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145
dist/ba_data/python/bastd/gameutils.py
vendored
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145
dist/ba_data/python/bastd/gameutils.py
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# Released under the MIT License. See LICENSE for details.
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#
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"""Various utilities useful for gameplay."""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import ba
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if TYPE_CHECKING:
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from typing import Sequence, Optional
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class SharedObjects:
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"""Various common components for use in games.
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Category: Gameplay Classes
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Objects contained here are created on-demand as accessed and shared
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by everything in the current activity. This includes things such as
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standard materials.
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"""
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_STORENAME = ba.storagename()
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def __init__(self) -> None:
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activity = ba.getactivity()
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if hasattr(activity, self._STORENAME):
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raise RuntimeError('Use SharedObjects.get() to fetch the'
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' shared instance for this activity.')
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self._object_material: Optional[ba.Material] = None
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self._player_material: Optional[ba.Material] = None
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self._pickup_material: Optional[ba.Material] = None
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self._footing_material: Optional[ba.Material] = None
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self._attack_material: Optional[ba.Material] = None
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self._death_material: Optional[ba.Material] = None
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self._region_material: Optional[ba.Material] = None
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self._railing_material: Optional[ba.Material] = None
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@classmethod
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def get(cls) -> SharedObjects:
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"""Fetch/create the instance of this class for the current activity."""
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activity = ba.getactivity()
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shobs = activity.customdata.get(cls._STORENAME)
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if shobs is None:
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shobs = SharedObjects()
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activity.customdata[cls._STORENAME] = shobs
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assert isinstance(shobs, SharedObjects)
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return shobs
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@property
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def player_material(self) -> ba.Material:
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"""a ba.Material to be applied to player parts. Generally,
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materials related to the process of scoring when reaching a goal, etc
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will look for the presence of this material on things that hit them.
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"""
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if self._player_material is None:
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self._player_material = ba.Material()
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return self._player_material
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@property
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def object_material(self) -> ba.Material:
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"""A ba.Material that should be applied to any small,
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normal, physical objects such as bombs, boxes, players, etc. Other
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materials often check for the presence of this material as a
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prerequisite for performing certain actions (such as disabling
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collisions between initially-overlapping objects)
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"""
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if self._object_material is None:
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self._object_material = ba.Material()
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return self._object_material
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@property
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def pickup_material(self) -> ba.Material:
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"""A ba.Material; collision shapes used for picking things
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up will have this material applied. To prevent an object from being
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picked up, you can add a material that disables collisions against
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things containing this material.
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"""
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if self._pickup_material is None:
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self._pickup_material = ba.Material()
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return self._pickup_material
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@property
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def footing_material(self) -> ba.Material:
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"""Anything that can be 'walked on' should have this
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ba.Material applied; generally just terrain and whatnot. A character
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will snap upright whenever touching something with this material so it
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should not be applied to props, etc.
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"""
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if self._footing_material is None:
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self._footing_material = ba.Material()
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return self._footing_material
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@property
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def attack_material(self) -> ba.Material:
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"""A ba.Material applied to explosion shapes, punch
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shapes, etc. An object not wanting to receive impulse/etc messages can
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disable collisions against this material.
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"""
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if self._attack_material is None:
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self._attack_material = ba.Material()
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return self._attack_material
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@property
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def death_material(self) -> ba.Material:
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"""A ba.Material that sends a ba.DieMessage() to anything
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that touches it; handy for terrain below a cliff, etc.
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"""
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if self._death_material is None:
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mat = self._death_material = ba.Material()
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mat.add_actions(
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('message', 'their_node', 'at_connect', ba.DieMessage()))
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return self._death_material
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@property
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def region_material(self) -> ba.Material:
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"""A ba.Material used for non-physical collision shapes
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(regions); collisions can generally be allowed with this material even
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when initially overlapping since it is not physical.
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"""
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if self._region_material is None:
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self._region_material = ba.Material()
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return self._region_material
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@property
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def railing_material(self) -> ba.Material:
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"""A ba.Material with a very low friction/stiffness/etc
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that can be applied to invisible 'railings' useful for gently keeping
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characters from falling off of cliffs.
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"""
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if self._railing_material is None:
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mat = self._railing_material = ba.Material()
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mat.add_actions(('modify_part_collision', 'collide', False))
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mat.add_actions(('modify_part_collision', 'stiffness', 0.003))
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mat.add_actions(('modify_part_collision', 'damping', 0.00001))
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mat.add_actions(
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conditions=('they_have_material', self.player_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'friction', 0.0),
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),
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)
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return self._railing_material
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