bool = True,
|
||||
show_death: bool = True,
|
||||
name_scale: float = 1.0,
|
||||
name_maxwidth: float = 115.0,
|
||||
flatness: float = 1.0,
|
||||
shadow: float = 1.0):
|
||||
super().__init__()
|
||||
|
||||
self._player = player
|
||||
self._show_lives = show_lives
|
||||
self._show_death = show_death
|
||||
self._name_scale = name_scale
|
||||
self._outline_tex = bs.gettexture('characterIconMask')
|
||||
|
||||
icon = player.get_icon()
|
||||
self.node = bs.newnode('image',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'texture': icon['texture'],
|
||||
'tint_texture': icon['tint_texture'],
|
||||
'tint_color': icon['tint_color'],
|
||||
'vr_depth': 400,
|
||||
'tint2_color': icon['tint2_color'],
|
||||
'mask_texture': self._outline_tex,
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'attach': 'bottomCenter'
|
||||
})
|
||||
self._name_text = bs.newnode(
|
||||
'text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'text': babase.Lstr(value=player.getname()),
|
||||
'color': babase.safecolor(player.team.color),
|
||||
'h_align': 'center',
|
||||
'v_align': 'center',
|
||||
'vr_depth': 410,
|
||||
'maxwidth': name_maxwidth,
|
||||
'shadow': shadow,
|
||||
'flatness': flatness,
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
if self._show_lives:
|
||||
self._lives_text = bs.newnode('text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'text': 'x0',
|
||||
'color': (1, 1, 0.5),
|
||||
'h_align': 'left',
|
||||
'vr_depth': 430,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
self.set_position_and_scale(position, scale)
|
||||
|
||||
def set_position_and_scale(self, position: tuple[float, float],
|
||||
scale: float) -> None:
|
||||
"""(Re)position the icon."""
|
||||
assert self.node
|
||||
self.node.position = position
|
||||
self.node.scale = [70.0 * scale]
|
||||
self._name_text.position = (position[0], position[1] + scale * 52.0)
|
||||
self._name_text.scale = 1.0 * scale * self._name_scale
|
||||
if self._show_lives:
|
||||
self._lives_text.position = (position[0] + scale * 10.0,
|
||||
position[1] - scale * 43.0)
|
||||
self._lives_text.scale = 1.0 * scale
|
||||
|
||||
def update_for_lives(self) -> None:
|
||||
"""Update for the target player's current lives."""
|
||||
if self._player:
|
||||
lives = self._player.lives
|
||||
else:
|
||||
lives = 0
|
||||
if self._show_lives:
|
||||
if lives > 0:
|
||||
self._lives_text.text = 'x' + str(lives - 1)
|
||||
else:
|
||||
self._lives_text.text = ''
|
||||
if lives == 0:
|
||||
self._name_text.opacity = 0.2
|
||||
assert self.node
|
||||
self.node.color = (0.7, 0.3, 0.3)
|
||||
self.node.opacity = 0.2
|
||||
|
||||
def handle_player_spawned(self) -> None:
|
||||
"""Our player spawned; hooray!"""
|
||||
if not self.node:
|
||||
return
|
||||
self.node.opacity = 1.0
|
||||
self.update_for_lives()
|
||||
|
||||
def handle_player_died(self) -> None:
|
||||
"""Well poo; our player died."""
|
||||
if not self.node:
|
||||
return
|
||||
if self._show_death:
|
||||
bs.animate(
|
||||
self.node, 'opacity', {
|
||||
0.00: 1.0,
|
||||
0.05: 0.0,
|
||||
0.10: 1.0,
|
||||
0.15: 0.0,
|
||||
0.20: 1.0,
|
||||
0.25: 0.0,
|
||||
0.30: 1.0,
|
||||
0.35: 0.0,
|
||||
0.40: 1.0,
|
||||
0.45: 0.0,
|
||||
0.50: 1.0,
|
||||
0.55: 0.2
|
||||
})
|
||||
lives = self._player.lives
|
||||
if lives == 0:
|
||||
bs.timer(0.6, self.update_for_lives)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
self.node.delete()
|
||||
return None
|
||||
return super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.lives = 0
|
||||
self.icons: list[Icon] = []
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.survival_seconds: Optional[int] = None
|
||||
self.spawn_order: list[Player] = []
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class LasorTracerGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Game type where last player(s) left alive win."""
|
||||
|
||||
name = 'Laser Tracer'
|
||||
description = 'Last remaining alive wins.'
|
||||
scoreconfig = bs.ScoreConfig(label='Survived',
|
||||
scoretype=bs.ScoreType.SECONDS,
|
||||
none_is_winner=True)
|
||||
# Show messages when players die since it's meaningful here.
|
||||
announce_player_deaths = True
|
||||
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Lives Per Player',
|
||||
default=1,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(bs.BoolSetting('Solo Mode', default=False))
|
||||
settings.append(
|
||||
bs.BoolSetting('Balance Total Lives', default=False))
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ["Courtyard"]
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._start_time: Optional[float] = None
|
||||
self._vs_text: Optional[bs.Actor] = None
|
||||
self._round_end_timer: Optional[bs.Timer] = None
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._lives_per_player = 1
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._balance_total_lives = bool(
|
||||
settings.get('Balance Total Lives', False))
|
||||
self._solo_mode = bool(settings.get('Solo Mode', False))
|
||||
|
||||
# Base class overrides:
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
self.laser_material = bs.Material()
|
||||
self.laser_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
shared.player_material),
|
||||
actions=(('modify_part_collision', 'collide', True),
|
||||
('message', 'their_node', 'at_connect', bs.DieMessage()))
|
||||
)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Last team standing wins.' if isinstance(
|
||||
self.session, bs.DualTeamSession) else 'Last one standing wins.'
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'last team standing wins' if isinstance(
|
||||
self.session, bs.DualTeamSession) else 'last one standing wins'
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
player.lives = self._lives_per_player
|
||||
|
||||
if self._solo_mode:
|
||||
player.team.spawn_order.append(player)
|
||||
self._update_solo_mode()
|
||||
else:
|
||||
# Create our icon and spawn.
|
||||
# player.icons = [Icon(player, position=(0, 50), scale=0.8)]
|
||||
if player.lives > 0:
|
||||
self.spawn_player(player)
|
||||
|
||||
# Don't waste time doing this until begin.
|
||||
if self.has_begun():
|
||||
self._update_icons()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = bs.time()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# self.setup_standard_powerup_drops()
|
||||
self.add_wall()
|
||||
self.create_laser()
|
||||
if self._solo_mode:
|
||||
self._vs_text = bs.NodeActor(
|
||||
bs.newnode('text',
|
||||
attrs={
|
||||
'position': (0, 105),
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'maxwidth': 200,
|
||||
'shadow': 0.5,
|
||||
'vr_depth': 390,
|
||||
'scale': 0.6,
|
||||
'v_attach': 'bottom',
|
||||
'color': (0.8, 0.8, 0.3, 1.0),
|
||||
'text': babase.Lstr(resource='vsText')
|
||||
}))
|
||||
|
||||
# If balance-team-lives is on, add lives to the smaller team until
|
||||
# total lives match.
|
||||
if (isinstance(self.session, bs.DualTeamSession)
|
||||
and self._balance_total_lives and self.teams[0].players
|
||||
and self.teams[1].players):
|
||||
if self._get_total_team_lives(
|
||||
self.teams[0]) < self._get_total_team_lives(self.teams[1]):
|
||||
lesser_team = self.teams[0]
|
||||
greater_team = self.teams[1]
|
||||
else:
|
||||
lesser_team = self.teams[1]
|
||||
greater_team = self.teams[0]
|
||||
add_index = 0
|
||||
while (self._get_total_team_lives(lesser_team) <
|
||||
self._get_total_team_lives(greater_team)):
|
||||
lesser_team.players[add_index].lives += 1
|
||||
add_index = (add_index + 1) % len(lesser_team.players)
|
||||
|
||||
self._update_icons()
|
||||
|
||||
# We could check game-over conditions at explicit trigger points,
|
||||
# but lets just do the simple thing and poll it.
|
||||
bs.timer(1.0, self._update, repeat=True)
|
||||
|
||||
def _update_solo_mode(self) -> None:
|
||||
# For both teams, find the first player on the spawn order list with
|
||||
# lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
break
|
||||
|
||||
def _update_icons(self) -> None:
|
||||
return
|
||||
# lets do nothing ;Eat 5 Star
|
||||
# pylint: disable=too-many-branches
|
||||
|
||||
# In free-for-all mode, everyone is just lined up along the bottom.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
count = len(self.teams)
|
||||
x_offs = 85
|
||||
xval = x_offs * (count - 1) * -0.5
|
||||
for team in self.teams:
|
||||
if len(team.players) == 1:
|
||||
player = team.players[0]
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
# In teams mode we split up teams.
|
||||
else:
|
||||
if self._solo_mode:
|
||||
# First off, clear out all icons.
|
||||
for player in self.players:
|
||||
player.icons = []
|
||||
|
||||
# Now for each team, cycle through our available players
|
||||
# adding icons.
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -60
|
||||
x_offs = -78
|
||||
else:
|
||||
xval = 60
|
||||
x_offs = 78
|
||||
is_first = True
|
||||
test_lives = 1
|
||||
while True:
|
||||
players_with_lives = [
|
||||
p for p in team.spawn_order
|
||||
if p and p.lives >= test_lives
|
||||
]
|
||||
if not players_with_lives:
|
||||
break
|
||||
for player in players_with_lives:
|
||||
player.icons.append(
|
||||
Icon(player,
|
||||
position=(xval, (40 if is_first else 25)),
|
||||
scale=1.0 if is_first else 0.5,
|
||||
name_maxwidth=130 if is_first else 75,
|
||||
name_scale=0.8 if is_first else 1.0,
|
||||
flatness=0.0 if is_first else 1.0,
|
||||
shadow=0.5 if is_first else 1.0,
|
||||
show_death=is_first,
|
||||
show_lives=False))
|
||||
xval += x_offs * (0.8 if is_first else 0.56)
|
||||
is_first = False
|
||||
test_lives += 1
|
||||
# Non-solo mode.
|
||||
else:
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -50
|
||||
x_offs = -85
|
||||
else:
|
||||
xval = 50
|
||||
x_offs = 85
|
||||
for player in team.players:
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
def _get_spawn_point(self, player: Player) -> Optional[babase.Vec3]:
|
||||
del player # Unused.
|
||||
|
||||
# In solo-mode, if there's an existing live player on the map, spawn at
|
||||
# whichever spot is farthest from them (keeps the action spread out).
|
||||
if self._solo_mode:
|
||||
living_player = None
|
||||
living_player_pos = None
|
||||
for team in self.teams:
|
||||
for tplayer in team.players:
|
||||
if tplayer.is_alive():
|
||||
assert tplayer.node
|
||||
ppos = tplayer.node.position
|
||||
living_player = tplayer
|
||||
living_player_pos = ppos
|
||||
break
|
||||
if living_player:
|
||||
assert living_player_pos is not None
|
||||
player_pos = babase.Vec3(living_player_pos)
|
||||
points: list[tuple[float, babase.Vec3]] = []
|
||||
for team in self.teams:
|
||||
start_pos = babase.Vec3(
|
||||
self.map.get_start_position(team.id))
|
||||
points.append(
|
||||
((start_pos - player_pos).length(), start_pos))
|
||||
# Hmm.. we need to sorting vectors too?
|
||||
points.sort(key=lambda x: x[0])
|
||||
return points[-1][1]
|
||||
return None
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
|
||||
actor.connect_controls_to_player(enable_punch=False,
|
||||
enable_bomb=False,
|
||||
enable_pickup=False)
|
||||
if not self._solo_mode:
|
||||
bs.timer(0.3, babase.Call(self._print_lives, player))
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
return actor
|
||||
|
||||
def _print_lives(self, player: Player) -> None:
|
||||
from bascenev1lib.actor import popuptext
|
||||
|
||||
# We get called in a timer so it's possible our player has left/etc.
|
||||
if not player or not player.is_alive() or not player.node:
|
||||
return
|
||||
|
||||
popuptext.PopupText('x' + str(player.lives - 1),
|
||||
color=(1, 1, 0, 1),
|
||||
offset=(0, -0.8, 0),
|
||||
random_offset=0.0,
|
||||
scale=1.8,
|
||||
position=player.node.position).autoretain()
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
player.icons = []
|
||||
|
||||
# Remove us from spawn-order.
|
||||
if self._solo_mode:
|
||||
if player in player.team.spawn_order:
|
||||
player.team.spawn_order.remove(player)
|
||||
|
||||
# Update icons in a moment since our team will be gone from the
|
||||
# list then.
|
||||
bs.timer(0, self._update_icons)
|
||||
|
||||
# If the player to leave was the last in spawn order and had
|
||||
# their final turn currently in-progress, mark the survival time
|
||||
# for their team.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() - self._start_time)
|
||||
|
||||
def _get_total_team_lives(self, team: Team) -> int:
|
||||
return sum(player.lives for player in team.players)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
|
||||
player.lives -= 1
|
||||
if player.lives < 0:
|
||||
babase.print_error(
|
||||
"Got lives < 0 in Elim; this shouldn't happen. solo:" +
|
||||
str(self._solo_mode))
|
||||
player.lives = 0
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
|
||||
# Play big death sound on our last death
|
||||
# or for every one in solo mode.
|
||||
if self._solo_mode or player.lives == 0:
|
||||
SpazFactory.get().single_player_death_sound.play()
|
||||
|
||||
# If we hit zero lives, we're dead (and our team might be too).
|
||||
if player.lives == 0:
|
||||
# If the whole team is now dead, mark their survival time.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() -
|
||||
self._start_time)
|
||||
else:
|
||||
# Otherwise, in regular mode, respawn.
|
||||
if not self._solo_mode:
|
||||
self.respawn_player(player)
|
||||
|
||||
# In solo, put ourself at the back of the spawn order.
|
||||
if self._solo_mode:
|
||||
player.team.spawn_order.remove(player)
|
||||
player.team.spawn_order.append(player)
|
||||
|
||||
def _update(self) -> None:
|
||||
if self._solo_mode:
|
||||
# For both teams, find the first player on the spawn order
|
||||
# list with lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
self._update_icons()
|
||||
break
|
||||
|
||||
# If we're down to 1 or fewer living teams, start a timer to end
|
||||
# the game (allows the dust to settle and draws to occur if deaths
|
||||
# are close enough).
|
||||
if len(self._get_living_teams()) < 2:
|
||||
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||
|
||||
def _get_living_teams(self) -> list[Team]:
|
||||
return [
|
||||
team for team in self.teams
|
||||
if len(team.players) > 0 and any(player.lives > 0
|
||||
for player in team.players)
|
||||
]
|
||||
|
||||
def end_game(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
results = bs.GameResults()
|
||||
self._vs_text = None # Kill our 'vs' if its there.
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.survival_seconds)
|
||||
self.end(results=results)
|
||||
|
||||
def add_wall(self):
|
||||
# FIXME: Chop this into vr and non-vr chunks.
|
||||
shared = SharedObjects.get()
|
||||
pwm = bs.Material()
|
||||
cwwm = bs.Material()
|
||||
pwm.add_actions(
|
||||
actions=('modify_part_collision', 'friction', 0.0))
