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https://github.com/imayushsaini/Bombsquad-Ballistica-Modded-Server.git
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few api 8 minigames
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603
dist/ba_root/mods/games/duel.py
vendored
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603
dist/ba_root/mods/games/duel.py
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# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport)
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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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import random
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from bascenev1lib.actor.spaz import Spaz
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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.game.elimination import Icon
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from bascenev1lib.game import elimination
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if TYPE_CHECKING:
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from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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class SuperSpaz(PlayerSpaz):
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def __init__(self,
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player: bs.Player,
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color: Sequence[float] = (1.0, 1.0, 1.0),
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highlight: Sequence[float] = (0.5, 0.5, 0.5),
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character: str = 'Spaz',
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super_punch: bool = False,
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powerups_expire: bool = True):
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super().__init__(player=player,
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color=color,
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highlight=highlight,
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character=character,
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powerups_expire=powerups_expire)
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self._super_punch = super_punch
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def handlemessage(self, msg: Any) -> Any:
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from bascenev1lib.actor.spaz import PunchHitMessage
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from bascenev1lib.actor.bomb import Blast
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if isinstance(msg, PunchHitMessage):
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super().handlemessage(msg)
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node = bs.getcollision().opposingnode
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if self._super_punch:
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if node.getnodetype() == 'spaz':
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if not node.frozen:
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node.frozen = True
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node.handlemessage(bs.FreezeMessage())
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bui.getsound('freeze').play()
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bui.getsound('superPunch').play()
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bui.getsound('punchStrong02').play()
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Blast(position=node.position,
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velocity=node.velocity,
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blast_radius=0.0,
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blast_type='normal').autoretain()
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else:
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return super().handlemessage(msg)
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return None
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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self.icons: List[Icon] = []
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self.in_game: bool = False
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self.playervs1: bool = False
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self.playervs2: bool = False
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self.light: bool = False
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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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lang = bs.app.lang.language
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if lang == 'Spanish':
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enable_powerups = 'Habilitar Potenciadores'
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night_mode = 'Modo Noche'
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fight_delay = 'Tiempo entre Pelea'
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very_fast = 'Muy Rápido'
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fast = 'Rápido'
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normal = 'Normal'
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slow = 'Lento'
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very_slow = 'Muy Lento'
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none = 'Ninguno'
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super_punch = 'Super Golpe'
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box_mode = 'Modo Caja'
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boxing_gloves = 'Guantes de Boxeo'
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else:
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enable_powerups = 'Enable Powerups'
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night_mode = 'Night Mode'
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fight_delay = 'Fight Delay'
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very_fast = 'Very Fast'
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fast = 'Fast'
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normal = 'Normal'
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slow = 'Slow'
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very_slow = 'Very Slow'
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super_punch = 'Super Punch'
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box_mode = 'Box Mode'
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boxing_gloves = 'Boxing Gloves'
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# ba_meta export bascenev1.GameActivity
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class NewDuelGame(bs.TeamGameActivity[Player, Team]):
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"""A game type based on acquiring kills."""
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name = 'Duel'
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description = 'Kill a set number of enemies to win.'
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# Print messages when players die since it matters here.
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announce_player_deaths = True
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@classmethod
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def get_available_settings(
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cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
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settings = [
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bs.IntSetting(
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'Kills to Win Per Player',
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min_value=1,
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default=5,
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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.BoolSetting(enable_powerups, default=False),
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bs.BoolSetting(boxing_gloves, default=False),
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bs.BoolSetting(night_mode, default=False),
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bs.BoolSetting(super_punch, default=False),
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bs.BoolSetting(box_mode, default=False),
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bs.BoolSetting('Epic Mode', default=False),
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bs.BoolSetting('Allow Negative Scores', default=False),
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]
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return settings
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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.FreeForAllSession))
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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 bs.app.classic.getmaps('melee')
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._scoreboard = Scoreboard()
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self._score_to_win: Optional[int] = None
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self._dingsound = bui.getsound('dingSmall')
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self._epic_mode = bool(settings['Epic Mode'])
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self._kills_to_win_per_player = int(
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settings['Kills to Win Per Player'])
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self._enable_powerups = bool(settings[enable_powerups])
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self._night_mode = bool(settings[night_mode])
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self._fight_delay: float = 0
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self._time_limit = float(settings['Time Limit'])
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self._allow_negative_scores = bool(
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settings.get('Allow Negative Scores', False))
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self._super_punch = bool(settings[super_punch])
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self._box_mode = bool(settings[box_mode])
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self._boxing_gloves = bool(settings[boxing_gloves])
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self._vs_text: Optional[bs.Actor] = None
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self.spawn_order: List[Player] = []
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self._players_vs_1: bool = False
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self._players_vs_2: bool = False
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self._first_countdown: bool = True
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self._count_1 = bui.getsound('announceOne')
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self._count_2 = bui.getsound('announceTwo')
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self._count_3 = bui.getsound('announceThree')
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self._boxing_bell = bui.getsound('boxingBell')
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# Base class overrides.
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self.slow_motion = self._epic_mode
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self.default_music = (bs.MusicType.EPIC if self._epic_mode else
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bs.MusicType.TO_THE_DEATH)
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Crush ${ARG1} of your enemies.', self._score_to_win
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'kill ${ARG1} enemies', self._score_to_win
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def on_player_join(self, player: Player) -> None:
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self.spawn_order.append(player)
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self._update_order()
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def on_player_leave(self, player: Player) -> None:
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super().on_player_leave(player)
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player.icons = []
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if player.playervs1:
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player.playervs1 = False
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self._players_vs_1 = False
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player.in_game = False
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elif player.playervs2:
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player.playervs2 = False
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self._players_vs_2 = False
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player.in_game = False
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if player in self.spawn_order:
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self.spawn_order.remove(player)
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bs.timer(0.2, self._update_order)
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def on_transition_in(self) -> None:
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super().on_transition_in()
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if self._night_mode:
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gnode = bs.getactivity().globalsnode
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gnode.tint = (0.3, 0.3, 0.3)
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def on_team_join(self, team: Team) -> None:
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if self.has_begun():
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self._update_scoreboard()
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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._enable_powerups:
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self.setup_standard_powerup_drops()
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self._vs_text = bs.NodeActor(
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bs.newnode('text',
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attrs={
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'position': (0, 105),
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'h_attach': 'center',
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'h_align': 'center',
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'maxwidth': 200,
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'shadow': 0.5,
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'vr_depth': 390,
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'scale': 0.6,
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'v_attach': 'bottom',
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'color': (0.8, 0.8, 0.3, 1.0),
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'text': babase.Lstr(resource='vsText')
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}))
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# Base kills needed to win on the size of the largest team.
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self._score_to_win = (self._kills_to_win_per_player *
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max(1, max(len(t.players) for t in self.teams)))
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self._update_scoreboard()
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bs.timer(1.0, self._update, repeat=True)
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def _update(self) -> None:
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if len(self.players) == 1:
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'self.end_game()'
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def spawn_player(self, player: PlayerT) -> bs.Actor:
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# pylint: disable=too-many-locals
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# pylint: disable=cyclic-import
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from babase import _math
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from bascenev1._coopsession import CoopSession
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from bascenev1lib.actor.spazfactory import SpazFactory
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factory = SpazFactory.get()
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name = player.getname()
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color = player.color
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highlight = player.highlight
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light_color = _math.normalized_color(color)
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display_color = babase.safecolor(color, target_intensity=0.75)
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spaz = SuperSpaz(color=color,
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highlight=highlight,
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character=player.character,
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player=player,
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super_punch=True if self._super_punch else False)
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player.actor = spaz
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assert spaz.node
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# If this is co-op and we're on Courtyard or Runaround, add the
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# material that allows us to collide with the player-walls.
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# FIXME: Need to generalize this.
