mirror of
https://github.com/imayushsaini/Bombsquad-Ballistica-Modded-Server.git
synced 2025-10-20 00:00:39 +00:00
added mini games
This commit is contained in:
parent
985fe8c738
commit
d119302b6e
22 changed files with 10312 additions and 6 deletions
3
dist/ba_root/config.json
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3
dist/ba_root/config.json
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@ -143,6 +143,9 @@
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"ladoo",
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"barfi"
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],
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"Default Player Profiles": {
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"Client Input Device #1": "__account__"
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},
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"Fleet Zone Pings": {
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"prod": {
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"delhi": 16.50450974109344,
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10
dist/ba_root/config.json.prev
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10
dist/ba_root/config.json.prev
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@ -145,12 +145,10 @@
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],
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"Fleet Zone Pings": {
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"prod": {
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"bangkok": 179.38869999852614,
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"delhi": 21.102889599649643,
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"dubai": 162.18640000079176,
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"hyderabad": 51.26196139941021,
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"kolkata": 38.122235600676504,
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"mumbai": 36.901065400630614
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"delhi": 16.50450974109344,
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"hyderabad": 40.392026402187184,
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"kolkata": 41.73070900011953,
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"mumbai": 42.654999799975485
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}
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},
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"Free-for-All Playlist Randomize": true,
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514
dist/ba_root/mods/games/alliance_elimination.py
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514
dist/ba_root/mods/games/alliance_elimination.py
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@ -0,0 +1,514 @@
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# Released under the MIT License. See LICENSE for details.
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#
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"""Elimination mini-game."""
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import babase
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import bauiv1 as bui
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import bascenev1 as bs
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from bascenev1lib.actor.spazfactory import SpazFactory
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from bascenev1lib.actor.scoreboard import Scoreboard
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if TYPE_CHECKING:
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from typing import (Any, Tuple, Type, List, Sequence, Optional,
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Union)
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class Icon(bs.Actor):
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"""Creates in in-game icon on screen."""
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def __init__(self,
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player: Player,
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position: Tuple[float, float],
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scale: float,
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show_lives: bool = True,
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show_death: bool = True,
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name_scale: float = 1.0,
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name_maxwidth: float = 115.0,
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flatness: float = 1.0,
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shadow: float = 1.0):
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super().__init__()
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self._player = player
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self._show_lives = show_lives
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self._show_death = show_death
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self._name_scale = name_scale
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self._outline_tex = bs.gettexture('characterIconMask')
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icon = player.get_icon()
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self.node = bs.newnode('image',
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delegate=self,
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attrs={
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'texture': icon['texture'],
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'tint_texture': icon['tint_texture'],
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'tint_color': icon['tint_color'],
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'vr_depth': 400,
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'tint2_color': icon['tint2_color'],
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'mask_texture': self._outline_tex,
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'opacity': 1.0,
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'absolute_scale': True,
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'attach': 'bottomCenter'
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})
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self._name_text = bs.newnode(
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'text',
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owner=self.node,
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attrs={
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'text': babase.Lstr(value=player.getname()),
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'color': babase.safecolor(player.team.color),
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'h_align': 'center',
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'v_align': 'center',
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'vr_depth': 410,
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'maxwidth': name_maxwidth,
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'shadow': shadow,
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'flatness': flatness,
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'h_attach': 'center',
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'v_attach': 'bottom'
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})
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if self._show_lives:
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self._lives_text = bs.newnode('text',
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owner=self.node,
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attrs={
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'text': 'x0',
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'color': (1, 1, 0.5),
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'h_align': 'left',
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'vr_depth': 430,
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'shadow': 1.0,
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'flatness': 1.0,
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'h_attach': 'center',
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'v_attach': 'bottom'
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})
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self.set_position_and_scale(position, scale)
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def set_position_and_scale(self, position: Tuple[float, float],
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scale: float) -> None:
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"""(Re)position the icon."""
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assert self.node
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self.node.position = position
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self.node.scale = [70.0 * scale]
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self._name_text.position = (position[0], position[1] + scale * 52.0)
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self._name_text.scale = 1.0 * scale * self._name_scale
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if self._show_lives:
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self._lives_text.position = (position[0] + scale * 10.0,
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position[1] - scale * 43.0)
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self._lives_text.scale = 1.0 * scale
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def update_for_lives(self) -> None:
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"""Update for the target player's current lives."""
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if self._player:
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lives = self._player.lives
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else:
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lives = 0
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if self._show_lives:
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if lives > 0:
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self._lives_text.text = 'x' + str(lives - 1)
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else:
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self._lives_text.text = ''
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if lives == 0:
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self._name_text.opacity = 0.2
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assert self.node
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self.node.color = (0.7, 0.3, 0.3)
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self.node.opacity = 0.2
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def handle_player_spawned(self) -> None:
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"""Our player spawned; hooray!"""