|
||||
# anything that needs to hit the wall should apply this.
|
||||
|
||||
pwm.add_actions(
|
||||
conditions=('they_have_material',
|
||||
shared.player_material),
|
||||
actions=('modify_part_collision', 'collide', True))
|
||||
cmesh = bs.getcollisionmesh('courtyardPlayerWall')
|
||||
self.player_wall = bs.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'collision_mesh': cmesh,
|
||||
'affect_bg_dynamics': False,
|
||||
'materials': [pwm]
|
||||
})
|
||||
|
||||
def create_laser(self) -> None:
|
||||
bs.timer(6, babase.Call(self.LRlaser, True))
|
||||
|
||||
bs.timer(7, babase.Call(self.UDlaser, True))
|
||||
bs.timer(30, babase.Call(self.create_laser))
|
||||
|
||||
def LRlaser(self, left):
|
||||
ud_1_r = bs.newnode('region', attrs={'position': (-5, 2.6, 0), 'scale': (
|
||||
0.1, 0.6, 15), 'type': 'box', 'materials': [self.laser_material]})
|
||||
shields = []
|
||||
x = -6
|
||||
for i in range(0, 30):
|
||||
x = x+0.4
|
||||
node = bs.newnode('shield', owner=ud_1_r, attrs={
|
||||
'color': (1, 0, 0), 'radius': 0.28})
|
||||
mnode = bs.newnode('math',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input1': (0, 0.0, x),
|
||||
'operation': 'add'
|
||||
})
|
||||
ud_1_r.connectattr('position', mnode, 'input2')
|
||||
mnode.connectattr('output', node, 'position')
|
||||
|
||||
_rcombine = bs.newnode('combine',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input1': 2.6,
|
||||
'input2': -2,
|
||||
'size': 3
|
||||
})
|
||||
if left:
|
||||
x1 = -10
|
||||
x2 = 10
|
||||
else:
|
||||
x1 = 10
|
||||
x2 = -10
|
||||
bs.animate(_rcombine, 'input0', {
|
||||
0: x1,
|
||||
20: x2
|
||||
})
|
||||
_rcombine.connectattr('output', ud_1_r, 'position')
|
||||
bs.timer(20, babase.Call(ud_1_r.delete))
|
||||
t = random.randrange(7, 13)
|
||||
bs.timer(t, babase.Call(self.LRlaser, random.randrange(0, 2)))
|
||||
|
||||
def UDlaser(self, up):
|
||||
ud_2_r = bs.newnode('region', attrs={'position': (-3, 2.6, -6), 'scale': (
|
||||
20, 0.6, 0.1), 'type': 'box', 'materials': [self.laser_material]})
|
||||
shields = []
|
||||
x = -6
|
||||
for i in range(0, 40):
|
||||
x = x+0.4
|
||||
node = bs.newnode('shield', owner=ud_2_r, attrs={
|
||||
'color': (1, 0, 0), 'radius': 0.28})
|
||||
mnode = bs.newnode('math',
|
||||
owner=ud_2_r,
|
||||
attrs={
|
||||
'input1': (x, 0.0, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
ud_2_r.connectattr('position', mnode, 'input2')
|
||||
mnode.connectattr('output', node, 'position')
|
||||
|
||||
_rcombine = bs.newnode('combine',
|
||||
owner=ud_2_r,
|
||||
attrs={
|
||||
'input0': -2,
|
||||
'input1': 2.6,
|
||||
'size': 3
|
||||
})
|
||||
if up:
|
||||
x1 = -9
|
||||
x2 = 6
|
||||
else:
|
||||
x1 = 6
|
||||
x2 = -9
|
||||
bs.animate(_rcombine, 'input2', {
|
||||
0: x1,
|
||||
17: x2
|
||||
})
|
||||
_rcombine.connectattr('output', ud_2_r, 'position')
|
||||
|
||||
bs.timer(17, babase.Call(ud_2_r.delete))
|
||||
t = random.randrange(6, 13)
|
||||
bs.timer(t, babase.Call(self.UDlaser, random.randrange(0, 2)))
|
||||
691
dist/ba_root/mods/games/last_punch_stand.py
vendored
691
dist/ba_root/mods/games/last_punch_stand.py
vendored
|
|
@ -1,416 +1,275 @@
|
|||
# ba_meta require api 8
|
||||
|
||||
from typing import Sequence
|
||||
import random
|
||||
import bascenev1, babase, baclassic, baplus, bauiv1
|
||||
from bascenev1lib.actor.spaz import Spaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
|
||||
|
||||
class Player(bascenev1.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
class Team(bascenev1.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
self.score = 1
|
||||
|
||||
class ChoosingThingHitMessage:
|
||||
def __init__(self, hitter:Player) -> None:
|
||||
self.hitter = hitter
|
||||
|
||||
class ChoosingThingDieMessage:
|
||||
def __init__(self, how:bascenev1.DeathType) -> None:
|
||||
self.how = how
|
||||
|
||||
class ChoosingThing():
|
||||
def __init__(self, pos, color) -> None:
|
||||
pass
|
||||
|
||||
def recolor(self, color:list[int | float], highlight:list[int, float] = (1,1,1)):
|
||||
raise NotImplementedError()
|
||||
|
||||
def is_dead(self):
|
||||
raise NotImplementedError()
|
||||
|
||||
def _is_dead(self):
|
||||
return self.is_dead()
|
||||
|
||||
def create_locator(self, node:bascenev1.Node, pos, color):
|
||||
loc = bascenev1.newnode(
|
||||
'locator',
|
||||
attrs={
|
||||
'shape': 'circleOutline',
|
||||
'position': pos,
|
||||
'color': color,
|
||||
'opacity': 1,
|
||||
'draw_beauty': False,
|
||||
'additive': True,
|
||||
},
|
||||
)
|
||||
node.connectattr("position", loc, "position")
|
||||
bascenev1.animate_array(loc, "size", 1, keys={0:[0.5,], 1:[2,], 1.5:[0.5]}, loop=True)
|
||||
|
||||
return loc
|
||||
|
||||
dead = property(_is_dead)
|
||||
|
||||
class ChoosingSpaz(Spaz, ChoosingThing):
|
||||
def __init__(
|
||||
self,
|
||||
pos:Sequence[float],
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0),
|
||||
highlight: Sequence[float] = (0.5, 0.5, 0.5),
|
||||
):
|
||||
super().__init__(color, highlight, "Spaz", None, True, True, False, False)
|
||||
self.stand(pos)
|
||||
self.loc = self.create_locator(self.node, pos, color)
|
||||
|
||||
def handlemessage(self, msg):
|
||||
if isinstance(msg, bascenev1.FreezeMessage):
|
||||
return
|
||||
|
||||
if isinstance(msg, bascenev1.PowerupMessage):
|
||||
if not(msg.poweruptype == "health"):
|
||||
return
|
||||
|
||||
super().handlemessage(msg)
|
||||
|
||||
if isinstance(msg, bascenev1.HitMessage):
|
||||
self.handlemessage(bascenev1.PowerupMessage("health"))
|
||||
|
||||
player = msg.get_source_player(Player)
|
||||
if self.is_alive():
|
||||
self.activity.handlemessage(ChoosingThingHitMessage(player))
|
||||
|
||||
elif isinstance(msg, bascenev1.DieMessage):
|
||||
self._dead = True
|
||||
self.activity.handlemessage(ChoosingThingDieMessage(msg.how))
|
||||
|
||||
self.loc.delete()
|
||||
|
||||
def stand(self, pos = (0,0,0), angle = 0):
|
||||
self.handlemessage(bascenev1.StandMessage(pos,angle))
|
||||
|
||||
def recolor(self, color, highlight = (1,1,1)):
|
||||
self.node.color = color
|
||||
self.node.highlight = highlight
|
||||
self.loc.color = color
|
||||
|
||||
def is_dead(self):
|
||||
return self._dead
|
||||
|
||||
class ChoosingBall(bascenev1.Actor, ChoosingThing):
|
||||
def __init__(self, pos, color = (0.5,0.5,0.5)) -> None:
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
|
||||
pos = (pos[0], pos[1] + 2, pos[2])
|
||||
|
||||
# We want the puck to kill powerups; not get stopped by them
|
||||
self.puck_material = bascenev1.Material()
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
PowerupBoxFactory.get().powerup_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'their_node', 'at_connect', bascenev1.DieMessage())))
|
||||
|
||||
#fontSmall0 jumpsuitColor menuBG operaSingerColor rgbStripes zoeColor
|
||||
self.node = bascenev1.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': bascenev1.getmesh('frostyPelvis'),
|
||||
'color_texture':
|
||||
bascenev1.gettexture('gameCenterIcon'),
|
||||
'body': 'sphere',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.2],
|
||||
'shadow_size': 0.5,
|
||||
'is_area_of_interest': True,
|
||||
'position': pos,
|
||||
"materials": [shared.object_material, self.puck_material]
|
||||
})
|
||||
#seince this ball allways jumps a specefic direction when it spawned, we just jump it randomly
|
||||
self.node.handlemessage(
|
||||
'impulse',
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
0,
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
random.uniform(-10, 10),
|
||||
)
|
||||
|
||||
self.loc = self.create_locator(self.node, pos, color)
|
||||
|
||||
self._died = False
|
||||
|
||||
def handlemessage(self, msg):
|
||||
if isinstance(msg, bascenev1.HitMessage):
|
||||
player = msg.get_source_player(Player)
|
||||
self.activity.handlemessage(ChoosingThingHitMessage(player))
|
||||
|
||||
mag = msg.magnitude
|
||||
velocity_mag = msg.velocity_magnitude
|
||||
|
||||
self.node.handlemessage(
|
||||
'impulse',
|
||||
msg.pos[0],
|
||||
msg.pos[1],
|
||||
msg.pos[2],
|
||||
msg.velocity[0],
|
||||
msg.velocity[1],
|
||||
msg.velocity[2],
|
||||
mag,
|
||||
velocity_mag,
|
||||
msg.radius,
|
||||
1,
|
||||
msg.force_direction[0],
|
||||
msg.force_direction[1],
|
||||
msg.force_direction[2],
|
||||
)
|
||||
|
||||
elif isinstance(msg, bascenev1.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
self.loc.delete()
|
||||
|
||||
self._died = True
|
||||
self.activity.handlemessage(ChoosingThingDieMessage(msg.how))
|
||||
|
||||
return super().handlemessage(msg)
|
||||
|
||||
def exists(self) -> bool:
|
||||
return not self.dead
|
||||
|
||||
def is_alive(self) -> bool:
|
||||
return not self.dead
|
||||
|
||||
def recolor(self, color: list[int | float], highlight: list[int] = (1, 1, 1)):
|
||||
self.loc.color = color
|
||||
|
||||
def is_dead(self):
|
||||
return self._died
|
||||
|
||||
class ChooseBilbord(bascenev1.Actor):
|
||||
def __init__(self, player:Player, delay = 0.1) -> None:
|
||||
super().__init__()
|
||||
|
||||
icon = player.get_icon()
|
||||
self.scale = 100
|
||||
|
||||
self.node = bascenev1.newnode(
|
||||
'image',
|
||||
delegate=self,
|
||||
attrs={
|
||||
"position":(60,-125),
|
||||
'texture': icon['texture'],
|
||||
'tint_texture': icon['tint_texture'],
|
||||
'tint_color': icon['tint_color'],
|
||||
'tint2_color': icon['tint2_color'],
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'attach': "topLeft"
|
||||
},
|
||||
)
|
||||
|
||||
self.name_node = bascenev1.newnode(
|
||||
'text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'position': (60,-185),
|
||||
'text': bascenev1.Lstr(value=player.getname()),
|
||||
'color': bascenev1.safecolor(player.team.color),
|
||||
'h_align': 'center',
|
||||
'v_align': 'center',
|
||||
'vr_depth': 410,
|
||||
'flatness': 1.0,
|
||||
'h_attach': 'left',
|
||||
'v_attach': 'top',
|
||||
'maxwidth':self.scale
|
||||
},
|
||||
)
|
||||
|
||||
bascenev1.animate_array(self.node, "scale", keys={0 + delay:[0,0], 0.05 + delay:[self.scale, self.scale]}, size=1)
|
||||
bascenev1.animate(self.name_node, "scale", {0 + delay:0, 0.07 + delay:1})
|
||||
|
||||
def handlemessage(self, msg):
|
||||
super().handlemessage(msg)
|
||||
if isinstance(msg, bascenev1.DieMessage):
|
||||
bascenev1.animate_array(self.node, "scale", keys={0:self.node.scale, 0.05:[0,0]}, size=1)
|
||||
bascenev1.animate(self.name_node, "scale", {0:self.name_node.scale, 0.07:0})
|
||||
|
||||
def __delete():
|
||||
self.node.delete()
|
||||
self.name_node.delete()
|
||||
|
||||
bascenev1.timer(0.2, __delete)
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class LastPunchStand(bascenev1.TeamGameActivity[Player, Team]):
|
||||
name = "Last Punch Stand"
|
||||
description = "Last one punchs the choosing thing wins"
|
||||
tips = [
|
||||
'keep punching the choosing thing to be last punched player at times up!',
|
||||
'you can not frezz the choosing spaz',
|
||||
"evry time you punch the choosing thing, you will get one point",
|
||||
]
|
||||
|
||||
default_music = bascenev1.MusicType.TO_THE_DEATH
|
||||
|
||||
def get_instance_display_string(self) -> bascenev1.Lstr:
|
||||
name = self.name
|
||||
if self.settings_raw["Ball Mode"]:
|
||||
name += " Ball Mode"
|
||||
|
||||
return name
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
if self.settings_raw["Ball Mode"]:
|
||||
return "Punch the Ball"
|
||||
else:
|
||||
return "Punch the Spaz"
|
||||
|
||||
available_settings = [
|
||||
bascenev1.BoolSetting("Ball Mode", False),
|
||||
bascenev1.FloatSetting("min time limit (in seconds)", 50.0, min_value=30.0),
|
||||
bascenev1.FloatSetting("max time limit (in seconds)", 160.0, 60),
|
||||
]
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._min_timelimit = settings["min time limit (in seconds)"]
|
||||
self._max_timelimit = settings["max time limit (in seconds)"]
|
||||
self.ball_mod:bool = settings["Ball Mode"]
|
||||
if (self._min_timelimit > self._max_timelimit):
|
||||
self._max_timelimit = self._min_timelimit
|
||||
|
||||
self._choosing_thing_defcolor = (0.5,0.5,0.5)
|
||||
self.choosing_thing:ChoosingThing = None
|
||||
self.choosed_player = None
|
||||
self.times_uped = False
|
||||
self.scoreboard = Scoreboard()
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bascenev1.Session]) -> list[str]:
|
||||
assert bascenev1.app.classic is not None
|
||||
return bascenev1.app.classic.getmaps('team_flag')
|
||||
|
||||
def times_up(self):
|
||||
self.times_uped = True
|
||||
self.end_game()
|
||||
|
||||
for player in self.players:
|
||||
try:
|
||||
if self.choosed_player and player and (player.team.id != self.choosed_player.team.id):
|
||||
player.actor._cursed = True
|
||||
player.actor.curse_explode()
|
||||
except AttributeError:
|
||||
pass
|
||||
|
||||
def __get_thing_spawn_point(self):
|
||||
if len(self.map.flag_points_default) > 0:
|
||||
return self.map.get_flag_position(None)
|
||||
elif len(self.map.tnt_points) > 0:
|
||||
return self.map.tnt_points[random.randint(0, len(self.map.tnt_points)-1)]
|
||||
else:
|
||||
return (0, 6, 0)
|
||||
|
||||
def spaw_bot(self):
|
||||
"spawns a choosing bot"
|
||||
if self.ball_mod:
|
||||
self.choosing_thing = ChoosingBall(self.__get_thing_spawn_point())
|
||||
else:
|
||||
self.choosing_thing = ChoosingSpaz(self.__get_thing_spawn_point())
|
||||
self.choose_bilbord = None
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
time_limit = random.randint(self._min_timelimit, self._max_timelimit)
|
||||
self.spaw_bot()
|
||||
bascenev1.timer(time_limit, self.times_up)
|
||||
|
||||
self.setup_standard_powerup_drops(False)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bascenev1.GameResults()
|
||||
total = 0
|
||||
|
||||
for team in self.teams:
|
||||
total = team.score
|
||||
|
||||
for team in self.teams:
|
||||
if self.choosed_player and (team.id == self.choosed_player.team.id): team.score += total
|
||||
results.set_team_score(team, team.score)
|
||||
|
||||
self.end(results=results)
|
||||
|
||||
def change_choosed_player(self, hitter:Player):
|
||||
if hitter == self.choosed_player:
|
||||
return
|
||||
|
||||
if hitter:
|
||||
self.choosing_thing.recolor(hitter.color, hitter.highlight)
|
||||
self.choosed_player = hitter
|
||||
hitter.team.score += 1
|
||||
self.choose_bilbord = ChooseBilbord(hitter)
|
||||
self.hide_score_board()
|
||||
else:
|
||||
self.choosing_thing.recolor(self._choosing_thing_defcolor)
|
||||
self.choosed_player = None
|
||||
self.choose_bilbord = None
|
||||
self.show_score_board()
|
||||
|
||||
def show_score_board(self):
|
||||
self.scoreboard = Scoreboard()
|
||||
for team in self.teams:
|
||||
self.scoreboard.set_team_value(team, team.score)
|
||||
|
||||
def hide_score_board(self):
|
||||
self.scoreboard = None
|
||||
|
||||
def _watch_dog_(self):
|
||||
"checks if choosing spaz exists"
|
||||
#choosing spaz wont respawn if death type if generic
|
||||
#this becuse we dont want to keep respawn him when he dies because of losing referce
|
||||
#but sometimes "choosing spaz" dies naturaly and his death type is generic! so it wont respawn back again
|
||||
#thats why we have this function; to check if spaz exits in the case that he didnt respawned
|
||||
|
||||
if self.choosing_thing:
|
||||
if self.choosing_thing.dead:
|
||||
self.spaw_bot()
|
||||
else:
|
||||
self.spaw_bot()
|
||||
|
||||
def handlemessage(self, msg):
|
||||
super().handlemessage(msg)
|
||||
|
||||
if isinstance(msg, ChoosingThingHitMessage):
|
||||
hitter = msg.hitter
|
||||
if hitter:
|
||||
self.change_choosed_player(hitter)
|
||||
|
||||
elif isinstance(msg, ChoosingThingDieMessage):
|
||||
if msg.how.value != bascenev1.DeathType.GENERIC.value:
|
||||
self.spaw_bot()
|
||||
self.change_choosed_player(None)
|
||||
|
||||
elif isinstance(msg, bascenev1.PlayerDiedMessage):
|
||||
player = msg.getplayer(Player)
|
||||
if not (self.has_ended() or self.times_uped):
|
||||
self.respawn_player(player, 0)
|
||||
|
||||
if self.choosed_player and (player.getname(True) == self.choosed_player.getname(True)):
|
||||
self.change_choosed_player(None)
|
||||
|
||||
self._watch_dog_()
|
||||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# ba_meta require api 8
|
||||
from typing import Sequence
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import _babase
|
||||
import random
|
||||
from bascenev1lib.actor.spaz import Spaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
self.score = 1
|
||||
|
||||
|
||||
class ChooseingSpazHitMessage:
|
||||
def __init__(self, hitter: Player) -> None:
|
||||
self.hitter = hitter
|
||||
|
||||
|
||||
class ChooseingSpazDieMessage:
|
||||
def __init__(self, killer: Player) -> None:
|
||||
self.killer = killer
|
||||
|
||||
|
||||
class ChooseingSpaz(Spaz):
|
||||
def __init__(
|
||||
self,
|
||||
pos: Sequence[float],
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0),
|
||||
highlight: Sequence[float] = (0.5, 0.5, 0.5),
|
||||
):
|
||||
super().__init__(color, highlight, "Spaz", None, True, True, False, False)
|
||||
self.last_player_attacked_by = None
|
||||
self.stand(pos)
|
||||
self.loc = bs.newnode(
|
||||
'locator',
|
||||
attrs={
|
||||
'shape': 'circleOutline',
|
||||
'position': pos,
|
||||
'color': color,
|
||||
'opacity': 1,
|
||||
'draw_beauty': False,
|
||||
'additive': True,
|
||||
},
|
||||
)
|
||||
self.node.connectattr("position", self.loc, "position")
|
||||
bs.animate_array(self.loc, "size", 1, keys={0: [0.5,], 1: [2,], 1.5: [0.5]}, loop=True)
|
||||
|
||||
def handlemessage(self, msg):
|
||||
if isinstance(msg, bs.FreezeMessage):
|
||||
return
|
||||
|
||||
if isinstance(msg, bs.PowerupMessage):
|
||||
if not (msg.poweruptype == "health"):
|
||||
return
|
||||
|
||||
super().handlemessage(msg)
|
||||
|
||||
if isinstance(msg, bs.HitMessage):
|
||||
self.handlemessage(bs.PowerupMessage("health"))
|
||||
|
||||
player = msg.get_source_player(Player)
|
||||
if self.is_alive():
|
||||
self.activity.handlemessage(ChooseingSpazHitMessage(player))
|
||||
self.last_player_attacked_by = player
|
||||
|
||||
elif isinstance(msg, bs.DieMessage):
|
||||
player = self.last_player_attacked_by
|
||||
|
||||
if msg.how.value != bs.DeathType.GENERIC.value:
|
||||
self._dead = True
|
||||
self.activity.handlemessage(ChooseingSpazDieMessage(player))
|
||||
|
||||
self.loc.delete()
|
||||
|
||||
def stand(self, pos=(0, 0, 0), angle=0):
|
||||
self.handlemessage(bs.StandMessage(pos, angle))
|
||||
|
||||
def recolor(self, color, highlight=(1, 1, 1)):
|
||||
self.node.color = color
|
||||
self.node.highlight = highlight
|
||||
self.loc.color = color
|
||||
|
||||
|
||||
class ChooseBilbord(bs.Actor):
|
||||
def __init__(self, player: Player, delay=0.1) -> None:
|
||||
super().__init__()
|
||||
|
||||
icon = player.get_icon()
|
||||
self.scale = 100
|
||||
|
||||
self.node = bs.newnode(
|
||||
'image',
|
||||
delegate=self,
|
||||
attrs={
|
||||
"position": (60, -125),
|
||||
'texture': icon['texture'],
|
||||
'tint_texture': icon['tint_texture'],
|
||||
'tint_color': icon['tint_color'],
|
||||
'tint2_color': icon['tint2_color'],
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'attach': "topLeft"
|
||||
},
|
||||
)
|
||||
|
||||
self.name_node = bs.newnode(
|
||||
'text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'position': (60, -185),
|
||||
'text': babase.Lstr(value=player.getname()),
|
||||
'color': babase.safecolor(player.team.color),
|
||||
'h_align': 'center',
|
||||
'v_align': 'center',
|
||||
'vr_depth': 410,
|
||||
'flatness': 1.0,
|
||||
'h_attach': 'left',
|
||||
'v_attach': 'top',
|
||||
'maxwidth': self.scale
|
||||
},
|
||||
)
|
||||
|
||||
bs.animate_array(self.node, "scale", keys={
|
||||
0 + delay: [0, 0], 0.05 + delay: [self.scale, self.scale]}, size=1)
|
||||
bs.animate(self.name_node, "scale", {0 + delay: 0, 0.07 + delay: 1})
|
||||
|
||||
def handlemessage(self, msg):
|
||||
super().handlemessage(msg)
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
bs.animate_array(self.node, "scale", keys={0: self.node.scale, 0.05: [0, 0]}, size=1)
|
||||
bs.animate(self.name_node, "scale", {0: self.name_node.scale, 0.07: 0})
|
||||
|
||||
def __delete():
|
||||
self.node.delete()
|
||||
self.name_node.delete()
|
||||
|
||||
bs.timer(0.2, __delete)
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class LastPunchStand(bs.TeamGameActivity[Player, Team]):
|
||||
name = "Last Punch Stand"
|
||||
description = "Last one punchs the choosing spaz wins"
|
||||
tips = [
|
||||
'keep punching the choosing spaz to be last punched player at times up!',
|
||||
'you can not frezz the choosing spaz',
|
||||
"evry time you punch the choosing spaz, you will get one point",
|
||||
]
|
||||
|
||||
default_music = bs.MusicType.TO_THE_DEATH
|
||||
|
||||
available_settings = [
|
||||
bs.FloatSetting("min time limit (in seconds)", 50.0, min_value=30.0),
|
||||
bs.FloatSetting("max time limit (in seconds)", 160.0, 60),
|
||||
|
||||
]
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._min_timelimit = settings["min time limit (in seconds)"]
|
||||
self._max_timelimit = settings["max time limit (in seconds)"]
|
||||
if (self._min_timelimit > self._max_timelimit):
|
||||
self._max_timelimit = self._min_timelimit
|
||||
|
||||
self._choosing_spaz_defcolor = (0.5, 0.5, 0.5)
|
||||
self.choosing_spaz = None
|
||||
self.choosed_player = None
|
||||
self.times_uped = False
|
||||
self.scoreboard = Scoreboard()
|
||||
|
||||
def times_up(self):
|
||||
self.times_uped = True
|
||||
|
||||
for player in self.players:
|
||||
if self.choosed_player and (player.team.id != self.choosed_player.team.id):
|
||||
player.actor._cursed = True
|
||||
player.actor.curse_explode()
|
||||
|
||||
self.end_game()
|
||||
|
||||
def __get_spaz_bot_spawn_point(self):
|
||||
if len(self.map.tnt_points) > 0:
|
||||
return self.map.tnt_points[random.randint(0, len(self.map.tnt_points)-1)]
|
||||
else:
|
||||
return (0, 6, 0)
|
||||
|
||||
def spaw_bot(self):
|
||||
"spawns a choosing bot"
|
||||
|
||||
self.choosing_spaz = ChooseingSpaz(self.__get_spaz_bot_spawn_point())
|
||||
self.choose_bilbord = None
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
time_limit = random.randint(self._min_timelimit, self._max_timelimit)
|
||||
self.spaw_bot()
|
||||
bs.timer(time_limit, self.times_up)
|
||||
|
||||
self.setup_standard_powerup_drops(False)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
if self.choosed_player and (team.id == self.choosed_player.team.id):
|
||||
team.score += 100
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def change_choosed_player(self, hitter: Player):
|
||||
if hitter:
|
||||
self.choosing_spaz.recolor(hitter.color, hitter.highlight)
|
||||
self.choosed_player = hitter
|
||||
hitter.team.score += 1
|
||||
self.choose_bilbord = ChooseBilbord(hitter)
|
||||
self.hide_score_board()
|
||||
else:
|
||||
self.choosing_spaz.recolor(self._choosing_spaz_defcolor)
|
||||
self.choosed_player = None
|
||||
self.choose_bilbord = None
|
||||
self.show_score_board()
|
||||
|
||||
def show_score_board(self):
|
||||
self.scoreboard = Scoreboard()
|
||||
for team in self.teams:
|
||||
self.scoreboard.set_team_value(team, team.score)
|
||||
|
||||
def hide_score_board(self):
|
||||
self.scoreboard = None
|
||||
|
||||
def _watch_dog_(self):
|
||||
"checks if choosing spaz exists"
|
||||
# choosing spaz wont respawn if death type if generic
|
||||
# this becuse we dont want to keep respawn him when he dies because of losing referce
|
||||
# but sometimes "choosing spaz" dies naturaly and his death type is generic! so it wont respawn back again
|
||||
# thats why we have this function; to check if spaz exits in the case that he didnt respawned
|
||||
|
||||
if self.choosing_spaz:
|
||||
if self.choosing_spaz._dead:
|
||||
self.spaw_bot()
|
||||
else:
|
||||
self.spaw_bot()
|
||||
|
||||
def handlemessage(self, msg):
|
||||
super().handlemessage(msg)
|
||||
|
||||
if isinstance(msg, ChooseingSpazHitMessage):
|
||||
hitter = msg.hitter
|
||||
if self.choosing_spaz.node and hitter:
|
||||
self.change_choosed_player(hitter)
|
||||
|
||||
elif isinstance(msg, ChooseingSpazDieMessage):
|
||||
self.spaw_bot()
|
||||
self.change_choosed_player(None)
|
||||
|
||||
elif isinstance(msg, bs.PlayerDiedMessage):
|
||||
player = msg.getplayer(Player)
|
||||
if not (self.has_ended() or self.times_uped):
|
||||
self.respawn_player(player, 0)
|
||||
|
||||
if self.choosed_player and (player.getname(True) == self.choosed_player.getname(True)):
|
||||
self.change_choosed_player(None)
|
||||
|
||||
self._watch_dog_()
|
||||
|
|
|
|||
67
dist/ba_root/mods/games/meteor_shower_deluxe.py
vendored
Normal file
67
dist/ba_root/mods/games/meteor_shower_deluxe.py
vendored
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# ba_meta require api 8
|
||||
"""
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <[1](https://fsf.org/)>
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
|
||||
|
||||
This license is designed to ensure cooperation with the community in the case of network server software. It is a free, copyleft license for software and other kinds of works. The license guarantees your freedom to share and change all versions of a program, to make sure it remains free software for all its users.