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if isinstance(self.session, CoopSession) and self.map.getname() in [
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'Courtyard', 'Tower D'
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]:
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mat = self.map.preloaddata['collide_with_wall_material']
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assert isinstance(spaz.node.materials, tuple)
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assert isinstance(spaz.node.roller_materials, tuple)
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spaz.node.materials += (mat, )
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spaz.node.roller_materials += (mat, )
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spaz.node.name = name
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spaz.node.name_color = display_color
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spaz.connect_controls_to_player()
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self._spawn_sound.play(1, position=spaz.node.position)
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light = bs.newnode('light', attrs={'color': light_color})
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spaz.node.connectattr('position', light, 'position')
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bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
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bs.timer(0.5, light.delete)
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pos1 = [self.map.get_start_position(0), 90]
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pos2 = [self.map.get_start_position(1), 270]
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pos3 = []
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for x in self.players:
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if x.is_alive():
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if x is player: continue
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p = x.actor.node.position
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if 0.0 not in (p[0], p[2]):
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if p[0] <= 0:
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pos3.append(pos2[0])
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else: pos3.append(pos1[0])
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spaz.handlemessage(bs.StandMessage(pos1[0] if player.playervs1 else pos2[0],
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pos1[1] if player.playervs1 else pos2[1]))
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if any(pos3):
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spaz.handlemessage(bs.StandMessage(pos3[0]))
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if self._super_punch:
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spaz._punch_power_scale = factory.punch_power_scale_gloves = 10
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spaz.equip_boxing_gloves()
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lfx = bs.newnode(
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'light',
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attrs={
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'color': color,
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'radius': 0.3,
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'intensity': 0.3})
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def sp_fx():
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if not spaz.node:
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lfx.delete()
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return
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bs.emitfx(position=spaz.node.position,
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velocity=spaz.node.velocity,
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count=5,
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scale=0.5,
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spread=0.5,
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chunk_type='spark')
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bs.emitfx(position=spaz.node.position,
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velocity=spaz.node.velocity,
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count=2,
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scale=0.8,
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spread=0.3,
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chunk_type='spark')
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if lfx:
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spaz.node.connectattr('position', lfx, 'position')
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bs.timer(0.1, sp_fx, repeat=True)
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if self._box_mode:
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spaz.node.color_texture = bui.gettexture('tnt')
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spaz.node.color_mask_texture = bui.gettexture('tnt')
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spaz.node.color = (1, 1, 1)
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spaz.node.highlight = (1, 1, 1)
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spaz.node.head_mesh = None
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spaz.node.torso_mesh = bs.getmesh('tnt')
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spaz.node.style = 'cyborg'
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if self._boxing_gloves:
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spaz.equip_boxing_gloves()
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return spaz
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def _update_spawn(self) -> None:
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if self._players_vs_1 or self._players_vs_2:
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for player in self.players:
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if player.playervs1 or player.playervs2:
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if not player.is_alive():
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self.spawn_player(player)
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# player.actor.disconnect_controls_from_player()
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if self._night_mode:
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if not player.light:
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player.light = True
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light = bs.newnode(
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'light',
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owner=player.node,
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attrs={
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'radius': 0.3,
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'intensity': 0.6,
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'height_attenuated': False,
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'color': player.color
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})
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player.node.connectattr(
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'position', light, 'position')
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else:
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player.actor.disconnect_controls_from_player()
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bs.timer(0.0, self._countdown)
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# bs.timer(0.1, self._clear_all_objects)
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def _countdown(self) -> None:
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self._first_countdown = False
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if self._fight_delay == 0:
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for player in self.players:
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if player.playervs1 or player.playervs2:
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if not player.is_alive():
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return
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else:
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player.actor.connect_controls_to_player()
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else:
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bs.timer(self._fight_delay, self.count3)
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def start(self) -> None:
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self._count_text('FIGHT')
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self._boxing_bell.play()
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for player in self.players:
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if player.playervs1 or player.playervs2:
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if not player.is_alive():
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return
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else:
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player.actor.connect_controls_to_player()
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def count(self) -> None:
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self._count_text('1')
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self._count_1.play()
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bs.timer(self._fight_delay, self.start)
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def count2(self) -> None:
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self._count_text('2')
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self._count_2.play()
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bs.timer(self._fight_delay, self.count)
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def count3(self) -> None:
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self._count_text('3')
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self._count_3.play()
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bs.timer(self._fight_delay, self.count2)
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def _count_text(self, num: str) -> None:
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self.node = bs.newnode('text',
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attrs={
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'v_attach': 'center',
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'h_attach': 'center',
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'h_align': 'center',
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'color': (1, 1, 0.5, 1),
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'flatness': 0.5,
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'shadow': 0.5,
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'position': (0, 18),
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'text': num
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})
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if self._fight_delay == 0.7:
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bs.animate(self.node, 'scale',
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{0: 0, 0.1: 3.9, 0.64: 4.3, 0.68: 0})
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elif self._fight_delay == 0.4:
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bs.animate(self.node, 'scale',
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{0: 0, 0.1: 3.9, 0.34: 4.3, 0.38: 0})
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else:
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bs.animate(self.node, 'scale',
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{0: 0, 0.1: 3.9, 0.92: 4.3, 0.96: 0})
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cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4})
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cmb.connectattr('output', self.node, 'color')
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bs.animate(cmb, 'input0', {0: 1.0, 0.15: 1.0}, loop=True)
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bs.animate(cmb, 'input1', {0: 1.0, 0.15: 0.5}, loop=True)
|
||||
bs.animate(cmb, 'input2', {0: 0.1, 0.15: 0.0}, loop=True)
|
||||
cmb.input3 = 1.0
|
||||
bs.timer(self._fight_delay, self.node.delete)
|
||||
|
||||
def _update_order(self) -> None:
|
||||
for player in self.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if not player.is_alive():
|
||||
if not self._players_vs_1:
|
||||
self._players_vs_1 = True
|
||||
player.playervs1 = True
|
||||
player.in_game = True
|
||||
self.spawn_order.remove(player)
|
||||
self._update_spawn()
|
||||
elif not self._players_vs_2:
|
||||
self._players_vs_2 = True
|
||||
player.playervs2 = True
|
||||
player.in_game = True
|
||||
self.spawn_order.remove(player)
|
||||
self._update_spawn()
|
||||
self._update_icons()
|
||||
|
||||
def _update_icons(self) -> None:
|
||||
# pylint: disable=too-many-branches
|
||||
|
||||
for player in self.players:
|
||||
player.icons = []
|
||||
|
||||
if player.in_game:
|
||||
if player.playervs1:
|
||||
xval = -60
|
||||
x_offs = -78
|
||||
elif player.playervs2:
|
||||
xval = 60
|
||||
x_offs = 78
|
||||
player.icons.append(
|
||||
Icon(player,
|
||||
position=(xval, 40),
|
||||
scale=1.0,
|
||||
name_maxwidth=130,
|
||||
name_scale=0.8,
|
||||
flatness=0.0,
|
||||
shadow=0.5,
|
||||
show_death=True,
|
||||
show_lives=False))
|
||||
else:
|
||||
xval = 125
|
||||
xval2 = -125
|
||||
x_offs = 78
|
||||
for player in self.spawn_order:
|
||||
player.icons.append(
|
||||
Icon(player,
|
||||
position=(xval, 25),
|
||||
scale=0.5,
|
||||
name_maxwidth=75,
|
||||
name_scale=1.0,
|
||||
flatness=1.0,
|
||||
shadow=1.0,
|
||||
show_death=False,
|
||||
show_lives=False))
|
||||
xval += x_offs * 0.56
|
||||
player.icons.append(
|
||||
Icon(player,
|
||||
position=(xval2, 25),
|
||||
scale=0.5,
|
||||
name_maxwidth=75,
|
||||
name_scale=1.0,
|
||||
flatness=1.0,
|
||||
shadow=1.0,
|
||||
show_death=False,
|
||||
show_lives=False))
|
||||
xval2 -= x_offs * 0.56
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
|
||||
if player.playervs1:
|
||||
player.playervs1 = False
|
||||
self._players_vs_1 = False
|
||||
player.in_game = False
|
||||
self.spawn_order.append(player)
|
||||
elif player.playervs2:
|
||||
player.playervs2 = False
|
||||
self._players_vs_2 = False
|
||||
player.in_game = False
|
||||
self.spawn_order.append(player)
|
||||
bs.timer(0.2, self._update_order)
|
||||
|
||||
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)
|
||||
309
dist/ba_root/mods/games/egg_hunt_in_the_sky.py
vendored
Normal file
309
dist/ba_root/mods/games/egg_hunt_in_the_sky.py
vendored
Normal file
|
|
@ -0,0 +1,309 @@
|
|||
# Released under AGPL-3.0-or-later. See LICENSE for details.
|
||||
#
|
||||
# This file incorporates work covered by the following permission notice:
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""Provides an easter egg hunt game; but on happy thoughts."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import random
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import bascenev1 as bs
|
||||
|
||||
from bascenev1lib.actor.bomb import Bomb
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.onscreencountdown import OnScreenCountdown
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.respawnicon import RespawnIcon
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.respawn_timer: bs.Timer | None = None
|
||||
self.respawn_icon: RespawnIcon | None = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class EggHuntInTheSkyGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game where score is based on collecting eggs."""