|
||||
|
||||
The license identifier refers to the choice to use code under AGPL-3.0-or-later (i.e., AGPL-3.0 or some later version), as distinguished from use of code under AGPL-3.0-only. The license notice states which of these applies the code in the file.
|
||||
|
||||
|
||||
"""
|
||||
import random
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.game.meteorshower import MeteorShowerGame
|
||||
from bascenev1lib.actor.bomb import Bomb
|
||||
|
||||
|
||||
class NewMeteorShowerGame(MeteorShowerGame):
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps("melee")
|
||||
|
||||
def _drop_bomb_cluster(self) -> None:
|
||||
# Drop several bombs in series.
|
||||
delay = 0.0
|
||||
bounds = list(self._map.get_def_bound_box("map_bounds"))
|
||||
for _i in range(random.randrange(1, 3)):
|
||||
# Drop them somewhere within our bounds with velocity pointing
|
||||
# toward the opposite side.
|
||||
pos = (
|
||||
random.uniform(bounds[0], bounds[3]),
|
||||
bounds[4],
|
||||
random.uniform(bounds[2], bounds[5]),
|
||||
)
|
||||
dropdirx = -1 if pos[0] > 0 else 1
|
||||
dropdirz = -1 if pos[2] > 0 else 1
|
||||
forcex = (
|
||||
bounds[0] - bounds[3]
|
||||
if bounds[0] - bounds[3] > 0
|
||||
else -(bounds[0] - bounds[3])
|
||||
)
|
||||
forcez = (
|
||||
bounds[2] - bounds[5]
|
||||
if bounds[2] - bounds[5] > 0
|
||||
else -(bounds[2] - bounds[5])
|
||||
)
|
||||
vel = (
|
||||
(-5 + random.random() * forcex) * dropdirx,
|
||||
random.uniform(-3.066, -4.12),
|
||||
(-5 + random.random() * forcez) * dropdirz,
|
||||
)
|
||||
bs.timer(delay, babase.Call(self._drop_bomb, pos, vel))
|
||||
delay += 0.1
|
||||
self._set_meteor_timer()
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class byEra0S(babase.Plugin):
|
||||
MeteorShowerGame.get_supported_maps = NewMeteorShowerGame.get_supported_maps
|
||||
MeteorShowerGame._drop_bomb_cluster = NewMeteorShowerGame._drop_bomb_cluster
|
||||
411
dist/ba_root/mods/games/shimla.py
vendored
Normal file
411
dist/ba_root/mods/games/shimla.py
vendored
Normal file
|
|
@ -0,0 +1,411 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""DeathMatch game and support classes."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.game.deathmatch import DeathMatchGame, Player
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Dict, Type, List, Optional, Union
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class ShimlaGame(DeathMatchGame):
|
||||
name = 'Shimla'
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return ['Creative Thoughts']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self.lifts = {}
|
||||
self._real_wall_material = bs.Material()
|
||||
self._real_wall_material.add_actions(
|
||||
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
|
||||
self._real_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self._lift_material = bs.Material()
|
||||
self._lift_material.add_actions(
|
||||
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self._lift_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect', self._handle_lift),),
|
||||
)
|
||||
self._lift_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_disconnect', self._handle_lift_disconnect),),
|
||||
)
|
||||
|
||||
def on_begin(self):
|
||||
bs.getactivity().globalsnode.happy_thoughts_mode = False
|
||||
super().on_begin()
|
||||
|
||||
self.make_map()
|
||||
bs.timer(2, self.disable_fly)
|
||||
|
||||
def disable_fly(self):
|
||||
activity = bs.get_foreground_host_activity()
|
||||
|
||||
for players in activity.players:
|
||||
players.actor.node.fly = False
|
||||
|
||||
def spawn_player_spaz(
|
||||
self,
|
||||
player: Player,
|
||||
position: Sequence[float] | None = None,
|
||||
angle: float | None = None,
|
||||
) -> PlayerSpaz:
|
||||
"""Intercept new spazzes and add our team material for them."""
|
||||
spaz = super().spawn_player_spaz(player, position, angle)
|
||||
|
||||
spaz.connect_controls_to_player(enable_punch=True,
|
||||
enable_bomb=True,
|
||||
enable_pickup=True,
|
||||
enable_fly=False,
|
||||
enable_jump=True)
|
||||
spaz.fly = False
|
||||
return spaz
|
||||
|
||||
def make_map(self):
|
||||
shared = SharedObjects.get()
|
||||
bs.get_foreground_host_activity()._map.leftwall.materials = [
|
||||
shared.footing_material, self._real_wall_material]
|
||||
|
||||
bs.get_foreground_host_activity()._map.rightwall.materials = [
|
||||
shared.footing_material, self._real_wall_material]
|
||||
|
||||
bs.get_foreground_host_activity()._map.topwall.materials = [
|
||||
shared.footing_material, self._real_wall_material]
|
||||
|
||||
self.floorwall1 = bs.newnode('region', attrs={'position': (-10, 5, -5.52), 'scale':
|
||||
(15, 0.2, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
self.floorwall2 = bs.newnode('region', attrs={'position': (10, 5, -5.52), 'scale': (
|
||||
15, 0.2, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
|
||||
self.wall1 = bs.newnode('region', attrs={'position': (0, 11, -6.90), 'scale': (
|
||||
35.4, 20, 1), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
self.wall2 = bs.newnode('region', attrs={'position': (0, 11, -4.14), 'scale': (
|
||||
35.4, 20, 1), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
|
||||
bs.newnode('locator', attrs={'shape': 'box', 'position': (-10, 5, -5.52), 'color': (
|
||||
0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (15, 0.2, 2)})
|
||||
|
||||
bs.newnode('locator', attrs={'shape': 'box', 'position': (10, 5, -5.52), 'color': (
|
||||
0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (15, 0.2, 2)})
|
||||
self.create_lift(-16.65, 8)
|
||||
|
||||
self.create_lift(16.65, 8)
|
||||
|
||||
self.create_static_step(0, 18.29)
|
||||
self.create_static_step(0, 7)
|
||||
|
||||
self.create_static_step(13, 17)
|
||||
self.create_static_step(-13, 17)
|
||||
self.create_slope(8, 15, True)
|
||||
self.create_slope(-8, 15, False)
|
||||
self.create_static_step(5, 15)
|
||||
self.create_static_step(-5, 15)
|
||||
|
||||
self.create_static_step(13, 12)
|
||||
self.create_static_step(-13, 12)
|
||||
self.create_slope(8, 10, True)
|
||||
self.create_slope(-8, 10, False)
|
||||
self.create_static_step(5, 10)
|
||||
self.create_static_step(-5, 10)
|
||||
|
||||
def create_static_step(self, x, y):
|
||||
|
||||
shared = SharedObjects.get()
|
||||
|
||||
bs.newnode('region', attrs={'position': (x, y, -5.52), 'scale': (5.5, 0.1, 6),
|
||||
'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
bs.newnode('locator', attrs={'shape': 'box', 'position': (x, y, -5.52), 'color': (
|
||||
1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (5.5, 0.1, 2)})
|
||||
|
||||
def create_lift(self, x, y):
|
||||
shared = SharedObjects.get()
|
||||
color = (0.7, 0.6, 0.5)
|
||||
|
||||
floor = bs.newnode('region', attrs={'position': (x, y, -5.52), 'scale': (
|
||||
1.8, 0.1, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material, self._lift_material]})
|
||||
|
||||
cleaner = bs.newnode('region', attrs={'position': (x, y, -5.52), 'scale': (
|
||||
2, 0.3, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
|
||||
lift = bs.newnode('locator', attrs={'shape': 'box', 'position': (
|
||||
x, y, -5.52), 'color': color, 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (1.8, 3.7, 2)})
|
||||
|
||||
_tcombine = bs.newnode('combine',
|
||||
owner=floor,
|
||||
attrs={
|
||||
'input0': x,
|
||||
'input2': -5.5,
|
||||
'size': 3
|
||||
})
|
||||
mnode = bs.newnode('math',
|
||||
owner=lift,
|
||||
attrs={
|
||||
'input1': (0, 2, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
_tcombine.connectattr('output', mnode, 'input2')
|
||||
|
||||
_cleaner_combine = bs.newnode('combine',
|
||||
owner=cleaner,
|
||||
attrs={
|
||||
'input1': 5.6,
|
||||
'input2': -5.5,
|
||||
'size': 3
|
||||
})
|
||||
_cleaner_combine.connectattr('output', cleaner, 'position')
|
||||
bs.animate(_tcombine, 'input1', {
|
||||
0: 5.1,
|
||||
})
|
||||
bs.animate(_cleaner_combine, 'input0', {
|
||||
0: -19 if x < 0 else 19,
|
||||
})
|
||||
|
||||
_tcombine.connectattr('output', floor, 'position')
|
||||
mnode.connectattr('output', lift, 'position')
|
||||
self.lifts[floor] = {"state": "origin", "lift": _tcombine,
|
||||
"cleaner": _cleaner_combine, 'leftLift': x < 0}
|
||||
|
||||
def _handle_lift(self):
|
||||
region = bs.getcollision().sourcenode
|
||||
lift = self.lifts[region]
|
||||
|
||||
def clean(lift):
|
||||
bs.animate(lift["cleaner"], 'input0', {
|
||||
0: -19 if lift["leftLift"] else 19,
|
||||
2: -16 if lift["leftLift"] else 16,
|
||||
4.3: -19 if lift["leftLift"] else 19
|
||||
})
|
||||
if lift["state"] == "origin":
|
||||
lift["state"] = "transition"
|
||||
bs.animate(lift["lift"], 'input1', {
|
||||
0: 5.1,
|
||||
1.3: 5.1,
|
||||
6: 5+12,
|
||||
9: 5+12,
|
||||
15: 5.1
|
||||
})
|
||||
bs.timer(16, babase.Call(lambda lift: lift.update({'state': 'end'}), lift))
|
||||
bs.timer(12, babase.Call(clean, lift))
|
||||
|
||||
def _handle_lift_disconnect(self):
|
||||
region = bs.getcollision().sourcenode
|
||||
lift = self.lifts[region]
|
||||
if lift["state"] == 'end':
|
||||
lift["state"] = "origin"
|
||||
|
||||
def create_slope(self, x, y, backslash):
|
||||
shared = SharedObjects.get()
|
||||
|
||||
for i in range(0, 21):
|
||||
bs.newnode('region', attrs={'position': (x, y, -5.52), 'scale': (0.2, 0.1, 6),
|
||||
'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
bs.newnode('locator', attrs={'shape': 'box', 'position': (x, y, -5.52), 'color': (
|
||||
1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (0.2, 0.1, 2)})
|
||||
if backslash:
|
||||
x = x+0.1
|
||||
y = y+0.1
|
||||
else:
|
||||
x = x-0.1
|
||||
y = y+0.1
|
||||
|
||||
|
||||
class mapdefs:
|
||||
points = {}
|
||||
# noinspection PyDictCreation
|
||||
boxes = {}
|
||||
boxes['area_of_interest_bounds'] = (-1.045859963, 12.67722855,
|
||||
-5.401537075) + (0.0, 0.0, 0.0) + (
|
||||
42.46156851, 20.94044653, 0.6931564611)
|
||||
points['ffa_spawn1'] = (-9.295167711, 8.010664315,
|
||||
-5.44451005) + (1.555840357, 1.453808816, 0.1165648888)
|
||||
points['ffa_spawn2'] = (7.484707127, 8.172681752, -5.614479365) + (
|
||||
1.553861796, 1.453808816, 0.04419853907)
|
||||
points['ffa_spawn3'] = (9.55724115, 11.30789446, -5.614479365) + (
|
||||
1.337925849, 1.453808816, 0.04419853907)
|
||||
points['ffa_spawn4'] = (-11.55747023, 10.99170684, -5.614479365) + (
|
||||
1.337925849, 1.453808816, 0.04419853907)
|
||||
points['ffa_spawn5'] = (-1.878892369, 9.46490571, -5.614479365) + (
|
||||
1.337925849, 1.453808816, 0.04419853907)
|
||||
points['ffa_spawn6'] = (-0.4912812943, 5.077006397, -5.521672101) + (
|
||||
1.878332089, 1.453808816, 0.007578097856)
|
||||
points['flag1'] = (-11.75152479, 8.057427485, -5.52)
|
||||
points['flag2'] = (9.840909039, 8.188634282, -5.52)
|
||||
points['flag3'] = (-0.2195258696, 5.010273907, -5.52)
|
||||
points['flag4'] = (-0.04605809154, 12.73369108, -5.52)
|
||||
points['flag_default'] = (-0.04201942896, 12.72374492, -5.52)
|
||||
boxes['map_bounds'] = (-0.8748348681, 9.212941713, -5.729538885) + (
|
||||
0.0, 0.0, 0.0) + (42.09666006, 26.19950145, 7.89541168)
|
||||
points['powerup_spawn1'] = (1.160232442, 6.745963662, -5.469115985)
|
||||
points['powerup_spawn2'] = (-1.899700206, 10.56447241, -5.505721177)
|
||||
points['powerup_spawn3'] = (10.56098871, 12.25165669, -5.576232453)
|
||||
points['powerup_spawn4'] = (-12.33530337, 12.25165669, -5.576232453)
|
||||
points['spawn1'] = (-9.295167711, 8.010664315,
|
||||
-5.44451005) + (1.555840357, 1.453808816, 0.1165648888)
|
||||
points['spawn2'] = (7.484707127, 8.172681752,
|
||||
-5.614479365) + (1.553861796, 1.453808816, 0.04419853907)
|
||||
points['spawn_by_flag1'] = (-9.295167711, 8.010664315, -5.44451005) + (
|
||||
1.555840357, 1.453808816, 0.1165648888)
|
||||
points['spawn_by_flag2'] = (7.484707127, 8.172681752, -5.614479365) + (
|
||||
1.553861796, 1.453808816, 0.04419853907)
|
||||
points['spawn_by_flag3'] = (-1.45994593, 5.038762459, -5.535288724) + (
|
||||
0.9516389866, 0.6666414677, 0.08607244075)
|
||||
points['spawn_by_flag4'] = (0.4932087091, 12.74493212, -5.598987003) + (
|
||||
0.5245740665, 0.5245740665, 0.01941146064)
|
||||
|
||||
|
||||
class CreativeThoughts(bs.Map):
|
||||
"""Freaking map by smoothy."""
|
||||
|
||||
defs = mapdefs
|
||||
|
||||
name = 'Creative Thoughts'
|
||||
|
||||
@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 'alwaysLandPreview'
|
||||
|
||||
@classmethod
|
||||
def on_preload(cls) -> Any:
|
||||
data: Dict[str, Any] = {
|
||||
'mesh': bs.getmesh('alwaysLandLevel'),
|
||||
'bottom_mesh': bs.getmesh('alwaysLandLevelBottom'),
|
||||
'bgmesh': bs.getmesh('alwaysLandBG'),
|
||||
'collision_mesh': bs.getcollisionmesh('alwaysLandLevelCollide'),
|
||||
'tex': bs.gettexture('alwaysLandLevelColor'),
|
||||
'bgtex': bs.gettexture('alwaysLandBGColor'),
|
||||
'vr_fill_mound_mesh': bs.getmesh('alwaysLandVRFillMound'),
|
||||
'vr_fill_mound_tex': bs.gettexture('vrFillMound')
|
||||
}
|
||||
return data
|
||||
|
||||
@classmethod
|
||||
def get_music_type(cls) -> bs.MusicType:
|
||||
return bs.MusicType.FLYING
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__(vr_overlay_offset=(0, -3.7, 2.5))
|
||||
shared = SharedObjects.get()
|
||||
self._fake_wall_material = bs.Material()
|
||||
self._real_wall_material = bs.Material()
|
||||
self._fake_wall_material.add_actions(
|
||||
conditions=(('they_are_younger_than', 9000), 'and',
|
||||
('they_have_material', shared.player_material)),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self._real_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self.background = bs.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['bgmesh'],
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color_texture': bs.gettexture("rampageBGColor")
|
||||
})
|
||||
|
||||
self.leftwall = bs.newnode('region', attrs={'position': (-17.75152479, 13, -5.52), 'scale': (
|
||||
0.1, 15.5, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
self.rightwall = bs.newnode('region', attrs={'position': (17.75, 13, -5.52), 'scale': (
|
||||
0.1, 15.5, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
self.topwall = bs.newnode('region', attrs={'position': (0, 21.0, -5.52), 'scale': (
|
||||
35.4, 0.2, 2), 'type': 'box', 'materials': [shared.footing_material, self._real_wall_material]})
|
||||
bs.newnode('locator', attrs={'shape': 'box', 'position': (-17.75152479, 13, -5.52), 'color': (
|
||||
0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (0.1, 15.5, 2)})
|
||||
bs.newnode('locator', attrs={'shape': 'box', 'position': (17.75, 13, -5.52), 'color': (
|
||||
0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (0.1, 15.5, 2)})
|
||||
bs.newnode('locator', attrs={'shape': 'box', 'position': (0, 21.0, -5.52), 'color': (
|
||||
0, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': (35.4, 0.2, 2)})
|
||||
|
||||
gnode = bs.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 = bs.newnode('text',
|
||||
attrs={
|
||||
'text': babase.Lstr(resource='pressJumpToFlyText'),
|
||||
'scale': 1.2,
|
||||
'maxwidth': 800,
|
||||
'position': (0, 200),
|
||||
'shadow': 0.5,
|
||||
'flatness': 0.5,
|
||||
'h_align': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
cmb = bs.newnode('combine',
|
||||
owner=txt,
|
||||
attrs={
|
||||
'size': 4,
|
||||
'input0': 0.3,
|
||||
'input1': 0.9,
|
||||
'input2': 0.0
|
||||
})
|
||||
bs.animate(cmb, 'input3', {3.0: 0, 4.0: 1, 9.0: 1, 10.0: 0})
|
||||
cmb.connectattr('output', txt, 'color')
|
||||
bs.timer(10.0, txt.delete)
|
||||
|
||||
|
||||
try:
|
||||
bs._map.register_map(CreativeThoughts)
|
||||
except:
|
||||
pass
|
||||
643
dist/ba_root/mods/games/snow_ball_fight.py
vendored
Normal file
643
dist/ba_root/mods/games/snow_ball_fight.py
vendored
Normal file
|
|
@ -0,0 +1,643 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.bomb import Blast
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.spaz import PunchHitMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = bs.app.lang.language
|
||||
|
||||
if lang == 'Spanish':
|
||||
name = 'Guerra de Nieve'
|
||||
snowball_rate = 'Intervalo de Ataque'
|
||||
snowball_slowest = 'Más Lento'
|
||||
snowball_slow = 'Lento'
|
||||
snowball_fast = 'Rápido'
|
||||
snowball_lagcity = 'Más Rápido'
|
||||
snowball_scale = 'Tamaño de Bola de Nieve'
|
||||
snowball_smallest = 'Más Pequeño'
|
||||
snowball_small = 'Pequeño'
|
||||
snowball_big = 'Grande'
|
||||
snowball_biggest = 'Más Grande'
|
||||
snowball_insane = 'Insano'
|
||||
snowball_melt = 'Derretir Bola de Nieve'
|
||||
snowball_bust = 'Rebotar Bola de Nieve'
|
||||
snowball_explode = 'Explotar al Impactar'
|
||||
snowball_snow = 'Modo Nieve'
|
||||
else:
|
||||
name = 'Snowball Fight'
|
||||
snowball_rate = 'Snowball Rate'
|
||||
snowball_slowest = 'Slowest'
|
||||
snowball_slow = 'Slow'
|
||||
snowball_fast = 'Fast'
|
||||
snowball_lagcity = 'Lag City'
|
||||
snowball_scale = 'Snowball Scale'
|
||||
snowball_smallest = 'Smallest'
|
||||
snowball_small = 'Small'
|
||||
snowball_big = 'Big'
|
||||
snowball_biggest = 'Biggest'
|
||||
snowball_insane = 'Insane'
|
||||
snowball_melt = 'Snowballs Melt'
|
||||
snowball_bust = 'Snowballs Bust'
|
||||
snowball_explode = 'Snowballs Explode'
|
||||
snowball_snow = 'Snow Mode'
|
||||
|
||||
|
||||
class Snowball(bs.Actor):
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0),
|
||||
velocity: Sequence[float] = (0.0, 0.0, 0.0),
|
||||
blast_radius: float = 0.7,
|
||||
bomb_scale: float = 0.8,
|
||||
source_player: bs.Player | None = None,
|
||||
owner: bs.Node | None = None,
|
||||
melt: bool = True,
|
||||
bounce: bool = True,
|
||||
explode: bool = False):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
self._exploded = False
|
||||
self.scale = bomb_scale
|
||||
self.blast_radius = blast_radius
|
||||
self._source_player = source_player
|
||||
self.owner = owner
|
||||
self._hit_nodes = set()
|
||||
self.snowball_melt = melt
|
||||
self.snowball_bounce = bounce
|
||||
self.snowball_explode = explode
|
||||
self.radius = bomb_scale * 0.1
|
||||
if bomb_scale <= 1.0:
|
||||
shadow_size = 0.6
|
||||
elif bomb_scale <= 2.0:
|
||||
shadow_size = 0.4
|
||||
elif bomb_scale <= 3.0:
|
||||
shadow_size = 0.2
|
||||
else:
|
||||
shadow_size = 0.1
|
||||
|
||||
self.snowball_material = bs.Material()
|
||||
self.snowball_material.add_actions(
|
||||
conditions=(
|
||||
(
|
||||
('we_are_younger_than', 5),
|
||||
'or',
|
||||
('they_are_younger_than', 100),
|
||||
),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
|
||||
self.snowball_material.add_actions(
|
||||
conditions=('they_have_material', shared.pickup_material),
|
||||
actions=('modify_part_collision', 'use_node_collide', False),
|
||||
)
|
||||
|
||||
self.snowball_material.add_actions(actions=('modify_part_collision',
|
||||
'friction', 0.3))
|
||||
|
||||
self.snowball_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self.hit)))
|
||||
|
||||
self.snowball_material.add_actions(
|
||||
conditions=(('they_dont_have_material', shared.player_material),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
'or',
|
||||
('they_have_material', shared.footing_material)),
|
||||
actions=('call', 'at_connect', self.bounce))
|
||||
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position': position,
|
||||
'velocity': velocity,
|
||||
'body': 'sphere',
|
||||
'body_scale': self.scale,
|
||||
'mesh': bs.getmesh('frostyPelvis'),
|
||||
'shadow_size': shadow_size,
|
||||
'color_texture': bs.gettexture('bunnyColor'),
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.15],
|
||||
'density': 1.0,
|
||||
'materials': [self.snowball_material]
|
||||
})
|
||||
self.light = bs.newnode(
|
||||
'light',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'color': (0.6, 0.6, 1.0),
|
||||
'intensity': 0.8,
|
||||
'radius': self.radius
|
||||
})
|
||||
self.node.connectattr('position', self.light, 'position')
|
||||
bs.animate(self.node, 'mesh_scale', {
|
||||
0: 0,
|
||||
0.2: 1.3 * self.scale,
|
||||
0.26: self.scale
|
||||
})
|
||||
bs.animate(self.light, 'radius', {
|
||||
0: 0,
|
||||
0.2: 1.3 * self.radius,
|
||||
0.26: self.radius
|
||||
})
|
||||
if self.snowball_melt:
|
||||
bs.timer(1.5, bs.WeakCall(self._disappear))
|
||||
|
||||
def hit(self) -> None:
|
||||
if not self.node:
|
||||
return
|
||||
if self._exploded:
|
||||
return
|
||||
if self.snowball_explode:
|
||||
self._exploded = True
|
||||
self.do_explode()
|
||||
bs.timer(0.001, bs.WeakCall(self.handlemessage, bs.DieMessage()))
|
||||
else:
|
||||
self.do_hit()
|
||||
|
||||
def do_hit(self) -> None:
|
||||
v = self.node.velocity
|
||||
if babase.Vec3(*v).length() > 5.0:
|
||||
node = bs.getcollision().opposingnode
|
||||
if node is not None and node and not (
|
||||
node in self._hit_nodes):
|
||||
t = self.node.position
|
||||
hitdir = self.node.velocity
|
||||
self._hit_nodes.add(node)
|
||||
node.handlemessage(
|
||||
bs.HitMessage(
|
||||
pos=t,
|
||||
velocity=v,
|
||||
magnitude=babase.Vec3(*v).length()*0.5,
|
||||
velocity_magnitude=babase.Vec3(*v).length()*0.5,
|
||||
radius=0,
|
||||
srcnode=self.node,
|
||||
source_player=self._source_player,
|
||||
force_direction=hitdir,
|
||||
hit_type='snoBall',
|
||||
hit_subtype='default'))
|
||||
|
||||
if not self.snowball_bounce:
|
||||
bs.timer(0.05, bs.WeakCall(self.do_bounce))
|
||||
|
||||
def do_explode(self) -> None:
|
||||
Blast(position=self.node.position,
|
||||
velocity=self.node.velocity,
|
||||
blast_radius=self.blast_radius,
|
||||
source_player=babase.existing(self._source_player),
|
||||
blast_type='impact',
|
||||
hit_subtype='explode').autoretain()
|
||||
|
||||
def bounce(self) -> None:
|
||||
if not self.node:
|
||||
return
|
||||
if self._exploded:
|
||||
return
|
||||
if not self.snowball_bounce:
|
||||
vel = self.node.velocity
|
||||
bs.timer(0.01, bs.WeakCall(self.calc_bounce, vel))
|
||||
else:
|
||||
return
|
||||
|
||||
def calc_bounce(self, vel) -> None:
|
||||
if not self.node:
|
||||
return
|
||||
ospd = babase.Vec3(*vel).length()
|
||||
dot = sum(x*y for x, y in zip(vel, self.node.velocity))
|
||||
if ospd*ospd - dot > 50.0:
|
||||
bs.timer(0.05, bs.WeakCall(self.do_bounce))
|
||||
|
||||
def do_bounce(self) -> None:
|
||||
if not self.node:
|
||||
return
|
||||
if not self._exploded:
|
||||
self.do_effect()
|
||||
|
||||
def do_effect(self) -> None:
|
||||
self._exploded = True
|
||||
bs.emitfx(position=self.node.position,
|
||||
velocity=[v*0.1 for v in self.node.velocity],
|
||||
count=10,
|
||||
spread=0.1,
|
||||
scale=0.4,
|
||||
chunk_type='ice')
|
||||
sound = bs.getsound('impactMedium')
|
||||
sound.play(1.0, position=self.node.position)
|
||||
scl = self.node.mesh_scale
|
||||
bs.animate(self.node, 'mesh_scale', {
|
||||
0.0: scl*1.0,
|
||||
0.02: scl*0.5,
|
||||
0.05: 0.0
|
||||
})
|
||||
lr = self.light.radius
|
||||
bs.animate(self.light, 'radius', {
|
||||
0.0: lr*1.0,
|
||||
0.02: lr*0.5,
|
||||
0.05: 0.0
|
||||
})
|
||||
bs.timer(0.08,
|
||||
bs.WeakCall(self.handlemessage, bs.DieMessage()))
|
||||
|
||||
def _disappear(self) -> None:
|
||||
self._exploded = True
|
||||
if self.node:
|
||||
scl = self.node.mesh_scale
|
||||
bs.animate(self.node, 'mesh_scale', {
|
||||
0.0: scl*1.0,
|
||||
0.3: scl*0.5,
|
||||
0.5: 0.0
|
||||
})
|
||||
lr = self.light.radius
|
||||
bs.animate(self.light, 'radius', {
|
||||
0.0: lr*1.0,
|
||||
0.3: lr*0.5,
|
||||
0.5: 0.0
|
||||
})
|
||||
bs.timer(0.55,
|
||||
bs.WeakCall(self.handlemessage, bs.DieMessage()))
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if self.node:
|
||||
self.node.delete()
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class NewPlayerSpaz(PlayerSpaz):
|
||||
|
||||
def __init__(self, *args: Any, **kwds: Any):
|
||||
super().__init__(*args, **kwds)
|
||||
self.snowball_scale = 1.0
|
||||
self.snowball_melt = True
|
||||
self.snowball_bounce = True
|
||||
self.snowball_explode = False
|
||||
|
||||
def on_punch_press(self) -> None:
|
||||
if not self.node or self.frozen or self.node.knockout > 0.0:
|
||||
return
|
||||
t_ms = bs.time() * 1000
|
||||
assert isinstance(t_ms, int)
|
||||
if t_ms - self.last_punch_time_ms >= self._punch_cooldown:
|
||||
if self.punch_callback is not None:
|
||||
self.punch_callback(self)
|
||||
|
||||
# snowball
|
||||
pos = self.node.position
|
||||
p1 = self.node.position_center
|
||||
p2 = self.node.position_forward
|
||||
direction = [p1[0]-p2[0], p2[1]-p1[1], p1[2]-p2[2]]
|
||||
direction[1] = 0.03
|
||||
mag = 20.0/babase.Vec3(*direction).length()
|
||||
vel = [v * mag for v in direction]
|
||||
Snowball(position=(pos[0], pos[1] + 0.1, pos[2]),
|
||||
velocity=vel,
|
||||
blast_radius=self.blast_radius,
|
||||
bomb_scale=self.snowball_scale,
|
||||
source_player=self.source_player,
|
||||
owner=self.node,
|
||||
melt=self.snowball_melt,
|
||||
bounce=self.snowball_bounce,
|
||||
explode=self.snowball_explode).autoretain()
|
||||
|
||||
self._punched_nodes = set() # Reset this.
|
||||
self.last_punch_time_ms = t_ms
|
||||
self.node.punch_pressed = True
|
||||
if not self.node.hold_node:
|
||||
bs.timer(
|
||||
0.1,
|
||||
bs.WeakCall(self._safe_play_sound,
|
||||
SpazFactory.get().swish_sound, 0.8))
|
||||
self._turbo_filter_add_press('punch')
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, PunchHitMessage):
|
||||
pass
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class SnowballFightGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = name
|
||||
description = 'Kill a set number of enemies to win.'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
snowball_rate,
|
||||
choices=[
|
||||
(snowball_slowest, 500),
|
||||
(snowball_slow, 400),
|
||||
('Normal', 300),
|
||||
(snowball_fast, 200),
|
||||
(snowball_lagcity, 100),
|
||||
],
|
||||
default=300,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
snowball_scale,
|
||||
choices=[
|
||||
(snowball_smallest, 0.4),
|
||||
(snowball_small, 0.6),
|
||||
('Normal', 0.8),
|
||||
(snowball_big, 1.4),
|
||||
(snowball_biggest, 3.0),
|
||||
(snowball_insane, 6.0),
|
||||
],
|
||||
default=0.8,
|
||||
),
|
||||
bs.BoolSetting(snowball_melt, default=True),
|
||||
bs.BoolSetting(snowball_bust, default=True),
|
||||
bs.BoolSetting(snowball_explode, default=False),
|
||||
bs.BoolSetting(snowball_snow, default=True),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
|
||||
# In teams mode, a suicide gives a point to the other team, but in
|
||||
# free-for-all it subtracts from your own score. By default we clamp
|
||||
# this at zero to benefit new players, but pro players might like to
|
||||
# be able to go negative. (to avoid a strategy of just
|
||||
# suiciding until you get a good drop)
|
||||
if issubclass(sessiontype, bs.FreeForAllSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Allow Negative Scores', default=False))
|
||||
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps('melee')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: int | None = None
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._kills_to_win_per_player = int(
|
||||
settings['Kills to Win Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False))
|
||||
self._snowball_rate = int(settings[snowball_rate])
|
||||
self._snowball_scale = float(settings[snowball_scale])
|
||||
self._snowball_melt = bool(settings[snowball_melt])
|
||||
self._snowball_bounce = bool(settings[snowball_bust])
|
||||
self._snowball_explode = bool(settings[snowball_explode])
|
||||
self._snow_mode = bool(settings[snowball_snow])
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Crush ${ARG1} of your enemies.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'kill ${ARG1} enemies', self._score_to_win
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
if self._snow_mode:
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = (0.8, 0.8, 1.3)
|
||||
bs.timer(0.02, self.emit_snowball, repeat=True)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# self.setup_standard_powerup_drops()
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
max(1, max(len(t.players) for t in self.teams)))
|
||||
self._update_scoreboard()
|
||||
|
||||
def emit_snowball(self) -> None:
|
||||
pos = (-10 + (random.random() * 30), 15,
|
||||
-10 + (random.random() * 30))
|
||||
vel = ((-5.0 + random.random() * 30.0) * (-1.0 if pos[0] > 0 else 1.0),
|
||||
-50.0, (-5.0 + random.random() * 30.0) * (
|
||||
-1.0 if pos[0] > 0 else 1.0))
|
||||
bs.emitfx(position=pos,
|
||||
velocity=vel,
|
||||
count=10,
|
||||
scale=1.0 + random.random(),
|
||||
spread=0.0,
|
||||
chunk_type='spark')
|
||||
|
||||
def spawn_player_spaz(self,
|
||||
player: Player,
|
||||
position: Sequence[float] = (0, 0, 0),
|
||||
angle: float | None = None) -> PlayerSpaz:
|
||||
from babase import _math
|
||||
from bascenev1._gameutils import animate
|
||||
from bascenev1._coopsession import CoopSession
|
||||
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
position = self.map.get_start_position(player.team.id)
|
||||
else:
|
||||
# otherwise do free-for-all spawn locations
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = _math.normalized_color(color)
|
||||
display_color = babase.safecolor(color, target_intensity=0.75)
|
||||
|
||||
spaz = NewPlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
# If this is co-op and we're on Courtyard or Runaround, add the
|
||||
# material that allows us to collide with the player-walls.
|
||||
# FIXME: Need to generalize this.
|
||||
if isinstance(self.session, CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player(
|
||||
enable_pickup=False, enable_bomb=False)
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
# custom
|
||||
spaz._punch_cooldown = self._snowball_rate
|
||||
spaz.snowball_scale = self._snowball_scale
|
||||
spaz.snowball_melt = self._snowball_melt
|
||||
spaz.snowball_bounce = self._snowball_bounce
|
||||
spaz.snowball_explode = self._snowball_explode
|
||||
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
self.respawn_player(player)
|
||||
|
||||
killer = msg.getkillerplayer(Player)
|
||||
if killer is None:
|
||||
return None
|
||||
|
||||
# Handle team-kills.
|
||||
if killer.team is player.team:
|
||||
|
||||
# In free-for-all, killing yourself loses you a point.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
new_score = player.team.score - 1
|
||||
if not self._allow_negative_scores:
|
||||
new_score = max(0, new_score)
|
||||
player.team.score = new_score
|
||||
|
||||
# In teams-mode it gives a point to the other team.
|
||||
else:
|
||||
self._dingsound.play()
|
||||
for team in self.teams:
|
||||
if team is not killer.team:
|
||||
team.score += 1
|
||||
|
||||
# Killing someone on another team nets a kill.
|
||||
else:
|
||||
killer.team.score += 1
|
||||
self._dingsound.play()
|
||||
|
||||
# In FFA show scores since its hard to find on the scoreboard.
|
||||
if isinstance(killer.actor, PlayerSpaz) and killer.actor:
|
||||
killer.actor.set_score_text(str(killer.team.score) + '/' +
|
||||
str(self._score_to_win),
|
||||
color=killer.team.color,
|
||||
flash=True)
|
||||
|
||||
self._update_scoreboard()
|
||||
|
||||
# If someone has won, set a timer to end shortly.
|
||||
# (allows the dust to clear and draws to occur if deaths are
|
||||
# close enough)
|
||||
assert self._score_to_win is not None
|
||||
if any(team.score >= self._score_to_win for team in self.teams):
|
||||
bs.timer(0.5, self.end_game)
|
||||
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score,
|
||||
self._score_to_win)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
953
dist/ba_root/mods/games/squid_race.py
vendored
Normal file
953
dist/ba_root/mods/games/squid_race.py
vendored
Normal file
|
|
@ -0,0 +1,953 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""Defines Race mini-game."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import random
|
||||
from typing import TYPE_CHECKING
|
||||
from dataclasses import dataclass
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.bomb import Bomb, Blast, ExplodeHitMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import (Any, Type, Tuple, List, Sequence, Optional, Dict,
|
||||
Union)
|
||||
from bascenev1lib.actor.onscreentimer import OnScreenTimer
|
||||
|
||||
|
||||
class NewBlast(Blast):
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ExplodeHitMessage):
|
||||
pass
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
|
||||
|
||||
@dataclass
|
||||
class RaceMine:
|
||||
"""Holds info about a mine on the track."""
|
||||
point: Sequence[float]
|
||||
mine: Optional[Bomb]
|
||||
|
||||
|
||||
class RaceRegion(bs.Actor):
|
||||
"""Region used to track progress during a race."""