|
||||
|
||||
name = 'Egg Hunt in the Sky'
|
||||
description = 'Gather eggs!'
|
||||
available_settings = [
|
||||
bs.BoolSetting('Pro Mode', default=False),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
scoreconfig = bs.ScoreConfig(label='Score', scoretype=bs.ScoreType.POINTS)
|
||||
|
||||
# We're currently hard-coded for one map.
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['Happy Thoughts']
|
||||
|
||||
# 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.CoopSession)
|
||||
or issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession)
|
||||
)
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._last_player_death_time = None
|
||||
self._scoreboard = Scoreboard()
|
||||
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._collect_sound = bs.getsound('powerup01')
|
||||
self._pro_mode = settings.get('Pro Mode', False)
|
||||
self._epic_mode = settings.get('Epic Mode', False)
|
||||
self._max_eggs = 4.0
|
||||
self.egg_material = bs.Material()
|
||||
self.egg_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect', self._on_egg_player_collide),),
|
||||
)
|
||||
self._eggs: list[Egg] = []
|
||||
self._update_timer: bs.Timer | None = None
|
||||
self._countdown: OnScreenCountdown | None = None
|
||||
|
||||
# Base class overrides
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (
|
||||
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.FORWARD_MARCH
|
||||
)
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
# Called when our game actually starts.
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._update_scoreboard()
|
||||
self._update_timer = bs.Timer(0.25, self._update, repeat=True)
|
||||
self._countdown = OnScreenCountdown(120, endcall=self.end_game)
|
||||
bs.timer(4.0, self._countdown.start)
|
||||
|
||||
# Overriding the default character spawning.
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
spaz.connect_controls_to_player()
|
||||
return spaz
|
||||
|
||||
def _on_egg_player_collide(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
collision = bs.getcollision()
|
||||
|
||||
# Be defensive here; we could be hitting the corpse of a player
|
||||
# who just left/etc.
|
||||
try:
|
||||
egg = collision.sourcenode.getdelegate(Egg, True)
|
||||
player = collision.opposingnode.getdelegate(
|
||||
PlayerSpaz, True
|
||||
).getplayer(Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
player.team.score += 1
|
||||
|
||||
# Displays a +1 (and adds to individual player score in
|
||||
# teams mode).
|
||||
self.stats.player_scored(player, 1, screenmessage=False)
|
||||
if self._max_eggs < 9:
|
||||
self._max_eggs += 2.0
|
||||
elif self._max_eggs < 14:
|
||||
self._max_eggs += 1.0
|
||||
elif self._max_eggs < 34:
|
||||
self._max_eggs += 0.6
|
||||
self._update_scoreboard()
|
||||
self._collect_sound.play(0.5, position=egg.node.position)
|
||||
|
||||
# Create a flash.
|
||||
light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': egg.node.position,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.1,
|
||||
'color': (1, 1, 0),
|
||||
},
|
||||
)
|
||||
bs.animate(light, 'intensity', {0: 0, 0.1: 1.0, 0.2: 0}, loop=False)
|
||||
bs.timer(0.200, light.delete)
|
||||
egg.handlemessage(bs.DieMessage())
|
||||
|
||||
def _update(self) -> None:
|
||||
# Misc. periodic updating.
|
||||
mb = self.map.get_def_bound_box('area_of_interest_bounds')
|
||||
assert mb
|
||||
xpos = random.uniform(mb[0], mb[3])
|
||||
ypos = random.uniform(mb[1], mb[4])
|
||||
zpos = random.uniform(mb[2], mb[5])
|
||||
|
||||
# Prune dead eggs from our list.
|
||||
self._eggs = [e for e in self._eggs if e]
|
||||
|
||||
# Spawn more eggs if we've got space.
|
||||
if len(self._eggs) < int(self._max_eggs):
|
||||
# Occasionally spawn a bomb in addition.
|
||||
if self._pro_mode and random.random() < 0.4:
|
||||
actor = Bomb(
|
||||
position=(xpos, ypos, zpos), bomb_type='impact'
|
||||
).autoretain()
|
||||
else:
|
||||
actor = Egg(position=(xpos, ypos, zpos))
|
||||
self._eggs.append(actor)
|
||||
|
||||
if actor.node:
|
||||
# We want everything to float
|
||||
actor.node.gravity_scale = 0.0
|
||||
# Some velocity so the game doesn't look stiff
|
||||
nvelocity = bs.Vec3(
|
||||
random.uniform(-1.0, 1.0), random.uniform(-1.0, 1.0), 0
|
||||
).normalized()
|
||||
s = random.uniform(-0.4, 0.4)
|
||||
# Let's make it a bit more spicy since we don't have any bots
|
||||
if self._pro_mode:
|
||||
s *= 10
|
||||
actor.node.velocity = (
|
||||
nvelocity[0] * s, nvelocity[1] * s, nvelocity[2] * s
|
||||
)
|
||||
|
||||
# Various high-level game events come through this method.
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
# Respawn dead players.
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
# Respawn them shortly.
|
||||
player = msg.getplayer(Player)
|
||||
assert self.initialplayerinfos is not None
|
||||
respawn_time = 2.0 + len(self.initialplayerinfos) * 1.0
|
||||
player.respawn_timer = bs.Timer(
|
||||
respawn_time, bs.Call(self.spawn_player_if_exists, player)
|
||||
)
|
||||
player.respawn_icon = RespawnIcon(player, respawn_time)
|
||||
else:
|
||||
# Default handler.
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results)
|
||||
|
||||
|
||||
class Egg(bs.Actor):
|
||||
"""A lovely egg that can be picked up for points."""