|
||||
|
||||
def __init__(self, pt: Sequence[float], index: int):
|
||||
super().__init__()
|
||||
activity = self.activity
|
||||
assert isinstance(activity, RaceGame)
|
||||
self.pos = pt
|
||||
self.index = index
|
||||
self.node = bs.newnode(
|
||||
'region',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position': pt[:3],
|
||||
'scale': (pt[3] * 2.0, pt[4] * 2.0, pt[5] * 2.0),
|
||||
'type': 'box',
|
||||
'materials': [activity.race_region_material]
|
||||
})
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.distance_txt: Optional[bs.Node] = None
|
||||
self.last_region = 0
|
||||
self.lap = 0
|
||||
self.distance = 0.0
|
||||
self.finished = False
|
||||
self.rank: Optional[int] = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.time: Optional[float] = None
|
||||
self.lap = 0
|
||||
self.finished = False
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class SquidRaceGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Game of racing around a track."""
|
||||
|
||||
name = 'Squid Race'
|
||||
description = 'Run real fast!'
|
||||
scoreconfig = bs.ScoreConfig(label='Time',
|
||||
lower_is_better=True,
|
||||
scoretype=bs.ScoreType.MILLISECONDS)
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting('Laps', min_value=1, default=3, increment=1),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
default=0,
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Mine Spawning',
|
||||
default=4000,
|
||||
choices=[
|
||||
('No Mines', 0),
|
||||
('8 Seconds', 8000),
|
||||
('4 Seconds', 4000),
|
||||
('2 Seconds', 2000),
|
||||
],
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Bomb Spawning',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('8 Seconds', 8000),
|
||||
('4 Seconds', 4000),
|
||||
('2 Seconds', 2000),
|
||||
('1 Second', 1000),
|
||||
],
|
||||
default=2000,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
|
||||
# We have some specific settings in teams mode.
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Entire Team Must Finish', default=False))
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.MultiTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return bs.app.classic.getmaps('race')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
self._race_started = False
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_sound = bs.getsound('score')
|
||||
self._swipsound = bs.getsound('swip')
|
||||
self._last_team_time: Optional[float] = None
|
||||
self._front_race_region: Optional[int] = None
|
||||
self._nub_tex = bs.gettexture('nub')
|
||||
self._beep_1_sound = bs.getsound('raceBeep1')
|
||||
self._beep_2_sound = bs.getsound('raceBeep2')
|
||||
self.race_region_material: Optional[bs.Material] = None
|
||||
self._regions: List[RaceRegion] = []
|
||||
self._team_finish_pts: Optional[int] = None
|
||||
self._time_text: Optional[bs.Actor] = None
|
||||
self._timer: Optional[OnScreenTimer] = None
|
||||
self._race_mines: Optional[List[RaceMine]] = None
|
||||
self._race_mine_timer: Optional[bs.Timer] = None
|
||||
self._scoreboard_timer: Optional[bs.Timer] = None
|
||||
self._player_order_update_timer: Optional[bs.Timer] = None
|
||||
self._start_lights: Optional[List[bs.Node]] = None
|
||||
self._squid_lights: Optional[List[bs.Node]] = None
|
||||
self._countdown_timer: int = 0
|
||||
self._sq_mode: str = 'Easy'
|
||||
self._tick_timer: Optional[bs.Timer] = None
|
||||
self._bomb_spawn_timer: Optional[bs.Timer] = None
|
||||
self._laps = int(settings['Laps'])
|
||||
self._entire_team_must_finish = bool(
|
||||
settings.get('Entire Team Must Finish', False))
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._mine_spawning = int(settings['Mine Spawning'])
|
||||
self._bomb_spawning = int(settings['Bomb Spawning'])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
|
||||
self._countdownsounds = {
|
||||
10: bs.getsound('announceTen'),
|
||||
9: bs.getsound('announceNine'),
|
||||
8: bs.getsound('announceEight'),
|
||||
7: bs.getsound('announceSeven'),
|
||||
6: bs.getsound('announceSix'),
|
||||
5: bs.getsound('announceFive'),
|
||||
4: bs.getsound('announceFour'),
|
||||
3: bs.getsound('announceThree'),
|
||||
2: bs.getsound('announceTwo'),
|
||||
1: bs.getsound('announceOne')
|
||||
}
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC_RACE
|
||||
if self._epic_mode else bs.MusicType.RACE)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
if (isinstance(self.session, bs.DualTeamSession)
|
||||
and self._entire_team_must_finish):
|
||||
t_str = ' Your entire team has to finish.'
|
||||
else:
|
||||
t_str = ''
|
||||
|
||||
if self._laps > 1:
|
||||
return 'Run ${ARG1} laps.' + t_str, self._laps
|
||||
return 'Run 1 lap.' + t_str
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
if self._laps > 1:
|
||||
return 'run ${ARG1} laps', self._laps
|
||||
return 'run 1 lap'
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
shared = SharedObjects.get()
|
||||
pts = self.map.get_def_points('race_point')
|
||||
mat = self.race_region_material = bs.Material()
|
||||
mat.add_actions(conditions=('they_have_material',
|
||||
shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect',
|
||||
self._handle_race_point_collide),
|
||||
))
|
||||
for rpt in pts:
|
||||
self._regions.append(RaceRegion(rpt, len(self._regions)))
|
||||
|
||||
def _flash_player(self, player: Player, scale: float) -> None:
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
assert player.actor.node
|
||||
pos = player.actor.node.position
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': pos,
|
||||
'color': (1, 1, 0),
|
||||
'height_attenuated': False,
|
||||
'radius': 0.4
|
||||
})
|
||||
bs.timer(0.5, light.delete)
|
||||
bs.animate(light, 'intensity', {0: 0, 0.1: 1.0 * scale, 0.5: 0})
|
||||
|
||||
def _handle_race_point_collide(self) -> None:
|
||||
# FIXME: Tidy this up.
|
||||
# pylint: disable=too-many-statements
|
||||
# pylint: disable=too-many-branches
|
||||
# pylint: disable=too-many-nested-blocks
|
||||
collision = bs.getcollision()
|
||||
try:
|
||||
region = collision.sourcenode.getdelegate(RaceRegion, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
last_region = player.last_region
|
||||
this_region = region.index
|
||||
|
||||
if last_region != this_region:
|
||||
|
||||
# If a player tries to skip regions, smite them.
|
||||
# Allow a one region leeway though (its plausible players can get
|
||||
# blown over a region, etc).
|
||||
if this_region > last_region + 2:
|
||||
if player.is_alive():
|
||||
assert player.actor
|
||||
player.actor.handlemessage(bs.DieMessage())
|
||||
bs.broadcastmessage(babase.Lstr(
|
||||
translate=('statements', 'Killing ${NAME} for'
|
||||
' skipping part of the track!'),
|
||||
subs=[('${NAME}', player.getname(full=True))]),
|
||||
color=(1, 0, 0))
|
||||
else:
|
||||
# If this player is in first, note that this is the
|
||||
# front-most race-point.
|
||||
if player.rank == 0:
|
||||
self._front_race_region = this_region
|
||||
|
||||
player.last_region = this_region
|
||||
if last_region >= len(self._regions) - 2 and this_region == 0:
|
||||
team = player.team
|
||||
player.lap = min(self._laps, player.lap + 1)
|
||||
|
||||
# In teams mode with all-must-finish on, the team lap
|
||||
# value is the min of all team players.
|
||||
# Otherwise its the max.
|
||||
if isinstance(self.session, bs.DualTeamSession
|
||||
) and self._entire_team_must_finish:
|
||||
team.lap = min([p.lap for p in team.players])
|
||||
else:
|
||||
team.lap = max([p.lap for p in team.players])
|
||||
|
||||
# A player is finishing.
|
||||
if player.lap == self._laps:
|
||||
|
||||
# In teams mode, hand out points based on the order
|
||||
# players come in.
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
assert self._team_finish_pts is not None
|
||||
if self._team_finish_pts > 0:
|
||||
self.stats.player_scored(player,
|
||||
self._team_finish_pts,
|
||||
screenmessage=False)
|
||||
self._team_finish_pts -= 25
|
||||
|
||||
# Flash where the player is.
|
||||
self._flash_player(player, 1.0)
|
||||
player.finished = True
|
||||
assert player.actor
|
||||
player.actor.handlemessage(
|
||||
bs.DieMessage(immediate=True))
|
||||
|
||||
# Makes sure noone behind them passes them in rank
|
||||
# while finishing.
|
||||
player.distance = 9999.0
|
||||
|
||||
# If the whole team has finished the race.
|
||||
if team.lap == self._laps:
|
||||
self._score_sound.play()
|
||||
player.team.finished = True
|
||||
assert self._timer is not None
|
||||
elapsed = bs.time() - self._timer.getstarttime()
|
||||
self._last_team_time = player.team.time = elapsed
|
||||
|
||||
# Team has yet to finish.
|
||||
else:
|
||||
self._swipsound.play()
|
||||
|
||||
# They've just finished a lap but not the race.
|
||||
else:
|
||||
self._swipsound.play()
|
||||
self._flash_player(player, 0.3)
|
||||
|
||||
# Print their lap number over their head.
|
||||
try:
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
mathnode = bs.newnode('math',
|
||||
owner=player.actor.node,
|
||||
attrs={
|
||||
'input1': (0, 1.9, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
player.actor.node.connectattr(
|
||||
'torso_position', mathnode, 'input2')
|
||||
tstr = babase.Lstr(resource='lapNumberText',
|
||||
subs=[('${CURRENT}',
|
||||
str(player.lap + 1)),
|
||||
('${TOTAL}', str(self._laps))
|
||||
])
|
||||
txtnode = bs.newnode('text',
|
||||
owner=mathnode,
|
||||
attrs={
|
||||
'text': tstr,
|
||||
'in_world': True,
|
||||
'color': (1, 1, 0, 1),
|
||||
'scale': 0.015,
|
||||
'h_align': 'center'
|
||||
})
|
||||
mathnode.connectattr('output', txtnode, 'position')
|
||||
bs.animate(txtnode, 'scale', {
|
||||
0.0: 0,
|
||||
0.2: 0.019,
|
||||
2.0: 0.019,
|
||||
2.2: 0
|
||||
})
|
||||
bs.timer(2.3, mathnode.delete)
|
||||
except Exception:
|
||||
babase.print_exception('Error printing lap.')
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
# Don't allow joining after we start
|
||||
# (would enable leave/rejoin tomfoolery).
|
||||
if self.has_begun():
|
||||
bs.broadcastmessage(
|
||||
babase.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),
|
||||
)
|
||||
return
|
||||
self.spawn_player(player)
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
|
||||
# A player leaving disqualifies the team if 'Entire Team Must Finish'
|
||||
# is on (otherwise in teams mode everyone could just leave except the
|
||||
# leading player to win).
|
||||
if (isinstance(self.session, bs.DualTeamSession)
|
||||
and self._entire_team_must_finish):
|
||||
bs.broadcastmessage(babase.Lstr(
|
||||
translate=('statements',
|
||||
'${TEAM} is disqualified because ${PLAYER} left'),
|
||||
subs=[('${TEAM}', player.team.name),
|
||||
('${PLAYER}', player.getname(full=True))]),
|
||||
color=(1, 1, 0))
|
||||
player.team.finished = True
|
||||
player.team.time = None
|
||||
player.team.lap = 0
|
||||
bs.getsound('boo').play()
|
||||
for otherplayer in player.team.players:
|
||||
otherplayer.lap = 0
|
||||
otherplayer.finished = True
|
||||
try:
|
||||
if otherplayer.actor is not None:
|
||||
otherplayer.actor.handlemessage(bs.DieMessage())
|
||||
except Exception:
|
||||
babase.print_exception('Error sending DieMessage.')
|
||||
|
||||
# Defer so team/player lists will be updated.
|
||||
babase.pushcall(self._check_end_game)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
distances = [player.distance for player in team.players]
|
||||
if not distances:
|
||||
teams_dist = 0.0
|
||||
else:
|
||||
if (isinstance(self.session, bs.DualTeamSession)
|
||||
and self._entire_team_must_finish):
|
||||
teams_dist = min(distances)
|
||||
else:
|
||||
teams_dist = max(distances)
|
||||
self._scoreboard.set_team_value(
|
||||
team,
|
||||
teams_dist,
|
||||
self._laps,
|
||||
flash=(teams_dist >= float(self._laps)),
|
||||
show_value=False)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
from bascenev1lib.actor.onscreentimer import OnScreenTimer
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self._team_finish_pts = 100
|
||||
|
||||
# Throw a timer up on-screen.
|
||||
self._time_text = bs.NodeActor(
|
||||
bs.newnode('text',
|
||||
attrs={
|
||||
'v_attach': 'top',
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'color': (1, 1, 0.5, 1),
|
||||
'flatness': 0.5,
|
||||
'shadow': 0.5,
|
||||
'position': (0, -50),
|
||||
'scale': 1.4,
|
||||
'text': ''
|
||||
}))
|
||||
self._timer = OnScreenTimer()
|
||||
|
||||
if self._mine_spawning != 0:
|
||||
self._race_mines = [
|
||||
RaceMine(point=p, mine=None)
|
||||
for p in self.map.get_def_points('race_mine')
|
||||
]
|
||||
if self._race_mines:
|
||||
self._race_mine_timer = bs.Timer(0.001 * self._mine_spawning,
|
||||
self._update_race_mine,
|
||||
repeat=True)
|
||||
|
||||
self._scoreboard_timer = bs.Timer(0.25,
|
||||
self._update_scoreboard,
|
||||
repeat=True)
|
||||
self._player_order_update_timer = bs.Timer(0.25,
|
||||
self._update_player_order,
|
||||
repeat=True)
|
||||
|
||||
if self.slow_motion:
|
||||
t_scale = 0.4
|
||||
light_y = 50
|
||||
else:
|
||||
t_scale = 1.0
|
||||
light_y = 150
|
||||
lstart = 7.1 * t_scale
|
||||
inc = 1.25 * t_scale
|
||||
|
||||
bs.timer(lstart, self._do_light_1)
|
||||
bs.timer(lstart + inc, self._do_light_2)
|
||||
bs.timer(lstart + 2 * inc, self._do_light_3)
|
||||
bs.timer(lstart + 3 * inc, self._start_race)
|
||||
|
||||
self._start_lights = []
|
||||
for i in range(4):
|
||||
lnub = bs.newnode('image',
|
||||
attrs={
|
||||
'texture': bs.gettexture('nub'),
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'position': (-75 + i * 50, light_y),
|
||||
'scale': (50, 50),
|
||||
'attach': 'center'
|
||||
})
|
||||
bs.animate(
|
||||
lnub, 'opacity', {
|
||||
4.0 * t_scale: 0,
|
||||
5.0 * t_scale: 1.0,
|
||||
12.0 * t_scale: 1.0,
|
||||
12.5 * t_scale: 0.0
|
||||
})
|
||||
bs.timer(13.0 * t_scale, lnub.delete)
|
||||
self._start_lights.append(lnub)
|
||||
|
||||
self._start_lights[0].color = (0.2, 0, 0)
|
||||
self._start_lights[1].color = (0.2, 0, 0)
|
||||
self._start_lights[2].color = (0.2, 0.05, 0)
|
||||
self._start_lights[3].color = (0.0, 0.3, 0)
|
||||
|
||||
self._squid_lights = []
|
||||
for i in range(2):
|
||||
lnub = bs.newnode('image',
|
||||
attrs={
|
||||
'texture': bs.gettexture('nub'),
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'position': (-33 + i * 65, 220),
|
||||
'scale': (60, 60),
|
||||
'attach': 'center'
|
||||
})
|
||||
bs.animate(
|
||||
lnub, 'opacity', {
|
||||
4.0 * t_scale: 0,
|
||||
5.0 * t_scale: 1.0})
|
||||
self._squid_lights.append(lnub)
|
||||
self._squid_lights[0].color = (0.2, 0, 0)
|
||||
self._squid_lights[1].color = (0.0, 0.3, 0)
|
||||
|
||||
bs.timer(1.0, self._check_squid_end, repeat=True)
|
||||
self._squidgame_countdown()
|
||||
|
||||
def _squidgame_countdown(self) -> None:
|
||||
self._countdown_timer = 80 * self._laps # 80
|
||||
bs.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'opacity': 0.7,
|
||||
'color': (0.2, 0.2, 0.2),
|
||||
'attach': 'topCenter',
|
||||
'position': (-220, -40),
|
||||
'scale': (135, 45),
|
||||
'texture': bs.gettexture('bar')})
|
||||
bs.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'opacity': 1.0,
|
||||
'color': (1.0, 0.0, 0.0),
|
||||
'attach': 'topCenter',
|
||||
'position': (-220, -38),
|
||||
'scale': (155, 65),
|
||||
'texture': bs.gettexture('uiAtlas'),
|
||||
'mesh_transparent': bs.getmesh('meterTransparent')})
|
||||
self._sgcountdown_text = bs.newnode(
|
||||
'text',
|
||||
attrs={
|
||||
'v_attach': 'top',
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'position': (-220, -57),
|
||||
'shadow': 0.5,
|
||||
'flatness': 0.5,
|
||||
'scale': 1.1,
|
||||
'text': str(self._countdown_timer)+"s"})
|
||||
|
||||
def _update_sgcountdown(self) -> None:
|
||||
self._countdown_timer -= 1
|
||||
self._countdown_timer
|
||||
if self._countdown_timer <= 0:
|
||||
self._countdown_timer = 0
|
||||
self._squid_game_all_die()
|
||||
if self._countdown_timer == 20:
|
||||
self._sq_mode = 'Hard'
|
||||
bs.getsound('alarm').play()
|
||||
if self._countdown_timer == 40:
|
||||
self._sq_mode = 'Normal'
|
||||
if self._countdown_timer <= 20:
|
||||
self._sgcountdown_text.color = (1.2, 0.0, 0.0)
|
||||
self._sgcountdown_text.scale = 1.2
|
||||
if self._countdown_timer in self._countdownsounds:
|
||||
self._countdownsounds[self._countdown_timer].play()
|
||||
else:
|
||||
self._sgcountdown_text.color = (1.0, 1.0, 1.0)
|
||||
self._sgcountdown_text.text = str(self._countdown_timer)+"s"
|
||||
|
||||
def _squid_game_all_die(self) -> None:
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
player.actor._cursed = True
|
||||
player.actor.handlemessage(bs.DieMessage())
|
||||
NewBlast(
|
||||
position=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
blast_radius=3.0,
|
||||
blast_type='normal').autoretain()
|
||||
player.actor.handlemessage(
|
||||
bs.HitMessage(
|
||||
pos=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
magnitude=2000,
|
||||
hit_type='explosion',
|
||||
hit_subtype='normal',
|
||||
radius=2.0,
|
||||
source_player=None))
|
||||
player.actor._cursed = False
|
||||
|
||||
def _do_ticks(self) -> None:
|
||||
def do_ticks():
|
||||
if self._ticks:
|
||||
bs.getsound('tick').play()
|
||||
self._tick_timer = bs.timer(1.0, do_ticks, repeat=True)
|
||||
|
||||
def _start_squid_game(self) -> None:
|
||||
easy = [4.5, 5, 5.5, 6]
|
||||
normal = [4, 4.5, 5]
|
||||
hard = [3, 3.5, 4]
|
||||
random_number = random.choice(
|
||||
hard if self._sq_mode == 'Hard' else
|
||||
normal if self._sq_mode == 'Normal' else easy)
|
||||
# if random_number == 6:
|
||||
# bs.getsound('lrlg_06s').play()
|
||||
# elif random_number == 5.5:
|
||||
# bs.getsound('lrlg_055s').play()
|
||||
# elif random_number == 5:
|
||||
# bs.getsound('lrlg_05s').play()
|
||||
# elif random_number == 4.5:
|
||||
# bs.getsound('lrlg_045s').play()
|
||||
# elif random_number == 4:
|
||||
# bs.getsound('lrlg_04s').play()
|
||||
# elif random_number == 3.5:
|
||||
# bs.getsound('lrlg_035s').play()
|
||||
# elif random_number == 3:
|
||||
# bs.getsound('lrlg_03s').play()
|
||||
self._squid_lights[0].color = (0.2, 0, 0)
|
||||
self._squid_lights[1].color = (0.0, 1.0, 0)
|
||||
self._do_delete = False
|
||||
self._ticks = True
|
||||
bs.timer(random_number, self._stop_squid_game)
|
||||
|
||||
def _stop_squid_game(self) -> None:
|
||||
self._ticks = False
|
||||
self._squid_lights[0].color = (1.0, 0, 0)
|
||||
self._squid_lights[1].color = (0.0, 0.3, 0)
|
||||
bs.timer(0.2, self._check_delete)
|
||||
|
||||
def _check_delete(self) -> None:
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
player.customdata['position'] = None
|
||||
player.customdata['position'] = player.actor.node.position
|
||||
self._do_delete = True
|
||||
bs.timer(3.0 if self._sq_mode == 'Hard' else 4.0,
|
||||
self._start_squid_game)
|
||||
|
||||
def _start_delete(self) -> None:
|
||||
for player in self.players:
|
||||
if player.is_alive() and self._do_delete:
|
||||
|
||||
posx = float("%.1f" % player.customdata['position'][0])
|
||||
posz = float("%.1f" % player.customdata['position'][1])
|
||||
posy = float("%.1f" % player.customdata['position'][2])
|
||||
|
||||
posx_list = [
|
||||
round(posx, 1), round(posx+0.1, 1), round(posx+0.2, 1),
|
||||
round(posx-0.1, 1), round(posx-0.2, 1)]
|
||||
current_posx = float("%.1f" % player.actor.node.position[0])
|
||||
|
||||
posz_list = [
|
||||
round(posz, 1), round(posz+0.1, 1), round(posz+0.2, 1),
|
||||
round(posz-0.1, 1), round(posz-0.2, 1)]
|
||||
current_posz = float("%.1f" % player.actor.node.position[1])
|
||||
|
||||
posy_list = [
|
||||
round(posy, 1), round(posy+0.1, 1), round(posy+0.2, 1),
|
||||
round(posy-0.1, 1), round(posy-0.2, 1)]
|
||||
current_posy = float("%.1f" % player.actor.node.position[2])
|
||||
|
||||
if not (current_posx in posx_list) or not (
|
||||
current_posz in posz_list) or not (
|
||||
current_posy in posy_list):
|
||||
player.actor._cursed = True
|
||||
player.actor.handlemessage(bs.DieMessage())
|
||||
NewBlast(
|
||||
position=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
blast_radius=3.0,
|
||||
blast_type='normal').autoretain()
|
||||
player.actor.handlemessage(
|
||||
bs.HitMessage(
|
||||
pos=player.actor.node.position,
|
||||
velocity=player.actor.node.velocity,
|
||||
magnitude=2000,
|
||||
hit_type='explosion',
|
||||
hit_subtype='normal',
|
||||
radius=2.0,
|
||||
source_player=None))
|
||||
player.actor._cursed = False
|
||||
|
||||
def _check_squid_end(self) -> None:
|
||||
squid_player_alive = 0
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
squid_player_alive += 1
|
||||
break
|
||||
if squid_player_alive < 1:
|
||||
self.end_game()
|
||||
|
||||
def _do_light_1(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[0].color = (1.0, 0, 0)
|
||||
self._beep_1_sound.play()
|
||||
|
||||
def _do_light_2(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[1].color = (1.0, 0, 0)
|
||||
self._beep_1_sound.play()
|
||||
|
||||
def _do_light_3(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[2].color = (1.0, 0.3, 0)
|
||||
self._beep_1_sound.play()
|
||||
|
||||
def _start_race(self) -> None:
|
||||
assert self._start_lights is not None
|
||||
self._start_lights[3].color = (0.0, 1.0, 0)
|
||||
self._beep_2_sound.play()
|
||||
for player in self.players:
|
||||
if player.actor is not None:
|
||||
try:
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
player.actor.connect_controls_to_player()
|
||||
except Exception:
|
||||
babase.print_exception('Error in race player connects.')
|
||||
assert self._timer is not None
|
||||
self._timer.start()
|
||||
|
||||
if self._bomb_spawning != 0:
|
||||
self._bomb_spawn_timer = bs.Timer(0.001 * self._bomb_spawning,
|
||||
self._spawn_bomb,
|
||||
repeat=True)
|
||||
|
||||
self._race_started = True
|
||||
self._squid_lights[1].color = (0.0, 1.0, 0)
|
||||
self._start_squid_game()
|
||||
self._do_ticks()
|
||||
bs.timer(0.2, self._start_delete, repeat=True)
|
||||
bs.timer(1.0, self._update_sgcountdown, repeat=True)
|
||||
|
||||
def _update_player_order(self) -> None:
|
||||
|
||||
# Calc all player distances.
|
||||
for player in self.players:
|
||||
pos: Optional[babase.Vec3]
|
||||
try:
|
||||
pos = player.position
|
||||
except bs.NotFoundError:
|
||||
pos = None
|
||||
if pos is not None:
|
||||
r_index = player.last_region
|
||||
rg1 = self._regions[r_index]
|
||||
r1pt = babase.Vec3(rg1.pos[:3])
|
||||
rg2 = self._regions[0] if r_index == len(
|
||||
self._regions) - 1 else self._regions[r_index + 1]
|
||||
r2pt = babase.Vec3(rg2.pos[:3])
|
||||
r2dist = (pos - r2pt).length()
|
||||
amt = 1.0 - (r2dist / (r2pt - r1pt).length())
|
||||
amt = player.lap + (r_index + amt) * (1.0 / len(self._regions))
|
||||
player.distance = amt
|
||||
|
||||
# Sort players by distance and update their ranks.
|
||||
p_list = [(player.distance, player) for player in self.players]
|
||||
|
||||
p_list.sort(reverse=True, key=lambda x: x[0])
|
||||
for i, plr in enumerate(p_list):
|
||||
plr[1].rank = i
|
||||
if plr[1].actor:
|
||||
node = plr[1].distance_txt
|
||||
if node:
|
||||
node.text = str(i + 1) if plr[1].is_alive() else ''
|
||||
|
||||
def _spawn_bomb(self) -> None:
|
||||
if self._front_race_region is None:
|
||||
return
|
||||
region = (self._front_race_region + 3) % len(self._regions)
|
||||
pos = self._regions[region].pos
|
||||
|
||||
# Don't use the full region so we're less likely to spawn off a cliff.
|
||||
region_scale = 0.8
|
||||
x_range = ((-0.5, 0.5) if pos[3] == 0 else
|
||||
(-region_scale * pos[3], region_scale * pos[3]))
|
||||
z_range = ((-0.5, 0.5) if pos[5] == 0 else
|
||||
(-region_scale * pos[5], region_scale * pos[5]))
|
||||
pos = (pos[0] + random.uniform(*x_range), pos[1] + 1.0,
|
||||
pos[2] + random.uniform(*z_range))
|
||||
bs.timer(random.uniform(0.0, 2.0),
|
||||
bs.WeakCall(self._spawn_bomb_at_pos, pos))
|
||||
|
||||
def _spawn_bomb_at_pos(self, pos: Sequence[float]) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
Bomb(position=pos, bomb_type='normal').autoretain()
|
||||
|
||||
def _make_mine(self, i: int) -> None:
|
||||
assert self._race_mines is not None
|
||||
rmine = self._race_mines[i]
|
||||
rmine.mine = Bomb(position=rmine.point[:3], bomb_type='land_mine')
|
||||
rmine.mine.arm()
|
||||
|
||||
def _flash_mine(self, i: int) -> None:
|
||||
assert self._race_mines is not None
|
||||
rmine = self._race_mines[i]
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': rmine.point[:3],
|
||||
'color': (1, 0.2, 0.2),
|
||||
'radius': 0.1,
|
||||
'height_attenuated': False
|
||||
})
|
||||
bs.animate(light, 'intensity', {0.0: 0, 0.1: 1.0, 0.2: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
def _update_race_mine(self) -> None:
|
||||
assert self._race_mines is not None
|
||||
m_index = -1
|
||||
rmine = None
|
||||
for _i in range(3):
|
||||
m_index = random.randrange(len(self._race_mines))
|
||||
rmine = self._race_mines[m_index]
|
||||
if not rmine.mine:
|
||||
break
|
||||
assert rmine is not None
|
||||
if not rmine.mine:
|
||||
self._flash_mine(m_index)
|
||||
bs.timer(0.95, babase.Call(self._make_mine, m_index))
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
if player.team.finished:
|
||||
# FIXME: This is not type-safe!
|
||||
# This call is expected to always return an Actor!
|
||||
# Perhaps we need something like can_spawn_player()...
|
||||
# noinspection PyTypeChecker
|
||||
return None # type: ignore
|
||||
pos = self._regions[player.last_region].pos
|
||||
|
||||
# Don't use the full region so we're less likely to spawn off a cliff.
|
||||
region_scale = 0.8
|
||||
x_range = ((-0.5, 0.5) if pos[3] == 0 else
|
||||
(-region_scale * pos[3], region_scale * pos[3]))
|
||||
z_range = ((-0.5, 0.5) if pos[5] == 0 else
|
||||
(-region_scale * pos[5], region_scale * pos[5]))
|
||||
pos = (pos[0] + random.uniform(*x_range), pos[1],
|
||||
pos[2] + random.uniform(*z_range))
|
||||
spaz = self.spawn_player_spaz(
|
||||
player, position=pos, angle=90 if not self._race_started else None)
|
||||
assert spaz.node
|
||||
|
||||
# Prevent controlling of characters before the start of the race.
|
||||
if not self._race_started:
|
||||
spaz.disconnect_controls_from_player()
|
||||
|
||||
mathnode = bs.newnode('math',
|
||||
owner=spaz.node,
|
||||
attrs={
|
||||
'input1': (0, 1.4, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
spaz.node.connectattr('torso_position', mathnode, 'input2')
|
||||
|
||||
distance_txt = bs.newnode('text',
|
||||
owner=spaz.node,
|
||||
attrs={
|
||||
'text': '',
|
||||
'in_world': True,
|
||||
'color': (1, 1, 0.4),
|
||||
'scale': 0.02,
|
||||
'h_align': 'center'
|
||||
})
|
||||
player.distance_txt = distance_txt
|
||||
mathnode.connectattr('output', distance_txt, 'position')
|
||||
return spaz
|
||||
|
||||
def _check_end_game(self) -> None:
|
||||
|
||||
# If there's no teams left racing, finish.
|
||||
teams_still_in = len([t for t in self.teams if not t.finished])
|
||||
if teams_still_in == 0:
|
||||
self.end_game()
|
||||
return
|
||||
|
||||
# Count the number of teams that have completed the race.
|
||||
teams_completed = len(
|
||||
[t for t in self.teams if t.finished and t.time is not None])
|
||||
|
||||
if teams_completed > 0:
|
||||
session = self.session
|
||||
|
||||
# In teams mode its over as soon as any team finishes the race
|
||||
|
||||
# FIXME: The get_ffa_point_awards code looks dangerous.
|
||||
if isinstance(session, bs.DualTeamSession):
|
||||
self.end_game()
|
||||
else:
|
||||
# In ffa we keep the race going while there's still any points
|
||||
# to be handed out. Find out how many points we have to award
|
||||
# and how many teams have finished, and once that matches
|
||||
# we're done.
|
||||
assert isinstance(session, bs.FreeForAllSession)
|
||||
points_to_award = len(session.get_ffa_point_awards())
|
||||
if teams_completed >= points_to_award - teams_completed:
|
||||
self.end_game()
|
||||
return
|
||||
|
||||
def end_game(self) -> None:
|
||||
|
||||
# Stop updating our time text, and set it to show the exact last
|
||||
# finish time if we have one. (so users don't get upset if their
|
||||
# final time differs from what they see onscreen by a tiny amount)
|
||||
assert self._timer is not None
|
||||
if self._timer.has_started():
|
||||
self._timer.stop(
|
||||
endtime=None if self._last_team_time is None else (
|
||||
self._timer.getstarttime() + self._last_team_time))
|
||||
|
||||
results = bs.GameResults()
|
||||
|
||||
for team in self.teams:
|
||||
if team.time is not None:
|
||||
# We store time in seconds, but pass a score in milliseconds.
|
||||
results.set_team_score(team, int(team.time * 1000.0))
|
||||
else:
|
||||
results.set_team_score(team, None)
|
||||
|
||||
# We don't announce a winner in ffa mode since its probably been a
|
||||
# while since the first place guy crossed the finish line so it seems
|
||||
# odd to be announcing that now.
|
||||
self.end(results=results,
|
||||
announce_winning_team=isinstance(self.session,
|
||||
bs.DualTeamSession))
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment default behavior.
|
||||
super().handlemessage(msg)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
127
dist/ba_root/mods/games/the_spaz_game.py
vendored
Normal file
127
dist/ba_root/mods/games/the_spaz_game.py
vendored
Normal file
|
|
@ -0,0 +1,127 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
|
||||
# ba_meta require api 8
|
||||
"""
|
||||
TheSpazGame - Mini game where all characters looks identical , identify enemies and kill them.
|
||||
Author: Mr.Smoothy
|
||||
Discord: https://discord.gg/ucyaesh
|
||||
Youtube: https://www.youtube.com/c/HeySmoothy
|
||||
Website: https://bombsquad-community.web.app
|
||||
Github: https://github.com/bombsquad-community
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.game.elimination import EliminationGame, Player
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
import random
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
CHARACTER = 'Spaz'
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class TheSpazGame(EliminationGame):
|
||||
name = 'TheSpazGame'
|
||||
description = 'Enemy Spaz AmongUs. Kill them all'
|
||||
scoreconfig = bs.ScoreConfig(
|
||||
label='Survived', scoretype=bs.ScoreType.SECONDS, none_is_winner=True
|
||||
)
|
||||
|
||||
announce_player_deaths = False
|
||||
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]
|
||||
) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Lives Per Player',
|
||||
default=1,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.15)
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(bs.BoolSetting('Solo Mode', default=False))
|
||||
settings.append(
|
||||
bs.BoolSetting('Balance Total Lives', default=False)
|
||||
)
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
|
||||
sessiontype, bs.FreeForAllSession
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps('melee')
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return (
|
||||
'Enemy Spaz AmongUs. Kill them all'
|
||||
)
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return (
|
||||
'Enemy Spaz AmongUs. Kill them all'
|
||||
)
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._solo_mode = False
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
|
||||
q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
|
||||
|
||||
x = random.randrange(0, len(p))
|
||||
y = random.randrange(0, len(q))
|
||||
spaz = self.spawn_player_spaz(player, position=(p[x], 1.8, q[y]))
|
||||
spaz.node.color = (1, 1, 1)
|
||||
spaz.node.highlight = (1, 0.4, 1)
|
||||
self.update_appearance(spaz, character=CHARACTER)
|
||||
# Also lets have them make some noise when they die.
|
||||
spaz.play_big_death_sound = True
|
||||
return spaz
|
||||
|
||||
def update_appearance(self, spaz, character):
|
||||
factory = SpazFactory.get()
|
||||
media = factory.get_media(character)
|
||||
for field, value in media.items():
|
||||
setattr(spaz.node, field, value)
|
||||
spaz.node.style = factory.get_style(character)
|
||||
spaz.node.name = ''
|
||||
623
dist/ba_root/mods/games/ultimate_last_stand.py
vendored
Normal file
623
dist/ba_root/mods/games/ultimate_last_stand.py
vendored
Normal file
|
|
@ -0,0 +1,623 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
"""Ultimate Last Stand V2:
|
||||
Made by Cross Joy"""
|
||||
|
||||
# Anyone who wanna help me in giving suggestion/ fix bugs/ by creating PR,
|
||||
# Can visit my github https://github.com/CrossJoy/Bombsquad-Modding
|
||||
|
||||
# You can contact me through discord:
|
||||
# My Discord Id: Cross Joy#0721
|
||||
# My BS Discord Server: https://discord.gg/JyBY6haARJ
|
||||
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
# V2 What's new?
|
||||
|
||||
# - The "Player can't fight each other" system is removed,
|
||||
# players exploiting the features and, I know ideas how to fix it especially
|
||||
# the freeze handlemessage
|
||||
|
||||
# - Added new bot: Ice Bot
|
||||
|
||||
# - The bot spawn location will be more randomize rather than based on players
|
||||
# position, I don't wanna players stay at the corner of the map.
|
||||
|
||||
# - Some codes clean up.
|
||||
|
||||
# ----------------------------------------------------------------------------
|
||||
|
||||
# ba_meta require api 8
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.bomb import TNTSpawner
|
||||
from bascenev1lib.actor.onscreentimer import OnScreenTimer
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
from bascenev1lib.actor.spazbot import (SpazBot, SpazBotSet, BomberBot,
|
||||
BomberBotPro, BomberBotProShielded,
|
||||
BrawlerBot, BrawlerBotPro,
|
||||
BrawlerBotProShielded, TriggerBot,
|
||||
TriggerBotPro, TriggerBotProShielded,
|
||||
ChargerBot, StickyBot, ExplodeyBot)
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
from bascenev1lib.actor.spazbot import SpazBot
|
||||
|
||||
|
||||
class IceBot(SpazBot):
|
||||
"""A slow moving bot with ice bombs.
|
||||
|
||||
category: Bot Classes
|
||||
"""
|
||||
character = 'Pascal'
|
||||
punchiness = 0.9
|
||||
throwiness = 1
|
||||
charge_speed_min = 1
|
||||
charge_speed_max = 1
|
||||
throw_dist_min = 5.0
|
||||
throw_dist_max = 20
|
||||
run = True
|
||||
charge_dist_min = 10.0
|
||||
charge_dist_max = 11.0
|
||||
default_bomb_type = 'ice'
|
||||
default_bomb_count = 1
|
||||
points_mult = 3
|
||||
|
||||
|
||||
class Icon(bs.Actor):
|
||||
"""Creates in in-game icon on screen."""
|
||||
|
||||
def __init__(self,
|
||||
player: Player,
|
||||
position: tuple[float, float],
|
||||
scale: float,
|
||||
show_lives: bool = True,
|
||||
show_death: bool = True,
|
||||
name_scale: float = 1.0,
|
||||
name_maxwidth: float = 115.0,
|
||||
flatness: float = 1.0,
|
||||
shadow: float = 1.0):
|
||||
super().__init__()
|
||||
|
||||
self._player = player
|
||||
self._show_lives = show_lives
|
||||
self._show_death = show_death
|
||||
self._name_scale = name_scale
|
||||
self._outline_tex = bs.gettexture('characterIconMask')
|
||||
|
||||
icon = player.get_icon()
|
||||
self.node = bs.newnode('image',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'texture': icon['texture'],
|
||||
'tint_texture': icon['tint_texture'],
|
||||
'tint_color': icon['tint_color'],
|
||||
'vr_depth': 400,
|
||||
'tint2_color': icon['tint2_color'],
|
||||
'mask_texture': self._outline_tex,
|
||||
'opacity': 1.0,
|
||||
'absolute_scale': True,
|
||||
'attach': 'bottomCenter'
|
||||
})
|
||||
self._name_text = bs.newnode(
|
||||
'text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'text': babase.Lstr(value=player.getname()),
|
||||
'color': babase.safecolor(player.team.color),
|
||||
'h_align': 'center',
|
||||
'v_align': 'center',
|
||||
'vr_depth': 410,
|
||||
'maxwidth': name_maxwidth,
|
||||
'shadow': shadow,
|
||||
'flatness': flatness,
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
if self._show_lives:
|
||||
self._lives_text = bs.newnode('text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'text': 'x0',
|
||||
'color': (1, 1, 0.5),
|
||||
'h_align': 'left',
|
||||
'vr_depth': 430,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
self.set_position_and_scale(position, scale)
|
||||
|
||||
def set_position_and_scale(self, position: tuple[float, float],
|
||||
scale: float) -> None:
|
||||
"""(Re)position the icon."""
|
||||
assert self.node
|
||||
self.node.position = position
|
||||
self.node.scale = [70.0 * scale]
|
||||
self._name_text.position = (position[0], position[1] + scale * 52.0)
|
||||
self._name_text.scale = 1.0 * scale * self._name_scale
|
||||
if self._show_lives:
|
||||
self._lives_text.position = (position[0] + scale * 10.0,
|
||||
position[1] - scale * 43.0)
|
||||
self._lives_text.scale = 1.0 * scale
|
||||
|
||||
def update_for_lives(self) -> None:
|
||||
"""Update for the target player's current lives."""
|
||||
if self._player:
|
||||
lives = self._player.lives
|
||||
else:
|
||||
lives = 0
|
||||
if self._show_lives:
|
||||
if lives > 0:
|
||||
self._lives_text.text = 'x' + str(lives - 1)
|
||||
else:
|
||||
self._lives_text.text = ''
|
||||
if lives == 0:
|
||||
self._name_text.opacity = 0.2
|
||||
assert self.node
|
||||
self.node.color = (0.7, 0.3, 0.3)
|
||||
self.node.opacity = 0.2
|
||||
|
||||
def handle_player_spawned(self) -> None:
|
||||
"""Our player spawned; hooray!"""