|
||||
|
||||
def __init__(self, position: tuple[float, float, float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
activity = self.activity
|
||||
assert isinstance(activity, EggHuntInTheSkyGame)
|
||||
shared = SharedObjects.get()
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[1] + 1.0, position[2])
|
||||
ctex = (activity.egg_tex_1, activity.egg_tex_2, activity.egg_tex_3)[
|
||||
random.randrange(3)
|
||||
]
|
||||
mats = [shared.object_material, activity.egg_material]
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': activity.egg_mesh,
|
||||
'color_texture': ctex,
|
||||
'body': 'capsule',
|
||||
'reflection': 'soft',
|
||||
'mesh_scale': 0.5,
|
||||
'body_scale': 0.6,
|
||||
'density': 4.0,
|
||||
'reflection_scale': [0.15],
|
||||
'shadow_size': 0.6,
|
||||
'position': self._spawn_pos,
|
||||
'materials': mats,
|
||||
'is_area_of_interest': True,
|
||||
},
|
||||
)
|
||||
|
||||
def exists(self) -> bool:
|
||||
return bool(self.node)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
if self.node:
|
||||
self.node.delete()
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
if 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],
|
||||
)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class AddToCoopPracticeLevels(bs.Plugin):
|
||||
def on_app_running(self) -> None:
|
||||
bs.app.classic.add_coop_practice_level(
|
||||
bs.Level(
|
||||
name='Egg Hunt in the Sky',
|
||||
gametype=EggHuntInTheSkyGame,
|
||||
settings={},
|
||||
preview_texture_name='alwaysLandPreview',
|
||||
),
|
||||
)
|
||||
bs.app.classic.add_coop_practice_level(
|
||||
bs.Level(
|
||||
name='Pro Egg Hunt in the Sky',
|
||||
gametype=EggHuntInTheSkyGame,
|
||||
settings={'Pro Mode': True},
|
||||
preview_texture_name='alwaysLandPreview',
|
||||
),
|
||||
)
|
||||
595
dist/ba_root/mods/games/jaggernaut.py
vendored
Normal file
595
dist/ba_root/mods/games/jaggernaut.py
vendored
Normal file
|
|
@ -0,0 +1,595 @@
|
|||
"""Made by Sebaman2009"""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
from typing_extensions import override
|
||||
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
import _bascenev1
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpazHurtMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.powerupbox import PowerupBox
|
||||
from bascenev1lib.actor import powerupbox
|
||||
from bascenev1lib.game.elimination import Icon
|
||||
import babase
|
||||
import bascenev1lib
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
session = ""
|
||||
class LivesRemaining(bs.Actor):
|
||||
def __init__(self,team):
|
||||
super().__init__()
|
||||
self.team = team
|
||||
self.teamcolor = team.color
|
||||
self.bar_posx = -100 - 120 if isinstance(session,bs.DualTeamSession) == True else 85 - 120
|
||||
self._height = 35
|
||||
self._width = 70
|
||||
self._bar_tex = self._backing_tex = bs.gettexture('bar')
|
||||
self._cover_tex = bs.gettexture('uiAtlas')
|
||||
self._mesh = bs.getmesh('meterTransparent')
|
||||
self._backing = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'position': (self.bar_posx + self._width / 2, -35) if self.team.id == 0 or isinstance(session,bs.DualTeamSession) == False else (-self.bar_posx + -self._width / 2, -35),
|
||||
'scale': (self._width, self._height),
|
||||
'opacity': 0.7,
|
||||
'color': (
|
||||
self.teamcolor[0] * 0.2,
|
||||
self.teamcolor[1] * 0.2,
|
||||
self.teamcolor[2] * 0.2,
|
||||
),
|
||||
'vr_depth': -3,
|
||||
'attach': 'topCenter',
|
||||
'texture': self._backing_tex
|
||||
}))
|
||||
self._cover = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'position': (self.bar_posx + 35, -35) if self.team.id == 0 or isinstance(session,bs.DualTeamSession) == False else (-self.bar_posx - 35, -35),
|
||||
'scale': (self._width * 1.15, self._height * 1.6),
|
||||
'opacity': 1.0,
|
||||
'color': (
|
||||
self.teamcolor[0] * 1.1,
|
||||
self.teamcolor[1] * 1.1,
|
||||
self.teamcolor[2] * 1.1,
|
||||
),
|
||||
'vr_depth': 2,
|
||||
'attach': 'topCenter',
|
||||
'texture': self._cover_tex,
|
||||
'mesh_transparent': self._mesh}))
|
||||
self._score_text = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'text',
|
||||
attrs={
|
||||
'position': (self.bar_posx +35 , -35) if self.team.id == 0 or isinstance(session,bs.DualTeamSession) == False else (-self.bar_posx - 35, -35),
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'top',
|
||||
'h_align': 'center',
|
||||
'v_align': 'center',
|
||||
'maxwidth': 130,
|
||||
'scale': 0.9,
|
||||
'text': '',
|
||||
'shadow': 0.5,
|
||||
'flatness': 1.0,
|
||||
'color': (1.00,1.00,1.00,0.8)
|
||||
}))
|
||||
def update_text(self,num,color = (1,1,1,0.8) ):
|
||||
text = bs.NodeActor(bs.newnode('text',attrs={'position': (self.bar_posx + 35 , -35) if self.team.id == 0 or isinstance(session,bs.DualTeamSession) == False else (-self.bar_posx - 35 , -35) ,'h_attach': 'center','v_attach': 'top','h_align': 'center','v_align': 'center','maxwidth': 130,'scale': 0.9,'text': str(num),'shadow': 0.5,'flatness': 1.0,'color': color}))
|
||||
return text
|
||||
def flick(self):
|
||||
bs.animate(
|
||||
self._score_text.node,
|
||||
'opacity',
|
||||
{
|
||||
0.00: 1.0,
|
||||
0.05: 0.0,
|
||||
0.10: 1.0,
|
||||
0.15: 0.2,
|
||||
0.20: 1.0,
|
||||
},
|
||||
)
|
||||
def flick_two(self):
|
||||
bs.animate(
|
||||
self._score_text.node,
|
||||
'opacity',
|
||||
{
|
||||
0.00: 1.0,
|
||||
0.05: 0.0,
|
||||
0.10: 1.0,
|
||||
},
|
||||
)
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
def __init__(self) -> None:
|
||||
self.jagg_light: bs.NodeActor | None = None
|
||||
self.lives = 1
|
||||
self.icon = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
self.survival_seconds = int()
|
||||
lista = []
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class Jaggernaut(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = 'Jaggernaut'
|
||||
description = 'Kill the jagger!.'
|
||||
scoreconfig = bs.ScoreConfig(
|
||||
label='Survived', scoretype=bs.ScoreType.SECONDS
|
||||
)
|
||||
|
||||
# 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.IntChoiceSetting(
|
||||
"Jaggers's Health",
|
||||
choices=[
|
||||
('Normal (1x)', 1000),
|
||||
('Stronger (1.5x)',1500),
|
||||
('Much Stronger (2x)',2000),
|
||||
],
|
||||
default=1000,),
|
||||
|
||||
bs.IntChoiceSetting(
|
||||
"Jaggers's Bombs",
|
||||
choices=[
|
||||
('Normal', 1),
|
||||
('Double',2),
|
||||
('Triple',3),
|
||||
],
|
||||
default=3,
|
||||
),
|
||||
bs.BoolSetting('Jagger has boxing gloves', default = False),
|
||||
bs.BoolSetting('Spawn powerups', default = True),
|
||||
|
||||
bs.BoolSetting('Epic Mode', default=False)]
|
||||
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return 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._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self.boxing = bool(settings['Jagger has boxing gloves'])
|
||||
self.health = int(settings["Jaggers's Health"])
|
||||
self.bombs = int(settings["Jaggers's Bombs"])
|
||||
self.powerups = bool(settings["Spawn powerups"])
|
||||
|
||||
# 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)
|
||||
self.player_count = len(bs.getactivity().players)
|
||||
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Kill the titan!' if isinstance(self.session, bs.DualTeamSession) == False else "Kill the oposing titan!"
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return f"Kill {self.jagg.team.name}!" if isinstance(self.session, bs.DualTeamSession) == False else "Kill the oposing titan!"