|
||||
if not self.node:
|
||||
return
|
||||
self.node.opacity = 1.0
|
||||
self.update_for_lives()
|
||||
|
||||
def handle_player_died(self) -> None:
|
||||
"""Well poo; our player died."""
|
||||
if not self.node:
|
||||
return
|
||||
if self._show_death:
|
||||
bs.animate(
|
||||
self.node, 'opacity', {
|
||||
0.00: 1.0,
|
||||
0.05: 0.0,
|
||||
0.10: 1.0,
|
||||
0.15: 0.0,
|
||||
0.20: 1.0,
|
||||
0.25: 0.0,
|
||||
0.30: 1.0,
|
||||
0.35: 0.0,
|
||||
0.40: 1.0,
|
||||
0.45: 0.0,
|
||||
0.50: 1.0,
|
||||
0.55: 0.2
|
||||
})
|
||||
lives = self._player.lives
|
||||
if lives == 0:
|
||||
bs.timer(0.6, self.update_for_lives)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
self.node.delete()
|
||||
return None
|
||||
return super().handlemessage(msg)
|
||||
|
||||
|
||||
@dataclass
|
||||
class SpawnInfo:
|
||||
"""Spawning info for a particular bot type."""
|
||||
spawnrate: float
|
||||
increase: float
|
||||
dincrease: float
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
self.death_time: float | None = None
|
||||
self.lives = 0
|
||||
self.icons: list[Icon] = []
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.survival_seconds: int | None = None
|
||||
self.spawn_order: list[Player] = []
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class UltimateLastStand(bs.TeamGameActivity[Player, Team]):
|
||||
"""Minigame involving dodging falling bombs."""
|
||||
|
||||
name = 'Ultimate Last Stand'
|
||||
description = 'Only the strongest will stand at the end.'
|
||||
scoreconfig = bs.ScoreConfig(label='Survived',
|
||||
scoretype=bs.ScoreType.SECONDS,
|
||||
none_is_winner=True)
|
||||
|
||||
# Print messages when players die (since its meaningful in this game).
|
||||
announce_player_deaths = True
|
||||
|
||||
# Don't allow joining after we start
|
||||
# (would enable leave/rejoin tomfoolery).
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls,
|
||||
sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Lives Per Player',
|
||||
default=1,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Balance Total Lives', default=False))
|
||||
return settings
|
||||
|
||||
# We're currently hard-coded for one map.
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['Rampage']
|
||||
|
||||
# We support teams, free-for-all, and co-op sessions.
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
|
||||
self._scoreboard = Scoreboard()
|
||||
self._start_time: float | None = None
|
||||
self._vs_text: bs.Actor | None = None
|
||||
self._round_end_timer: bs.Timer | None = None
|
||||
self._lives_per_player = int(settings['Lives Per Player'])
|
||||
self._balance_total_lives = bool(
|
||||
settings.get('Balance Total Lives', False))
|
||||
self._epic_mode = settings.get('Epic Mode', True)
|
||||
self._last_player_death_time: float | None = None
|
||||
self._timer: OnScreenTimer | None = None
|
||||
self._tntspawner: TNTSpawner | None = None
|
||||
self._new_wave_sound = bs.getsound('scoreHit01')
|
||||
self._bots = SpazBotSet()
|
||||
self._tntspawnpos = (0, 5.5, -6)
|
||||
self.spazList = []
|
||||
|
||||
# Base class overrides:
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
|
||||
self.node = bs.newnode('text',
|
||||
attrs={
|
||||
'v_attach': 'bottom',
|
||||
'h_align': 'center',
|
||||
'color': (0.83, 0.69, 0.21),
|
||||
'flatness': 0.5,
|
||||
'shadow': 0.5,
|
||||
'position': (0, 75),
|
||||
'scale': 0.7,
|
||||
'text': 'By Cross Joy'
|
||||
})
|
||||
|
||||
# For each bot type: [spawnrate, increase, d_increase]
|
||||
self._bot_spawn_types = {
|
||||
BomberBot: SpawnInfo(1.00, 0.00, 0.000),
|
||||
BomberBotPro: SpawnInfo(0.00, 0.05, 0.001),
|
||||
BomberBotProShielded: SpawnInfo(0.00, 0.02, 0.002),
|
||||
BrawlerBot: SpawnInfo(1.00, 0.00, 0.000),
|
||||
BrawlerBotPro: SpawnInfo(0.00, 0.05, 0.001),
|
||||
BrawlerBotProShielded: SpawnInfo(0.00, 0.02, 0.002),
|
||||
TriggerBot: SpawnInfo(0.30, 0.00, 0.000),
|
||||
TriggerBotPro: SpawnInfo(0.00, 0.05, 0.001),
|
||||
TriggerBotProShielded: SpawnInfo(0.00, 0.02, 0.002),
|
||||
ChargerBot: SpawnInfo(0.30, 0.05, 0.000),
|
||||
StickyBot: SpawnInfo(0.10, 0.03, 0.001),
|
||||
IceBot: SpawnInfo(0.10, 0.03, 0.001),
|
||||
ExplodeyBot: SpawnInfo(0.05, 0.02, 0.002)
|
||||
} # yapf: disable
|
||||
|
||||
# Some base class overrides:
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
if self._epic_mode:
|
||||
self.slow_motion = True
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Only the strongest team will stand at the end.' if isinstance(
|
||||
self.session,
|
||||
bs.DualTeamSession) else 'Only the strongest will stand at the end.'
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'Only the strongest team will stand at the end.' if isinstance(
|
||||
self.session,
|
||||
bs.DualTeamSession) else 'Only the strongest will stand at the end.'
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
bs.timer(1.3, self._new_wave_sound.play)
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
player.lives = self._lives_per_player
|
||||
|
||||
# Don't waste time doing this until begin.
|
||||
player.icons = [Icon(player, position=(0, 50), scale=0.8)]
|
||||
if player.lives > 0:
|
||||
self.spawn_player(player)
|
||||
|
||||
if self.has_begun():
|
||||
self._update_icons()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
bs.animate_array(node=self.node, attr='color', size=3, keys={
|
||||
0.0: (0.5, 0.5, 0.5),
|
||||
0.8: (0.83, 0.69, 0.21),
|
||||
1.6: (0.5, 0.5, 0.5)
|
||||
}, loop=True)
|
||||
|
||||
bs.timer(0.001, bs.WeakCall(self._start_bot_updates))
|
||||
self._tntspawner = TNTSpawner(position=self._tntspawnpos,
|
||||
respawn_time=10.0)
|
||||
|
||||
self._timer = OnScreenTimer()
|
||||
self._timer.start()
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
# Check for immediate end (if we've only got 1 player, etc).
|
||||
self._start_time = bs.time()
|
||||
|
||||
# If balance-team-lives is on, add lives to the smaller team until
|
||||
# total lives match.
|
||||
if (isinstance(self.session, bs.DualTeamSession)
|
||||
and self._balance_total_lives and self.teams[0].players
|
||||
and self.teams[1].players):
|
||||
if self._get_total_team_lives(
|
||||
self.teams[0]) < self._get_total_team_lives(self.teams[1]):
|
||||
lesser_team = self.teams[0]
|
||||
greater_team = self.teams[1]
|
||||
else:
|
||||
lesser_team = self.teams[1]
|
||||
greater_team = self.teams[0]
|
||||
add_index = 0
|
||||
while (self._get_total_team_lives(lesser_team) <
|
||||
self._get_total_team_lives(greater_team)):
|
||||
lesser_team.players[add_index].lives += 1
|
||||
add_index = (add_index + 1) % len(lesser_team.players)
|
||||
|
||||
bs.timer(1.0, self._update, repeat=True)
|
||||
self._update_icons()
|
||||
|
||||
# We could check game-over conditions at explicit trigger points,
|
||||
# but lets just do the simple thing and poll it.
|
||||
|
||||
def _update_icons(self) -> None:
|
||||
# pylint: disable=too-many-branches
|
||||
|
||||
# In free-for-all mode, everyone is just lined up along the bottom.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
count = len(self.teams)
|
||||
x_offs = 85
|
||||
xval = x_offs * (count - 1) * -0.5
|
||||
for team in self.teams:
|
||||
if len(team.players) == 1:
|
||||
player = team.players[0]
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
# In teams mode we split up teams.
|
||||
else:
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -50
|
||||
x_offs = -85
|
||||
else:
|
||||
xval = 50
|
||||
x_offs = 85
|
||||
for player in team.players:
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
# Augment default behavior.
|
||||
super().on_player_leave(player)
|
||||
player.icons = []
|
||||
|
||||
# Update icons in a moment since our team will be gone from the
|
||||
# list then.
|
||||
bs.timer(0, self._update_icons)
|
||||
|
||||
# If the player to leave was the last in spawn order and had
|
||||
# their final turn currently in-progress, mark the survival time
|
||||
# for their team.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() - self._start_time)
|
||||
|
||||
# A departing player may trigger game-over.
|
||||
|
||||
# overriding the default character spawning..
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
actor = self.spawn_player_spaz(player)
|
||||
bs.timer(0.3, babase.Call(self._print_lives, player))
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
return actor
|
||||
|
||||
def _print_lives(self, player: Player) -> None:
|
||||
from bascenev1lib.actor import popuptext
|
||||
|
||||
# We get called in a timer so it's possible our player has left/etc.
|
||||
if not player or not player.is_alive() or not player.node:
|
||||
return
|
||||
|
||||
popuptext.PopupText('x' + str(player.lives - 1),
|
||||
color=(1, 1, 0, 1),
|
||||
offset=(0, -0.8, 0),
|
||||
random_offset=0.0,
|
||||
scale=1.8,
|
||||
position=player.node.position).autoretain()
|
||||
|
||||
def _get_total_team_lives(self, team: Team) -> int:
|
||||
return sum(player.lives for player in team.players)
|
||||
|
||||
def _start_bot_updates(self) -> None:
|
||||
self._bot_update_interval = 3.3 - 0.3 * (len(self.players))
|
||||
self._update_bots()
|
||||
self._update_bots()
|
||||
if len(self.players) > 2:
|
||||
self._update_bots()
|
||||
if len(self.players) > 3:
|
||||
self._update_bots()
|
||||
self._bot_update_timer = bs.Timer(self._bot_update_interval,
|
||||
bs.WeakCall(self._update_bots))
|
||||
|
||||
def _update_bots(self) -> None:
|
||||
assert self._bot_update_interval is not None
|
||||
self._bot_update_interval = max(0.5, self._bot_update_interval * 0.98)
|
||||
self._bot_update_timer = bs.Timer(self._bot_update_interval,
|
||||
bs.WeakCall(self._update_bots))
|
||||
botspawnpts: list[Sequence[float]] = [[-5.0, 5.5, -4.14],
|
||||
[0.0, 5.5, -4.14],
|
||||
[5.0, 5.5, -4.14]]
|
||||
for player in self.players:
|
||||
try:
|
||||
if player.is_alive():
|
||||
assert isinstance(player.actor, PlayerSpaz)
|
||||
assert player.actor.node
|
||||
except Exception:
|
||||
babase.print_exception('Error updating bots.')
|
||||
|
||||
spawnpt = random.choice(
|
||||
[botspawnpts[0], botspawnpts[1], botspawnpts[2]])
|
||||
|
||||
spawnpt = (spawnpt[0] + 3.0 * (random.random() - 0.5), spawnpt[1],
|
||||
2.0 * (random.random() - 0.5) + spawnpt[2])
|
||||
|
||||
# Normalize our bot type total and find a random number within that.
|
||||
total = 0.0
|
||||
for spawninfo in self._bot_spawn_types.values():
|
||||
total += spawninfo.spawnrate
|
||||
randval = random.random() * total
|
||||
|
||||
# Now go back through and see where this value falls.
|
||||
total = 0
|
||||
bottype: type[SpazBot] | None = None
|
||||
for spawntype, spawninfo in self._bot_spawn_types.items():
|
||||
total += spawninfo.spawnrate
|
||||
if randval <= total:
|
||||
bottype = spawntype
|
||||
break
|
||||
spawn_time = 1.0
|
||||
assert bottype is not None
|
||||
self._bots.spawn_bot(bottype, pos=spawnpt, spawn_time=spawn_time)
|
||||
|
||||
# After every spawn we adjust our ratios slightly to get more
|
||||
# difficult.
|
||||
for spawninfo in self._bot_spawn_types.values():
|
||||
spawninfo.spawnrate += spawninfo.increase
|
||||
spawninfo.increase += spawninfo.dincrease
|
||||
|
||||
# Various high-level game events come through this method.
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
curtime = bs.time()
|
||||
|
||||
# Record the player's moment of death.
|
||||
# assert isinstance(msg.spaz.player
|
||||
msg.getplayer(Player).death_time = curtime
|
||||
|
||||
player: Player = msg.getplayer(Player)
|
||||
|
||||
player.lives -= 1
|
||||
if player.lives < 0:
|
||||
player.lives = 0
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
|
||||
# Play big death sound on our last death
|
||||
# or for every one in solo mode.
|
||||
if player.lives == 0:
|
||||
SpazFactory.get().single_player_death_sound.play()
|
||||
|
||||
# If we hit zero lives, we're dead (and our team might be too).
|
||||
if player.lives == 0:
|
||||
# If the whole team is now dead, mark their survival time.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() -
|
||||
self._start_time)
|
||||
else:
|
||||
# Otherwise, in regular mode, respawn.
|
||||
self.respawn_player(player)
|
||||
|
||||
def _get_living_teams(self) -> list[Team]:
|
||||
return [
|
||||
team for team in self.teams
|
||||
if len(team.players) > 0 and any(player.lives > 0
|
||||
for player in team.players)
|
||||
]
|
||||
|
||||
def _update(self) -> None:
|
||||
# If we're down to 1 or fewer living teams, start a timer to end
|
||||
# the game (allows the dust to settle and draws to occur if deaths
|
||||
# are close enough).
|
||||
if len(self._get_living_teams()) < 2:
|
||||
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||
|
||||
def end_game(self) -> None:
|
||||
# Stop updating our time text, and set the final time to match
|
||||
# exactly when our last guy died.
|
||||
self._timer.stop(endtime=self._last_player_death_time)
|
||||
|
||||
# Ok now calc game results: set a score for each team and then tell
|
||||
# the game to end.
|
||||
results = bs.GameResults()
|
||||
|
||||
# Remember that 'free-for-all' mode is simply a special form
|
||||
# of 'teams' mode where each player gets their own team, so we can
|
||||
# just always deal in teams and have all cases covered.
|
||||
for team in self.teams:
|
||||
# Submit the score value in milliseconds.
|
||||
results.set_team_score(team, team.survival_seconds)
|
||||
|
||||
self.end(results=results)
|
||||
885
dist/ba_root/mods/games/zombie_horde.py
vendored
Normal file
885
dist/ba_root/mods/games/zombie_horde.py
vendored
Normal file
|
|
@ -0,0 +1,885 @@
|
|||
# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import _babase
|
||||
import copy
|
||||
import random
|
||||
from babase import _math
|
||||
from bascenev1._coopsession import CoopSession
|
||||
from bascenev1._messages import PlayerDiedMessage, StandMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.game.elimination import Icon, Player
|
||||
from bascenev1lib.actor.spaz import PickupMessage
|
||||
from bascenev1lib.actor.spazbot import SpazBotSet, BrawlerBot, SpazBotDiedMessage
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
class PlayerSpaz_Zom(PlayerSpaz):
|
||||
def handlemessage(self, m: Any) -> Any:
|
||||
if isinstance(m, bs.HitMessage):
|
||||
if not self.node:
|
||||
return
|
||||
if not m._source_player is None:
|
||||
try:
|
||||
playa = m._source_player.getname(True, False)
|
||||
if not playa is None:
|
||||
if m._source_player.lives < 1:
|
||||
super().handlemessage(m)
|
||||
except:
|
||||
super().handlemessage(m)
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
|
||||
elif isinstance(m, bs.FreezeMessage):
|
||||
pass
|
||||
|
||||
elif isinstance(m, PickupMessage):
|
||||
if not self.node:
|
||||
return None
|
||||
|
||||
try:
|
||||
collision = bs.getcollision()
|
||||
opposingnode = collision.opposingnode
|
||||
opposingbody = collision.opposingbody
|
||||
except bs.NotFoundError:
|
||||
return True
|
||||
|
||||
try:
|
||||
if opposingnode.invincible:
|
||||
return True
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
try:
|
||||
playa = opposingnode._source_player.getname(True, False)
|
||||
if not playa is None:
|
||||
if opposingnode._source_player.lives > 0:
|
||||
return True
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
if (opposingnode.getnodetype() == 'spaz'
|
||||
and not opposingnode.shattered and opposingbody == 4):
|
||||
opposingbody = 1
|
||||
|
||||
held = self.node.hold_node
|
||||
if held and held.getnodetype() == 'flag':
|
||||
return True
|
||||
|
||||
self.node.hold_body = opposingbody
|
||||
self.node.hold_node = opposingnode
|
||||
else:
|
||||
return super().handlemessage(m)
|
||||
return None
|
||||
|
||||
|
||||
class PlayerZombie(PlayerSpaz):
|
||||
def handlemessage(self, m: Any) -> Any:
|
||||
if isinstance(m, bs.HitMessage):
|
||||
if not self.node:
|
||||
return None
|
||||
if not m._source_player is None:
|
||||
try:
|
||||
playa = m._source_player.getname(True, False)
|
||||
if playa is None:
|
||||
pass
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
except:
|
||||
super().handlemessage(m)
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
|
||||
|
||||
class zBotSet(SpazBotSet):
|
||||
def start_moving(self) -> None:
|
||||
"""Start processing bot AI updates so they start doing their thing."""
|
||||
self._bot_update_timer = bs.Timer(0.05,
|
||||
bs.WeakCall(self.zUpdate),
|
||||
repeat=True)
|
||||
|
||||
def zUpdate(self) -> None:
|
||||
|
||||
try:
|
||||
bot_list = self._bot_lists[self._bot_update_list] = ([
|
||||
b for b in self._bot_lists[self._bot_update_list] if b
|
||||
])
|
||||
except Exception:
|
||||
bot_list = []
|
||||
babase.print_exception('Error updating bot list: ' +
|
||||
str(self._bot_lists[self._bot_update_list]))
|
||||
self._bot_update_list = (self._bot_update_list +
|
||||
1) % self._bot_list_count
|
||||
|
||||
player_pts = []
|
||||
for player in bs.getactivity().players:
|
||||
assert isinstance(player, bs.Player)
|
||||
try:
|
||||
if player.is_alive():
|
||||
assert isinstance(player.actor, Spaz)
|
||||
assert player.actor.node
|
||||
if player.lives > 0:
|
||||
player_pts.append(
|
||||
(babase.Vec3(player.actor.node.position),
|
||||
babase.Vec3(player.actor.node.velocity)))
|
||||
except Exception:
|
||||
babase.print_exception('Error on bot-set _update.')
|
||||
|
||||
for bot in bot_list:
|
||||
bot.set_player_points(player_pts)
|
||||
bot.update_ai()
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
self.spawn_order: list[Player] = []
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class ZombieHorde(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = 'Zombie Horde'
|
||||
description = 'Kill walkers for points!'
|
||||
scoreconfig = bs.ScoreConfig(label='Score',
|
||||
scoretype=bs.ScoreType.POINTS,
|
||||
none_is_winner=False,
|
||||
lower_is_better=False)
|
||||
# Show messages when players die since it's meaningful here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Lives Per Player',
|
||||
default=1,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntSetting(
|
||||
'Max Zombies',
|
||||
default=10,
|
||||
min_value=5,
|
||||
max_value=50,
|
||||
increment=5,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(bs.BoolSetting('Solo Mode', default=False))
|
||||
settings.append(
|
||||
bs.BoolSetting('Balance Total Lives', default=False))
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps('melee')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._start_time: float | None = None
|
||||
self._vs_text: bs.Actor | None = None
|
||||
self._round_end_timer: bs.Timer | None = None
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._lives_per_player = int(settings['Lives Per Player'])
|
||||
self._max_zombies = int(settings['Max Zombies'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._balance_total_lives = bool(
|
||||
settings.get('Balance Total Lives', False))
|
||||
self._solo_mode = bool(settings.get('Solo Mode', False))
|
||||
|
||||
# Base class overrides:
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
|
||||
self.spazList = []
|
||||
self.zombieQ = 0
|
||||
|
||||
activity = bs.getactivity()
|
||||
my_factory = SpazFactory.get()
|
||||
|
||||
appears = ['Kronk', 'Zoe', 'Pixel', 'Agent Johnson',
|
||||
'Bones', 'Frosty', 'Kronk2']
|
||||
myAppear = copy.copy(babase.app.classic.spaz_appearances['Kronk'])
|
||||
myAppear.name = 'Kronk2'
|
||||
babase.app.classic.spaz_appearances['Kronk2'] = myAppear
|
||||
for appear in appears:
|
||||
my_factory.get_media(appear)
|
||||
med = my_factory.spaz_media
|
||||
med['Kronk2']['head_mesh'] = med['Zoe']['head_mesh']
|
||||
med['Kronk2']['color_texture'] = med['Agent Johnson']['color_texture']
|
||||
med['Kronk2']['color_mask_texture'] = med['Pixel']['color_mask_texture']
|
||||
med['Kronk2']['torso_mesh'] = med['Bones']['torso_mesh']
|
||||
med['Kronk2']['pelvis_mesh'] = med['Pixel']['pelvis_mesh']
|
||||
med['Kronk2']['upper_arm_mesh'] = med['Frosty']['upper_arm_mesh']
|
||||
med['Kronk2']['forearm_mesh'] = med['Frosty']['forearm_mesh']
|
||||
med['Kronk2']['hand_mesh'] = med['Bones']['hand_mesh']
|
||||
med['Kronk2']['upper_leg_mesh'] = med['Bones']['upper_leg_mesh']
|
||||
med['Kronk2']['lower_leg_mesh'] = med['Pixel']['lower_leg_mesh']
|
||||
med['Kronk2']['toes_mesh'] = med['Bones']['toes_mesh']
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return ('Kill walkers for points! ',
|
||||
'Dead player walker: 2 points!') if isinstance(
|
||||
self.session, bs.DualTeamSession) else (
|
||||
'Kill walkers for points! Dead player walker: 2 points!')