|
||||
def tick(self) -> None:
|
||||
if self.powerups:
|
||||
factory = powerupbox.PowerupBoxFactory()
|
||||
powerup = factory.get_random_powerup_type(excludetypes = ["ice_bombs","curse","health"])
|
||||
lugar = random.choice(self.map.powerup_spawn_points)
|
||||
PowerupBox((lugar[0],lugar[1],lugar[2]),powerup).autoretain()
|
||||
def dissapear(self):
|
||||
if isinstance(self.session, bs.DualTeamSession) == True:
|
||||
bs.animate(
|
||||
self.jagg.icon.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: 0.2,
|
||||
0.55: 1.0,
|
||||
0.60: 0.0,
|
||||
0.65: 0.2,
|
||||
0.70: 1.0,
|
||||
0.75: 0.0,
|
||||
0.80: 0.2,
|
||||
0.85: 1.0,
|
||||
0.90: 0.0,
|
||||
0.95: 0.2,
|
||||
1.00: 0,
|
||||
},
|
||||
)
|
||||
bs.animate(
|
||||
self.jagg.icon._name_text,
|
||||
'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: 0.2,
|
||||
0.55: 1.0,
|
||||
0.60: 0.0,
|
||||
0.65: 0.2,
|
||||
0.70: 1.0,
|
||||
0.75: 0.0,
|
||||
0.80: 0.2,
|
||||
0.85: 1.0,
|
||||
0.90: 0.0,
|
||||
0.95: 0.2,
|
||||
1.00: 0,
|
||||
},
|
||||
)
|
||||
bs.animate(
|
||||
self.jag.icon.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: 0.2,
|
||||
0.55: 1.0,
|
||||
0.60: 0.0,
|
||||
0.65: 0.2,
|
||||
0.70: 1.0,
|
||||
0.75: 0.0,
|
||||
0.80: 0.2,
|
||||
0.85: 1.0,
|
||||
0.90: 0.0,
|
||||
0.95: 0.2,
|
||||
1.00: 0,
|
||||
},
|
||||
)
|
||||
bs.animate(
|
||||
self.jag.icon._name_text,
|
||||
'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: 0.2,
|
||||
0.55: 1.0,
|
||||
0.60: 0.0,
|
||||
0.65: 0.2,
|
||||
0.70: 1.0,
|
||||
0.75: 0.0,
|
||||
0.80: 0.2,
|
||||
0.85: 1.0,
|
||||
0.90: 0.0,
|
||||
0.95: 0.2,
|
||||
1.00: 0,
|
||||
},
|
||||
)
|
||||
else:
|
||||
|
||||
bs.animate(
|
||||
self.jagg.icon.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: 0.2,
|
||||
0.55: 1.0,
|
||||
0.60: 0.0,
|
||||
0.65: 0.2,
|
||||
0.70: 1.0,
|
||||
0.75: 0.0,
|
||||
0.80: 0.2,
|
||||
0.85: 1.0,
|
||||
0.90: 0.0,
|
||||
0.95: 0.2,
|
||||
1.00: 0,
|
||||
},
|
||||
)
|
||||
bs.animate(
|
||||
self.jagg.icon._name_text,
|
||||
'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: 0.2,
|
||||
0.55: 1.0,
|
||||
0.60: 0.0,
|
||||
0.65: 0.2,
|
||||
0.70: 1.0,
|
||||
0.75: 0.0,
|
||||
0.80: 0.2,
|
||||
0.85: 1.0,
|
||||
0.90: 0.0,
|
||||
0.95: 0.2,
|
||||
1.00: 0,
|
||||
},
|
||||
)
|
||||
def on_begin(self):
|
||||
super().on_begin()
|
||||
global session
|
||||
session = self.session
|
||||
if isinstance(self.session, bs.DualTeamSession) == False:
|
||||
powerupbox.DEFAULT_POWERUP_INTERVAL = 12.0
|
||||
self._start_time = bs.time()
|
||||
jagg = random.choice(bs.getactivity().players)
|
||||
self.player_count = len(bs.getactivity().players)
|
||||
jaggy = jagg.actor
|
||||
jaggy.hitpoints = self.health*len(bs.getactivity().players)
|
||||
jaggy.hitpoints_max = self.health*len(bs.getactivity().players)
|
||||
if self.boxing:
|
||||
jaggy.equip_boxing_gloves()
|
||||
jaggy.set_score_text("Jaggernaut")
|
||||
jaggy.bomb_count = 3
|
||||
bs.timer(12.0,self.tick,True)
|
||||
color = [
|
||||
0.3 + c * 0.7
|
||||
for c in bs.normalized_color(jagg.team.color)
|
||||
]
|
||||
light = jaggy.jagg_light = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'intensity': 0.6,
|
||||
'height_attenuated': False,
|
||||
'volume_intensity_scale': 0.1,
|
||||
'radius': 0.13,
|
||||
'color': color},
|
||||
)
|
||||
)
|
||||
assert isinstance(jaggy, PlayerSpaz)
|
||||
jaggy.node.connectattr(
|
||||
'position', light.node, 'position'
|
||||
)
|
||||
self.jagg = jagg
|
||||
self.jaggy = jaggy
|
||||
self.jagg.icon = Icon(player = self.jagg,position = (0 ,550),scale = 1.0, show_lives = False)
|
||||
self.text_jagg = LivesRemaining(self.jagg.team)
|
||||
self.text_jagg.position = 0 - 120
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10))
|
||||
bs.timer(8.0,self.dissapear)
|
||||
return jaggy
|
||||
else:
|
||||
powerupbox.DEFAULT_POWERUP_INTERVAL = 12.0
|
||||
self._start_time = bs.time()
|
||||
alive = self._get_living_teams()
|
||||
print(alive)
|
||||
self.jagg = random.choice(alive[0].players)
|
||||
self.jag = random.choice(alive[1].players)
|
||||
self.jaggy = self.jagg.actor
|
||||
self.jagy = self.jag.actor
|
||||
self.jaggy.hitpoints = self.health*len(bs.getactivity().players)
|
||||
self.jaggy.hitpoints_max = self.health*len(bs.getactivity().players)
|
||||
self.jagy.hitpoints = self.health*len(bs.getactivity().players)
|
||||
self.jagy.hitpoints_max = self.health*len(bs.getactivity().players)
|
||||
if self.boxing:
|
||||
self.jaggy.equip_boxing_gloves()
|
||||
self.jagy.equip_boxing_gloves()
|
||||
self.jaggy.set_score_text("Jaggernaut",self.jagg.color)
|
||||
self.jagy.set_score_text("Jaggernaut",self.jag.color)
|
||||
self.jaggy.bomb_count = 3
|
||||
self.jagy.bomb_count = 3
|
||||
bs.timer(12.0,self.tick,True)
|
||||
color1 = [
|
||||
0.3 + c * 0.7
|
||||
for c in bs.normalized_color(self.jagg.team.color)
|
||||
]
|
||||
light1 = self.jaggy.jagg_light = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'intensity': 0.6,
|
||||
'height_attenuated': False,
|
||||
'volume_intensity_scale': 0.1,
|
||||
'radius': 0.13,
|
||||
'color': color1},
|
||||
)
|
||||
)
|
||||
assert isinstance(self.jaggy, PlayerSpaz)
|
||||
self.jaggy.node.connectattr(
|
||||
'position', light1.node, 'position'
|
||||
)
|
||||
color2 = [
|
||||
0.3 + c * 0.7
|
||||
for c in bs.normalized_color(self.jag.team.color)
|
||||
]
|
||||
light2 = self.jagy.jagg_light = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'intensity': 0.6,
|
||||
'height_attenuated': False,
|
||||
'volume_intensity_scale': 0.1,
|
||||
'radius': 0.13,
|
||||
'color': color2},
|
||||
)
|
||||
)
|
||||
assert isinstance(self.jagy, PlayerSpaz)
|
||||
self.jagy.node.connectattr(
|
||||
'position', light2.node, 'position'
|
||||
)
|
||||
self.jagg.icon = Icon(player = self.jagg,position = ( -185 ,550),scale = 1.0, show_lives = False)
|
||||
self.jag.icon = Icon(player = self.jag,position = ( 185 ,550),scale = 1.0, show_lives = False)
|
||||
self.text_jagg = LivesRemaining(self.jagg.team)
|
||||
self.text_jag = LivesRemaining(self.jag.team)
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10))
|
||||
self.text_jag._score_text = self.text_jag.update_text(round(self.jagy.hitpoints//10))
|
||||
bs.timer(8.0,self.dissapear)
|
||||
|
||||
|
||||
def on_player_join(self, player):
|
||||
self.spawn_player(player)
|
||||
def on_player_leave(self,player):
|
||||
self.player_count -= 1
|
||||
if player == self.jagg:
|
||||
self.end_game()
|
||||
alive_teams = self._get_living_teams()
|
||||
if len(alive_teams) == 1:
|
||||
for team in alive_teams:
|
||||
team.survival_seconds += int(bs.time() - self._start_time)
|
||||
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 check_win(self):
|
||||
alive_teams = self._get_living_teams()
|
||||
if self.player_count == 0:
|
||||
self.end_game()
|
||||
elif self.msg.getkillerplayer(Player) == self.jagg and self.msg.getplayer(Player) == self.jagg:
|
||||
self.msg.getkillerplayer(Player).team.survival_seconds = 0
|
||||
for team in alive_teams:
|
||||
team.survival_seconds += int(bs.time() - self._start_time)
|
||||
self.end_game()
|
||||
elif self.msg.getplayer(Player) == self.jagg:
|
||||
self.msg.getkillerplayer(Player).team.survival_seconds += 1
|
||||
self.jagg.team.survival_seconds = 0
|
||||
for team in alive_teams:
|
||||
team.survival_seconds += int(bs.time() - self._start_time)
|
||||
self.end_game()
|
||||
elif self.player_count == 1:
|
||||
self.jagg.team.survival_seconds += int(bs.time() - self._start_time)
|
||||
self.end_game()
|
||||
def check_win_teams(self):
|
||||
if self.player_count == 0:
|
||||
self.end_game()
|
||||
elif self.jagy.is_alive() == False and self.jaggy.is_alive() == False:
|
||||
self.end_game()
|
||||
elif self.msg.getplayer(Player) == self.jagg:
|
||||
self.msg.getplayer(Player).team.score -= 1
|
||||
self.end_game()
|
||||
elif self.msg.getplayer(Player) == self.jag:
|
||||
self.msg.getplayer(Player).team.score -= 1
|
||||
self.end_game()
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
super().handlemessage(msg)
|
||||
msg.getplayer(Player).team.survival_seconds += int(bs.time() - self._start_time)
|
||||
msg.getplayer(Player).lives -= 1
|
||||
self.player_count -= 1
|
||||
self.msg = msg
|
||||
if msg.getplayer(Player).actor == self.jaggy:
|
||||
self.jaggy.jagg_light = None
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(0,(1.00, 0.15, 0.15))
|
||||
if isinstance(self.session, bs.DualTeamSession) == True:
|
||||
if msg.getplayer(Player).actor == self.jagy:
|
||||
self.jagy.jagg_light = None
|
||||
self.text_jag._score_text = self.text_jag.update_text(0,(1.00, 0.15, 0.15))
|
||||
if isinstance(self.session, bs.DualTeamSession) == False:
|
||||
bs.timer(1.0,self.check_win)
|
||||
else:
|
||||
bs.timer(1.0,self.check_win_teams)
|
||||
if isinstance(msg, PlayerSpazHurtMessage):
|
||||
if isinstance(self.session, bs.DualTeamSession) == True:
|
||||
if msg.spaz == self.jaggy:
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10))
|
||||
self.text_jagg.flick()
|
||||
if self.jaggy.hitpoints == 0:
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10),(1.00, 0.15, 0.15))
|
||||
self.timertwo = None
|
||||
elif self.jaggy.hitpoints <= (self.jaggy.hitpoints_max//4):
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10),(1.00, 0.15, 0.15))
|
||||
self.timertwo = None
|
||||
self.timertwo = bs.Timer(0.1,self.text_jagg.flick_two,True)
|
||||
elif self.jaggy.hitpoints <= (self.jaggy.hitpoints_max//2):
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10),(1.00, 0.50, 0.00))
|
||||
self.text_jagg.flick()
|
||||
elif msg.spaz == self.jagy:
|
||||
self.text_jag._score_text = self.text_jag.update_text(round(self.jagy.hitpoints//10))
|
||||
self.text_jag.flick()
|
||||
if self.jagy.hitpoints == 0:
|
||||
self.text_jag._score_text = self.text_jag.update_text(round(self.jagy.hitpoints//10),(1.00, 0.15, 0.15))
|
||||
self.timer = None
|
||||
elif self.jagy.hitpoints <= (self.jagy.hitpoints_max//4):
|
||||
self.text_jag._score_text = self.text_jag.update_text(round(self.jagy.hitpoints//10),(1.00, 0.15, 0.15))
|
||||
self.timer = None
|
||||
self.timer = bs.Timer(0.1,self.text_jag.flick_two,True)
|
||||
elif self.jagy.hitpoints <= (self.jagy.hitpoints_max//2):
|
||||
self.text_jag._score_text = self.text_jag.update_text(round(self.jagy.hitpoints//10),(1.00, 0.50, 0.00))
|
||||
self.text_jag.flick()
|
||||
elif msg.spaz == self.jaggy:
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10))
|
||||
self.text_jagg.flick()
|
||||
if self.jaggy.hitpoints == 0:
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10),(1.00, 0.15, 0.15))
|
||||
self.timer = None
|
||||
elif self.jaggy.hitpoints <= (self.jaggy.hitpoints_max//4):
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10),(1.00, 0.15, 0.15))
|
||||
self.timer = None
|
||||
self.timer = bs.Timer(0.1,self.text_jagg.flick_two,True)
|
||||
elif self.jaggy.hitpoints <= (self.jaggy.hitpoints_max//2):
|
||||
self.text_jagg._score_text = self.text_jagg.update_text(round(self.jaggy.hitpoints//10),(1.00, 0.50, 0.00))
|
||||
self.text_jagg.flick()
|
||||
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
if isinstance(self.session, bs.DualTeamSession) == False:
|
||||
results.set_team_score(team, team.survival_seconds)
|
||||
else:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
625
dist/ba_root/mods/games/kill_or_die.py
vendored
Normal file
625
dist/ba_root/mods/games/kill_or_die.py
vendored
Normal file
|
|
@ -0,0 +1,625 @@
|
|||
# ba_meta require api 8
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
# Made by Vishal (Discord id : 𝑽𝑰𝑺𝑯𝑼𝑼𝑼#2921)
|
||||
from typing import TYPE_CHECKING
|
||||
import logging
|
||||
|
||||
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
|
||||
|
||||
|
||||
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': bs.Lstr(value=player.getname()),
|
||||
'color': bs.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 KillOrDieGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Game type where last player(s) left alive win."""
|
||||
|
||||
name = 'Kill Or Die'
|
||||
description = 'Kill the opponent or You Die.'
|
||||
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[bs.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.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
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))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['The Pad']
|
||||
|
||||
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 = int(settings['Lives Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._balance_total_lives = bool(
|
||||
settings.get('Balance Total Lives', False))
|
||||
self._solo_mode = True
|
||||
|
||||
self._collide_with_player = bs.Material()
|
||||
self._collide_with_player.add_actions(conditions=('we_are_older_than', 1), actions=(('modify_part_collision', 'collide', True)))
|
||||
|
||||
self.left_region = bs.newnode('region',attrs={
|
||||
'position': (-6.35,5,-2.7),
|
||||
'scale': (2.1,5,14),
|
||||
'type': 'box',
|
||||
'materials': (self._collide_with_player, shared.footing_material)})
|
||||
|
||||
self.right_region = bs.newnode('region',attrs={
|
||||
'position': (6.9,5,-2.7),
|
||||
'scale': (2.1,5,14),
|
||||
'type': 'box',
|
||||
'materials': (self._collide_with_player, shared.footing_material)})
|
||||
|
||||
self.bottom_region = bs.newnode('region',attrs={
|
||||
'position': ((0.36072, 4.62957, 2.8769)),
|
||||
'scale': (14,5,2.1),
|
||||
'type': 'box',
|
||||
'materials': (self._collide_with_player, shared.footing_material)})
|
||||
self.front_region = bs.newnode('region',attrs={
|
||||
'position': ((0.36072, 4.62957, -8.5)),
|
||||
'scale': (14,5,2.1),
|
||||
'type': 'box',
|
||||
'materials': (self._collide_with_player, shared.footing_material)})
|
||||
|
||||
self.test = bs.newnode('locator',attrs={
|
||||
'shape':'circleOutline',
|
||||
'position':(0.3, 3.5, -2.58),
|
||||
'color':(1,1,1),
|
||||
'opacity':1,
|
||||
'draw_beauty':True,
|
||||
'additive':False,
|
||||
'size':[100, 0.001, 100]
|
||||
})
|
||||
self.size = (5.45*2, 0.001, 5.45*2)
|
||||
self.rad = 5.30
|
||||
|
||||
# Base class overrides:
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.SURVIVAL)
|
||||
self.tint = (1,1,1)
|
||||
|
||||
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)
|
||||
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': bs.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.tint = bs.get_foreground_host_activity().globalsnode.tint
|
||||
bs.get_foreground_host_activity().globalsnode.tint = (0.4, 0.4, 0.4)
|
||||
|
||||
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)
|
||||
bs.timer(0.2,self.red_zone,repeat=True)
|
||||
|
||||
def red_zone(self) -> None:
|
||||
try:
|
||||
bs.animate_array(
|
||||
self.test,
|
||||
"size",
|
||||
3,
|
||||
{
|
||||
0: self.size,
|
||||
0.2: (
|
||||
self.size[0] - (0.2 if self._epic_mode else 0.1),
|
||||
self.size[1],
|
||||
self.size[2] - (0.2 if self._epic_mode else 0.1)
|
||||
)
|
||||
},
|
||||
loop=False
|
||||
)
|
||||
self.size = (
|
||||
self.size[0] - (0.2 if self._epic_mode else 0.1),
|
||||
self.size[1],
|
||||
self.size[2] - (0.2 if self._epic_mode else 0.1)
|
||||
)
|
||||
self.rad = self.rad - (0.1 if self._epic_mode else 0.05)
|
||||
for player in self.players:
|
||||
if not player.actor is None:
|
||||
if player.actor.is_alive():
|
||||
p1 = player.actor.node.position
|
||||
p2 = (0.3, 3.5, -2.58)
|
||||
diff = (bs.Vec3(p1[0]-p2[0], 0.0, p1[2]-p2[2]))
|
||||
dist = (diff.length())
|
||||
if dist > self.rad:
|
||||
player.actor.handlemessage(bs.DieMessage())
|
||||
except Exception:
|
||||
return
|
||||
|
||||
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[bs.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 = bs.Vec3(living_player_pos)
|
||||
points: list[tuple[float, bs.Vec3]] = []
|
||||
for team in self.teams:
|
||||
start_pos = bs.Vec3(self.map.get_start_position(team.id))
|
||||
points.append(
|
||||
((start_pos - player_pos).length(), start_pos))