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return ('Kill walkers for points! ',
|
||||
'Dead player walker: 2 points!') if isinstance(
|
||||
self.session, bs.DualTeamSession) else (
|
||||
'Kill walkers for points! Dead player walker: 2 points!')
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
if self.has_begun():
|
||||
player.lives = 0
|
||||
player.icons = []
|
||||
bs.broadcastmessage(
|
||||
babase.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),
|
||||
)
|
||||
return
|
||||
|
||||
player.lives = self._lives_per_player
|
||||
|
||||
if self._solo_mode:
|
||||
player.icons = []
|
||||
player.team.spawn_order.append(player)
|
||||
self._update_solo_mode()
|
||||
else:
|
||||
player.icons = [Icon(player, position=(0, 50), scale=0.8)]
|
||||
if player.lives > 0:
|
||||
self.spawn_player(player)
|
||||
|
||||
if self.has_begun():
|
||||
self._update_icons()
|
||||
|
||||
def _update_solo_mode(self) -> None:
|
||||
for team in self.teams:
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
break
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = bs.time()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self.zombieQ = 1
|
||||
if self._solo_mode:
|
||||
self._vs_text = bs.NodeActor(
|
||||
bs.newnode('text',
|
||||
attrs={
|
||||
'position': (0, 105),
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'maxwidth': 200,
|
||||
'shadow': 0.5,
|
||||
'vr_depth': 390,
|
||||
'scale': 0.6,
|
||||
'v_attach': 'bottom',
|
||||
'color': (0.8, 0.8, 0.3, 1.0),
|
||||
'text': babase.Lstr(resource='vsText')
|
||||
}))
|
||||
|
||||
# If balance-team-lives is on, add lives to the smaller team until
|
||||
# total lives match.
|
||||
if (isinstance(self.session, bs.DualTeamSession)
|
||||
and self._balance_total_lives and self.teams[0].players
|
||||
and self.teams[1].players):
|
||||
if self._get_total_team_lives(
|
||||
self.teams[0]) < self._get_total_team_lives(self.teams[1]):
|
||||
lesser_team = self.teams[0]
|
||||
greater_team = self.teams[1]
|
||||
else:
|
||||
lesser_team = self.teams[1]
|
||||
greater_team = self.teams[0]
|
||||
add_index = 0
|
||||
while (self._get_total_team_lives(lesser_team) <
|
||||
self._get_total_team_lives(greater_team)):
|
||||
lesser_team.players[add_index].lives += 1
|
||||
add_index = (add_index + 1) % len(lesser_team.players)
|
||||
|
||||
self._bots = zBotSet()
|
||||
|
||||
# Set colors and character for ToughGuyBot to be zombie
|
||||
setattr(BrawlerBot, 'color', (0.4, 0.1, 0.05))
|
||||
setattr(BrawlerBot, 'highlight', (0.2, 0.4, 0.3))
|
||||
setattr(BrawlerBot, 'character', 'Kronk2')
|
||||
# start some timers to spawn bots
|
||||
thePt = self.map.get_ffa_start_position(self.players)
|
||||
|
||||
self._update_icons()
|
||||
|
||||
# We could check game-over conditions at explicit trigger points,
|
||||
# but lets just do the simple thing and poll it.
|
||||
bs.timer(1.0, self._update, repeat=True)
|
||||
|
||||
def _update_icons(self) -> None:
|
||||
# pylint: disable=too-many-branches
|
||||
|
||||
# In free-for-all mode, everyone is just lined up along the bottom.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
count = len(self.teams)
|
||||
x_offs = 85
|
||||
xval = x_offs * (count - 1) * -0.5
|
||||
for team in self.teams:
|
||||
if len(team.players) == 1:
|
||||
player = team.players[0]
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
# In teams mode we split up teams.
|
||||
else:
|
||||
if self._solo_mode:
|
||||
# First off, clear out all icons.
|
||||
for player in self.players:
|
||||
player.icons = []
|
||||
|
||||
# Now for each team, cycle through our available players
|
||||
# adding icons.
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -60
|
||||
x_offs = -78
|
||||
else:
|
||||
xval = 60
|
||||
x_offs = 78
|
||||
is_first = True
|
||||
test_lives = 1
|
||||
while True:
|
||||
players_with_lives = [
|
||||
p for p in team.spawn_order
|
||||
if p and p.lives >= test_lives
|
||||
]
|
||||
if not players_with_lives:
|
||||
break
|
||||
for player in players_with_lives:
|
||||
player.icons.append(
|
||||
Icon(player,
|
||||
position=(xval, (40 if is_first else 25)),
|
||||
scale=1.0 if is_first else 0.5,
|
||||
name_maxwidth=130 if is_first else 75,
|
||||
name_scale=0.8 if is_first else 1.0,
|
||||
flatness=0.0 if is_first else 1.0,
|
||||
shadow=0.5 if is_first else 1.0,
|
||||
show_death=is_first,
|
||||
show_lives=False))
|
||||
xval += x_offs * (0.8 if is_first else 0.56)
|
||||
is_first = False
|
||||
test_lives += 1
|
||||
# Non-solo mode.
|
||||
else:
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
xval = -50
|
||||
x_offs = -85
|
||||
else:
|
||||
xval = 50
|
||||
x_offs = 85
|
||||
for player in team.players:
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
def _get_spawn_point(self, player: Player) -> babase.Vec3 | None:
|
||||
del player # Unused.
|
||||
|
||||
# In solo-mode, if there's an existing live player on the map, spawn at
|
||||
# whichever spot is farthest from them (keeps the action spread out).
|
||||
if self._solo_mode:
|
||||
living_player = None
|
||||
living_player_pos = None
|
||||
for team in self.teams:
|
||||
for tplayer in team.players:
|
||||
if tplayer.is_alive():
|
||||
assert tplayer.node
|
||||
ppos = tplayer.node.position
|
||||
living_player = tplayer
|
||||
living_player_pos = ppos
|
||||
break
|
||||
if living_player:
|
||||
assert living_player_pos is not None
|
||||
player_pos = babase.Vec3(living_player_pos)
|
||||
points: list[tuple[float, babase.Vec3]] = []
|
||||
for team in self.teams:
|
||||
start_pos = babase.Vec3(self.map.get_start_position(team.id))
|
||||
points.append(
|
||||
((start_pos - player_pos).length(), start_pos))
|
||||
# Hmm.. we need to sorting vectors too?
|
||||
points.sort(key=lambda x: x[0])
|
||||
return points[-1][1]
|
||||
return None
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = 20
|
||||
name = player.getname()
|
||||
|
||||
light_color = _math.normalized_color(player.color)
|
||||
display_color = _babase.safecolor(player.color, target_intensity=0.75)
|
||||
spaz = PlayerSpaz_Zom(color=player.color,
|
||||
highlight=player.highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
self.spazList.append(spaz)
|
||||
|
||||
if isinstance(self.session, CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
factory = SpazFactory()
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
bs.Sound.play(self._spawn_sound, 1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
if not self._solo_mode:
|
||||
bs.timer(0.3, babase.Call(self._print_lives, player))
|
||||
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
return spaz
|
||||
|
||||
def respawn_player_zombie(self,
|
||||
player: Player,
|
||||
respawn_time: float | None = None) -> None:
|
||||
# pylint: disable=cyclic-import
|
||||
|
||||
assert player
|
||||
if respawn_time is None:
|
||||
teamsize = len(player.team.players)
|
||||
if teamsize == 1:
|
||||
respawn_time = 3.0
|
||||
elif teamsize == 2:
|
||||
respawn_time = 5.0
|
||||
elif teamsize == 3:
|
||||
respawn_time = 6.0
|
||||
else:
|
||||
respawn_time = 7.0
|
||||
|
||||
# If this standard setting is present, factor it in.
|
||||
if 'Respawn Times' in self.settings_raw:
|
||||
respawn_time *= self.settings_raw['Respawn Times']
|
||||
|
||||
# We want whole seconds.
|
||||
assert respawn_time is not None
|
||||
respawn_time = round(max(1.0, respawn_time), 0)
|
||||
|
||||
if player.actor and not self.has_ended():
|
||||
from bascenev1lib.actor.respawnicon import RespawnIcon
|
||||
player.customdata['respawn_timer'] = bs.Timer(
|
||||
respawn_time, bs.WeakCall(
|
||||
self.spawn_player_if_exists_as_zombie, player))
|
||||
player.customdata['respawn_icon'] = RespawnIcon(
|
||||
player, respawn_time)
|
||||
|
||||
def spawn_player_if_exists_as_zombie(self, player: PlayerT) -> None:
|
||||
"""
|
||||
A utility method which calls self.spawn_player() *only* if the
|
||||
bs.Player provided still exists; handy for use in timers and whatnot.
|
||||
|
||||
There is no need to override this; just override spawn_player().
|
||||
"""
|
||||
if player:
|
||||
self.spawn_player_zombie(player)
|
||||
|
||||
def spawn_player_zombie(self, player: PlayerT) -> bs.Actor:
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = 20
|
||||
name = player.getname()
|
||||
|
||||
light_color = _math.normalized_color(player.color)
|
||||
display_color = _babase.safecolor(player.color, target_intensity=0.75)
|
||||
spaz = PlayerSpaz_Zom(color=player.color,
|
||||
highlight=player.highlight,
|
||||
character='Kronk2',
|
||||
player=player)
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
self.spazList.append(spaz)
|
||||
|
||||
if isinstance(self.session, CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player(enable_punch=True,
|
||||
enable_bomb=False,
|
||||
enable_pickup=False)
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
bs.Sound.play(self._spawn_sound, 1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
if not self._solo_mode:
|
||||
bs.timer(0.3, babase.Call(self._print_lives, player))
|
||||
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
return spaz
|
||||
|
||||
def _print_lives(self, player: Player) -> None:
|
||||
from bascenev1lib.actor import popuptext
|
||||
|
||||
# We get called in a timer so it's possible our player has left/etc.
|
||||
if not player or not player.is_alive() or not player.node:
|
||||
return
|
||||
|
||||
try:
|
||||
pos = player.actor.node.position
|
||||
except Exception as e:
|
||||
print('EXC getting player pos in bsElim', e)
|
||||
return
|
||||
if player.lives > 0:
|
||||
popuptext.PopupText('x' + str(player.lives - 1),
|
||||
color=(1, 1, 0, 1),
|
||||
offset=(0, -0.8, 0),
|
||||
random_offset=0.0,
|
||||
scale=1.8,
|
||||
position=pos).autoretain()
|
||||
else:
|
||||
popuptext.PopupText('Dead!',
|
||||
color=(1, 1, 0, 1),
|
||||
offset=(0, -0.8, 0),
|
||||
random_offset=0.0,
|
||||
scale=1.8,
|
||||
position=pos).autoretain()
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
player.icons = []
|
||||
|
||||
# Remove us from spawn-order.
|
||||
if self._solo_mode:
|
||||
if player in player.team.spawn_order:
|
||||
player.team.spawn_order.remove(player)
|
||||
|
||||
# Update icons in a moment since our team will be gone from the
|
||||
# list then.
|
||||
bs.timer(0, self._update_icons)
|
||||
|
||||
def _get_total_team_lives(self, team: Team) -> int:
|
||||
return sum(player.lives for player in team.players)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
|
||||
if player.lives > 0:
|
||||
player.lives -= 1
|
||||
else:
|
||||
if msg._killerplayer:
|
||||
if msg._killerplayer.lives > 0:
|
||||
msg._killerplayer.team.score += 2
|
||||
self._update_scoreboard()
|
||||
|
||||
if msg._player in self.spazList:
|
||||
self.spazList.remove(msg._player)
|
||||
if player.lives < 0:
|
||||
babase.print_error(
|
||||
"Got lives < 0 in Elim; this shouldn't happen. solo:" +
|
||||
str(self._solo_mode))
|
||||
player.lives = 0
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
|
||||
# Play big death sound on our last death
|
||||
# or for every one in solo mode.
|
||||
if self._solo_mode or player.lives == 0:
|
||||
SpazFactory.get().single_player_death_sound.play()
|
||||
|
||||
# If we hit zero lives, we're dead (and our team might be too).
|
||||
if player.lives == 0:
|
||||
self.respawn_player_zombie(player)
|
||||
else:
|
||||
# Otherwise, in regular mode, respawn.
|
||||
if not self._solo_mode:
|
||||
self.respawn_player(player)
|
||||
|
||||
# In solo, put ourself at the back of the spawn order.
|
||||
if self._solo_mode:
|
||||
player.team.spawn_order.remove(player)
|
||||
player.team.spawn_order.append(player)
|
||||
|
||||
elif isinstance(msg, SpazBotDiedMessage):
|
||||
self._onSpazBotDied(msg)
|
||||
# bs.PopupText("died",position=self._position,color=popupColor,scale=popupScale).autoRetain()
|
||||
super().handlemessage(msg)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _update(self) -> None:
|
||||
if self.zombieQ > 0:
|
||||
self.zombieQ -= 1
|
||||
self.spawn_zombie()
|
||||
if self._solo_mode:
|
||||
# For both teams, find the first player on the spawn order
|
||||
# list with lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
self._update_icons()
|
||||
break
|
||||
|
||||
# If we're down to 1 or fewer living teams, start a timer to end
|
||||
# the game (allows the dust to settle and draws to occur if deaths
|
||||
# are close enough).
|
||||
teamsRemain = self._get_living_teams()
|
||||
if len(teamsRemain) < 2:
|
||||
if len(teamsRemain) == 1:
|
||||
theScores = []
|
||||
for team in self.teams:
|
||||
theScores.append(team.score)
|
||||
if teamsRemain[0].score < max(theScores):
|
||||
pass
|
||||
elif teamsRemain[0].score == max(
|
||||
theScores) and theScores.count(max(theScores)) > 1:
|
||||
pass
|
||||
else:
|
||||
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||
else:
|
||||
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||
|
||||
def spawn_zombie(self) -> None:
|
||||
# We need a Z height...
|
||||
thePt = list(self.get_random_point_in_play())
|
||||
thePt2 = self.map.get_ffa_start_position(self.players)
|
||||
thePt[1] = thePt2[1]
|
||||
bs.timer(0.1, babase.Call(
|
||||
self._bots.spawn_bot, BrawlerBot, pos=thePt, spawn_time=1.0))
|
||||
|
||||
def _onSpazBotDied(self, DeathMsg) -> None:
|
||||
# Just in case we are over max...
|
||||
if len(self._bots.get_living_bots()) < self._max_zombies:
|
||||
self.zombieQ += 1
|
||||
|
||||
if DeathMsg.killerplayer is None:
|
||||
pass
|
||||
else:
|
||||
player = DeathMsg.killerplayer
|
||||
if not player:
|
||||
return
|
||||
if player.lives < 1:
|
||||
return
|
||||
player.team.score += 1
|
||||
self.zombieQ += 1
|
||||
self._update_scoreboard()
|
||||
|
||||
def get_random_point_in_play(self) -> None:
|
||||
myMap = self.map.getname()
|
||||
if myMap == 'Doom Shroom':
|
||||
while True:
|
||||
x = random.uniform(-1.0, 1.0)
|
||||
y = random.uniform(-1.0, 1.0)
|
||||
if x*x+y*y < 1.0:
|
||||
break
|
||||
return ((8.0*x, 8.0, -3.5+5.0*y))
|
||||
elif myMap == 'Rampage':
|
||||
x = random.uniform(-6.0, 7.0)
|
||||
y = random.uniform(-6.0, -2.5)
|
||||
return ((x, 8.0, y))
|
||||
elif myMap == 'Hockey Stadium':
|
||||
x = random.uniform(-11.5, 11.5)
|
||||
y = random.uniform(-4.5, 4.5)
|
||||
return ((x, 5.0, y))
|
||||
elif myMap == 'Courtyard':
|
||||
x = random.uniform(-4.3, 4.3)
|
||||
y = random.uniform(-4.4, 0.3)
|
||||
return ((x, 8.0, y))
|
||||
elif myMap == 'Crag Castle':
|
||||
x = random.uniform(-6.7, 8.0)
|
||||
y = random.uniform(-6.0, 0.0)
|
||||
return ((x, 12.0, y))
|
||||
elif myMap == 'Big G':
|
||||
x = random.uniform(-8.7, 8.0)
|
||||
y = random.uniform(-7.5, 6.5)
|
||||
return ((x, 8.0, y))
|
||||
elif myMap == 'Football Stadium':
|
||||
x = random.uniform(-12.5, 12.5)
|
||||
y = random.uniform(-5.0, 5.5)
|
||||
return ((x, 8.0, y))
|
||||
else:
|
||||
x = random.uniform(-5.0, 5.0)
|
||||
y = random.uniform(-6.0, 0.0)
|
||||
return ((x, 8.0, y))
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score)
|
||||
|
||||
def _get_living_teams(self) -> list[Team]:
|
||||
return [
|
||||
team for team in self.teams
|
||||
if len(team.players) > 0 and any(player.lives > 0
|
||||
for player in team.players)
|
||||
]
|
||||
|
||||
def end_game(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
setattr(BrawlerBot, 'color', (0.6, 0.6, 0.6))
|
||||
setattr(BrawlerBot, 'highlight', (0.6, 0.6, 0.6))
|
||||
setattr(BrawlerBot, 'character', 'Kronk')
|
||||
results = bs.GameResults()
|
||||
self._vs_text = None # Kill our 'vs' if its there.
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class ZombieHordeCoop(ZombieHorde):
|
||||
|
||||
name = 'Zombie Horde'
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['Football Stadium']
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.CoopSession))
|
||||
|
||||
def _update(self) -> None:
|
||||
if self.zombieQ > 0:
|
||||
self.zombieQ -= 1
|
||||
self.spawn_zombie()
|
||||
if self._solo_mode:
|
||||
# For both teams, find the first player on the spawn order
|
||||
# list with lives remaining and spawn them if they're not alive.
|
||||
for team in self.teams:
|
||||
# Prune dead players from the spawn order.
|
||||
team.spawn_order = [p for p in team.spawn_order if p]
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
self._update_icons()
|
||||
break
|
||||
|
||||
if not any(player.is_alive() for player in self.teams[0].players):
|
||||
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior.
|
||||
bs.TeamGameActivity.handlemessage(self, msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class ZombieHordeLevel(babase.Plugin):
|
||||
def on_app_running(self) -> None:
|
||||
babase.app.classic.add_coop_practice_level(
|
||||
bs._level.Level(
|
||||
'Zombie Horde',
|
||||
gametype=ZombieHordeCoop,
|
||||
settings={},
|
||||
preview_texture_name='footballStadiumPreview',
|
||||
)
|
||||
)
|
||||
Loading…
Add table
Add a link
Reference in a new issue