|
||||
# Hmm.. we need to sort vectors too?
|
||||
points.sort(key=lambda x: x[0])
|
||||
return points[-1][1]
|
||||
return None
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
if player.team.id == 0:
|
||||
spaz = self.spawn_player_spaz(player, position=(-3.02237, 3.52416, -2.81289))
|
||||
return spaz
|
||||
elif player.team.id == 1:
|
||||
spaz = self.spawn_player_spaz(player, position=(3.67858, 3.52384, -2.77144))
|
||||
return spaz
|
||||
actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
|
||||
if not self._solo_mode:
|
||||
bs.timer(0.3, bs.Call(self._print_lives, player))
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
|
||||
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 = msg.getplayer(Player)
|
||||
|
||||
player.lives -= 1
|
||||
if player.lives < 0:
|
||||
logging.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.size = (5.45*2, 0.001, 5.45*2)
|
||||
self.rad = 5.30
|
||||
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)
|
||||
bs.get_foreground_host_activity().globalsnode.tint = self.tint
|
||||
self.end(results=results)
|
||||
416
dist/ba_root/mods/games/last_punch_stand.py
vendored
Normal file
416
dist/ba_root/mods/games/last_punch_stand.py
vendored
Normal file
|
|
@ -0,0 +1,416 @@
|
|||
# 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_()
|
||||
410
dist/ba_root/mods/games/tag.py
vendored
Normal file
410
dist/ba_root/mods/games/tag.py
vendored
Normal file
|
|
@ -0,0 +1,410 @@
|
|||
"""Made by: Sebaman2009"""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
from typing_extensions import override
|
||||
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpazHurtMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
import bascenev1lib
|
||||
import babase
|
||||
import _bascenev1
|
||||
from bascenev1lib.game.elimination import Icon
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
class LivesRemaining(bs.Actor):
|
||||
def __init__(self,team):
|
||||
super().__init__()
|
||||
self.team = team
|
||||
self.teamcolor = team.color
|
||||
self.bar_posx = -100 - 120
|
||||
self._height = 35
|
||||
self._width = 70
|
||||
self._bar_tex = self._backing_tex = bs.gettexture('bar')
|
||||
self._cover_tex = bs.gettexture('uiAtlas')
|
||||
self._mesh = bs.getmesh('meterTransparent')
|
||||
self._backing = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'position': (self.bar_posx + self._width / 2, -35) if team.id == 0 else (-self.bar_posx + -self._width / 2, -35),
|
||||
'scale': (self._width, self._height),
|
||||
'opacity': 0.7,
|
||||
'color': (
|
||||
self.teamcolor[0] * 0.2,
|
||||
self.teamcolor[1] * 0.2,
|
||||
self.teamcolor[2] * 0.2,
|
||||
),
|
||||
'vr_depth': -3,
|
||||
'attach': 'topCenter',
|
||||
'texture': self._backing_tex
|
||||
}))
|
||||
self._cover = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'image',
|
||||
attrs={
|
||||
'position': (self.bar_posx + 35, -35) if team.id == 0 else (-self.bar_posx - 35, -35),
|
||||
'scale': (self._width * 1.15, self._height * 1.6),
|
||||
'opacity': 1.0,
|
||||
'color': (
|
||||
self.teamcolor[0] * 1.1,
|
||||
self.teamcolor[1] * 1.1,
|
||||
self.teamcolor[2] * 1.1,
|
||||
),
|
||||
'vr_depth': 2,
|
||||
'attach': 'topCenter',
|
||||
'texture': self._cover_tex,
|
||||
'mesh_transparent': self._mesh}))
|
||||
self._score_text = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'text',
|
||||
attrs={
|
||||
'position': (self.bar_posx +35 , -35) if team.id == 0 else (-self.bar_posx - 35, -35),
|
||||
'h_attach': 'center',
|
||||
'v_attach': 'top',
|
||||
'h_align': 'center',
|
||||
'v_align': 'center',
|
||||
'maxwidth': 130,
|
||||
'scale': 0.9,
|
||||
'text': str(len(self.team.players)),
|
||||
'shadow': 0.5,
|
||||
'flatness': 1.0,
|
||||
'color': (1,1,1,0.8)
|
||||
}))
|
||||
def update_text(self,num):
|
||||
text = bs.NodeActor(bs.newnode('text',attrs={'position': (self.bar_posx + 35 , -35) if self.team.id == 0 else (-self.bar_posx - 35 , -35) ,'h_attach': 'center','v_attach': 'top','h_align': 'center','v_align': 'center','maxwidth': 130,'scale': 0.9,'text': str(num),'shadow': 0.5,'flatness': 1.0,'color': (1,1,1,0.8)}))
|
||||
return text
|
||||
def flick(self):
|
||||
_bascenev1.Sound.play(bs.getsound("shieldDown"))
|
||||
bs.animate(
|
||||
self._score_text.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: 0.2,
|
||||
0.55: 1.0,
|
||||
0.60: 0.0,
|
||||
0.65: 0.2,
|
||||
0.70: 1.0,
|
||||
0.75: 0.0,
|
||||
0.80: 0.2,
|
||||
0.85: 1.0,
|
||||
0.90: 0.0,
|
||||
0.95: 0.2,
|
||||
1.00: 1.0,
|
||||
},
|
||||
)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
def __init__(self) -> None:
|
||||
self.tag_light: bs.NodeActor | None = None
|
||||
self.lives = 1
|
||||
self.time = 0
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
self.survival_seconds = int()
|
||||
lista = []
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class Tag(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = 'Tag'
|
||||
description = "Don't get caught!"
|
||||
scoreconfig = bs.ScoreConfig(
|
||||
label='Survived', scoretype=bs.ScoreType.SECONDS
|
||||
)
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
allow_mid_activity_joins = False
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntChoiceSetting(
|
||||
"Tag time",
|
||||
choices=[
|
||||
('Shorter',15),
|
||||
('Normal', 20),
|
||||
('Longer',25),
|
||||
],
|
||||
default=20,),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
bs.BoolSetting('Disable Bombs', default=False),
|
||||
bs.BoolSetting('Disable Pickup', default=False),
|
||||
bs.BoolSetting('Tag explodes when time ends', default=True)]
|
||||
|
||||
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._dingsound = bs.getsound('dingSmall')
|
||||
self.tag_length = int(settings["Tag time"])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self.bombs = bool(settings['Disable Bombs'])
|
||||
self.grab = bool(settings['Disable Pickup'])
|
||||
self.explode = bool(settings['Tag explodes when time ends'])
|
||||
self.alive_teams = [team for team in self.teams if len(team.players) > 0 and any(player.lives > 0 for player in team.players)]
|
||||
self.ended = False
|
||||
# Base class overrides.
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.RACE)
|
||||
self.tag = ""
|
||||
self.tag_act = ""
|
||||
self.time = self.tag_length
|
||||
self._countdownsounds: dict[int, bs.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.slow_motion = self._epic_mode
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return "Don't get tagged!"
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return "Don't get tagged!"
|
||||
|
||||
def tick(self):
|
||||
|
||||
self.time -= 1
|
||||
if self.time == 0:
|
||||
if self.explode == True:
|
||||
self.tag_act.curse_time = 0.000000000000000000001
|
||||
self.tag_act.curse()
|
||||
else:
|
||||
self.tag_act.handlemessage(bs.DieMessage())
|
||||
if self.time in self._countdownsounds:
|
||||
self._countdownsounds[self.time].play()
|
||||
self.tag_act.set_score_text(f"{self.time}",self.color,True)
|
||||
else:
|
||||
self.tag_act.set_score_text(f"{self.time}",self.color)
|
||||
|
||||
|
||||
|
||||
def select_tag(self):
|
||||
alive = self._get_living_teams()
|
||||
print(alive)
|
||||
self.tag = random.choice(alive) if alive else self.end_game()
|
||||
self.player_count = len(bs.getactivity().players)
|
||||
self.tag_act = self.tag.actor
|
||||
self.tag_act.invincible = True
|
||||
self.tag_act.set_score_text("Tag")
|
||||
self.color = [
|
||||
0.3 + c * 0.7
|
||||
for c in bs.normalized_color(self.tag.team.color)
|
||||
]
|
||||
light = self.tag_act.tag_light = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'intensity': 0.6,
|
||||
'height_attenuated': False,
|
||||
'volume_intensity_scale': 0.1,
|
||||
'radius': 0.13,
|
||||
'color': self.color},
|
||||
)
|
||||
)
|
||||
assert isinstance(self.tag_act, PlayerSpaz)
|
||||
self.tag_act.node.connectattr(
|
||||
'position', light.node, 'position'
|
||||
)
|
||||
self.cuenta = bs.Timer(1.0,call= self.tick,repeat = True)
|
||||
def flick(self):
|
||||
bs.animate(
|
||||
self.icon.node,
|
||||
'opacity',
|
||||
{
|
||||
0.00: 1.0,
|
||||
0.05: 0.0,
|
||||
0.10: 1.0,
|
||||
0.15: 0.2,
|
||||
0.20: 1.0,
|
||||
0.25: 0.0,
|
||||
0.30: 1.0,
|
||||
},
|
||||
)
|
||||
bs.animate(
|
||||
self.icon._name_text,
|
||||
'opacity',
|
||||
{
|
||||
0.00: 1.0,
|
||||
0.05: 0.0,
|
||||
0.10: 1.0,
|
||||
0.15: 0.2,
|
||||
0.20: 1.0,
|
||||
0.25: 0.0,
|
||||
0.30: 1.0,
|
||||
},
|
||||
)
|
||||
def on_begin(self):
|
||||
super().on_begin()
|
||||
if len(bs.getactivity().players) == 1:
|
||||
self.end_game()
|
||||
if isinstance(self.session, bs.DualTeamSession) == True:
|
||||
self.team_one_bar = LivesRemaining(self.teams[0])
|
||||
self.team_two_bar = LivesRemaining(self.teams[1])
|
||||
self._start_time = bs.time()
|
||||
self.select_tag()
|
||||
self.icon = Icon(player = self.tag,position = (0 ,600),scale = 1.0, show_lives = False)
|
||||
players = self._get_living_teams()
|
||||
for player in players:
|
||||
actor = player.actor
|
||||
actor.hitpoints = 20000000000000000000000000000000000
|
||||
actor.hitpoints_max = 20000000000000000000000000000000000
|
||||
if self.bombs == True and self.grab == True:
|
||||
actor.disconnect_controls_from_player()
|
||||
actor.connect_controls_to_player(enable_bomb = False,enable_pickup = False)
|
||||
elif self.bombs == True and self.grab == False:
|
||||
actor.disconnect_controls_from_player()
|
||||
actor.connect_controls_to_player(enable_bomb = False)
|
||||
elif self.bombs == False and self.grab == True:
|
||||
actor.disconnect_controls_from_player()
|
||||
actor.connect_controls_to_player(enable_grab = False)
|
||||
else:
|
||||
pass
|
||||
def on_player_join(self, player):
|
||||
self.spawn_player(player)
|
||||
def on_player_leave(self,player):
|
||||
self.player_count -= 1
|
||||
if player == self.tag:
|
||||
self.select_tag()
|
||||
if self.check_win() != None:
|
||||
alive = self.check_win()
|
||||
print(alive)
|
||||
alive.survival_seconds += int(bs.time() - self._start_time)
|
||||
self.end_game()
|
||||
def _get_living_teams(self) -> list[Team]:
|
||||
alive = []
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.lives > 0:
|
||||
alive.append(player)
|
||||
return alive
|
||||
def check_win(self):
|
||||
alive_teams = [
|
||||
team for team in self.teams if len(team.players) > 0 and any(player.lives > 0 for player in team.players)
|
||||
]
|
||||
print(alive_teams)
|
||||
if len(alive_teams) == 1:
|
||||
alive_teams[0].survival_seconds += int(bs.time() - self._start_time)
|
||||
for player in alive_teams[0].players:
|
||||
player.team.score += 1
|
||||
self.end_game()
|
||||
def reselect_tag(self):
|
||||
if self.ended == False:
|
||||
self.select_tag()
|
||||
self.icon.node.delete()
|
||||
self.icon = Icon(player = self.tag,position = (0 ,600),scale = 1.0, show_lives = False)
|
||||
self.flick()
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
super().handlemessage(msg)
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
self.player_count -= 1
|
||||
msg.getplayer(Player).lives -= 1
|
||||
alive_teams = [team for team in self.teams if len(team.players) > 0 and any(player.lives > 0 for player in team.players)]
|
||||
if msg.getplayer(Player).team not in alive_teams:
|
||||
msg.getplayer(Player).team.survival_seconds += int(bs.time() - self._start_time)
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
if msg.getplayer(Player).team == self.teams[0]:
|
||||
self.team_one_bar._score_text = self.team_one_bar.update_text(int(self.team_one_bar._score_text.node.text)-1)
|
||||
self.team_one_bar.flick()
|
||||
else:
|
||||
self.team_two_bar._score_text = self.team_two_bar.update_text(int(self.team_two_bar._score_text.node.text)-1)
|
||||
self.team_two_bar.flick()
|
||||
bs.timer(1.0,self.check_win)
|
||||
if msg.getplayer(Player).node == self.tag.node:
|
||||
self.cuenta = None
|
||||
if self.tag_act:
|
||||
self.tag_act.tag_light = None
|
||||
self.time = self.tag_length
|
||||
bs.animate(
|
||||
self.icon.node,
|
||||
'opacity',
|
||||
{0.00: 1.0,0.05: 0.5,0.10: 0.3,0.15: 0.2,})
|
||||
bs.animate(
|
||||
self.icon._name_text,
|
||||
'opacity',
|
||||
{0.00: 1.0,0.05: 0.5,0.10: 0.3,0.15: 0.2,})
|
||||
self.tag_act = None
|
||||
bs.timer(2.0,self.reselect_tag)
|
||||
elif isinstance(msg, PlayerSpazHurtMessage):
|
||||
player = msg.spaz
|
||||
player_act = player.getplayer(playertype = Player)
|
||||
if player.last_player_attacked_by == self.tag:
|
||||
player.last_player_attacked_by = None
|
||||
if self.tag_act:
|
||||
self.tag_act.tag_light = None
|
||||
self.tag_act = player
|
||||
self.tag = self.tag_act.getplayer(playertype = Player)
|
||||
self.color = [
|
||||
0.3 + c * 0.7
|
||||
for c in bs.normalized_color(self.tag_act.getplayer(playertype = Player).color)
|
||||
]
|
||||
light = self.tag_act.tag_light = bs.NodeActor(
|
||||
bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'intensity': 0.6,
|
||||
'height_attenuated': False,
|
||||
'volume_intensity_scale': 0.1,
|
||||
'radius': 0.13,
|
||||
'color': self.color},
|
||||
)
|
||||
)
|
||||
assert isinstance(self.tag_act, PlayerSpaz)
|
||||
self.tag_act.node.connectattr(
|
||||
'position', light.node, 'position'
|
||||
)
|
||||
self.icon.node.delete()
|
||||
self.icon = Icon(player = self.tag,position = (0 ,600),scale = 1.0, show_lives = False)
|
||||
self.flick()
|
||||
|
||||
def end_game(self) -> None:
|
||||
self.ended = True
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.survival_seconds)
|
||||
self.end(results=results)
|
||||
Loading…
Add table
Add a link
Reference in a new issue