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if not self.node:
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return
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self.node.opacity = 1.0
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self.update_for_lives()
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def handle_player_died(self) -> None:
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"""Well poo; our player died."""
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if not self.node:
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return
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if self._show_death:
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bs.animate(
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self.node, 'opacity', {
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0.00: 1.0,
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0.05: 0.0,
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0.10: 1.0,
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0.15: 0.0,
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0.20: 1.0,
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0.25: 0.0,
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0.30: 1.0,
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0.35: 0.0,
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0.40: 1.0,
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0.45: 0.0,
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0.50: 1.0,
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0.55: 0.2
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})
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lives = self._player.lives
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if lives == 0:
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bs.timer(0.6, self.update_for_lives)
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.DieMessage):
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self.node.delete()
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return None
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return super().handlemessage(msg)
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class Player(bs.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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self.lives = 0
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self.icons: List[Icon] = []
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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.survival_seconds: Optional[int] = None
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self.spawn_order: List[Player] = []
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# ba_meta export bascenev1.GameActivity
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class AllianceEliminationGame(bs.TeamGameActivity[Player, Team]):
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"""Game type where last player(s) left alive win."""
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name = 'Alliance Elimination'
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description = 'Fight in groups of duo, trio, or more.\nLast remaining alive wins.'
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scoreconfig = bs.ScoreConfig(label='Survived',
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scoretype=bs.ScoreType.SECONDS,
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none_is_winner=True)
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# Show messages when players die since it's meaningful here.
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announce_player_deaths = True
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allow_mid_activity_joins = False
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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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'Lives Per Player',
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default=1,
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min_value=1,
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max_value=10,
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increment=1,
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),
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bs.IntSetting(
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'Players Per Team In Arena',
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default=2,
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min_value=2,
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max_value=10,
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increment=1,
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),
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bs.IntChoiceSetting(
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'Time Limit',
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choices=[
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('None', 0),
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('1 Minute', 60),
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('2 Minutes', 120),
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('5 Minutes', 300),
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('10 Minutes', 600),
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('20 Minutes', 1200),
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],
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default=0,
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),
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bs.FloatChoiceSetting(
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'Respawn Times',
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choices=[
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('Shorter', 0.25),
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('Short', 0.5),
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('Normal', 1.0),
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('Long', 2.0),
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('Longer', 4.0),
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],
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default=1.0,
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),
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bs.BoolSetting('Epic Mode', default=False),
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]
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if issubclass(sessiontype, bs.DualTeamSession):
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settings.append(
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bs.BoolSetting('Balance Total Lives', default=False))
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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.DualTeamSession)
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
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return 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._start_time: Optional[float] = None
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self._vs_text: Optional[bs.Actor] = None
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self._round_end_timer: Optional[bs.Timer] = None
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self._epic_mode = bool(settings['Epic Mode'])
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self._lives_per_player = int(settings['Lives Per Player'])
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self._time_limit = float(settings['Time Limit'])
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self._balance_total_lives = bool(
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settings.get('Balance Total Lives', False))
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self._players_per_team_in_arena = int(
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settings['Players Per Team In Arena'])
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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
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if self._epic_mode else bs.MusicType.SURVIVAL)
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def get_instance_description(self) -> Union[str, Sequence]:
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return 'Last team standing wins.' if isinstance(
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self.session, bs.DualTeamSession) else 'Last one standing wins.'
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def get_instance_description_short(self) -> Union[str, Sequence]:
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return 'last team standing wins' if isinstance(
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self.session, bs.DualTeamSession) else 'last one standing wins'
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def on_player_join(self, player: Player) -> None:
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# No longer allowing mid-game joiners here; too easy to exploit.
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if self.has_begun():
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# Make sure their team has survival seconds set if they're all dead
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# (otherwise blocked new ffa players are considered 'still alive'
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# in score tallying).
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if (self._get_total_team_lives(player.team) == 0
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and player.team.survival_seconds is None):
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player.team.survival_seconds = 0
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bs.broadcastmessage(
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babase.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),
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)
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return
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player.lives = self._lives_per_player
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player.team.spawn_order.append(player)
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self._update_alliance_mode()
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# Don't waste time doing this until begin.
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if self.has_begun():
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self._update_icons()
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def on_begin(self) -> None:
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super().on_begin()
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self._start_time = bs.time()
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self.setup_standard_time_limit(self._time_limit)
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self.setup_standard_powerup_drops()
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self._vs_text = bs.NodeActor(
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bs.newnode('text',
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attrs={
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'position': (0, 92),
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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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# If balance-team-lives is on, add lives to the smaller team until
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# total lives match.
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if (isinstance(self.session, bs.DualTeamSession)
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and self._balance_total_lives and self.teams[0].players
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and self.teams[1].players):
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if self._get_total_team_lives(
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self.teams[0]) < self._get_total_team_lives(self.teams[1]):
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lesser_team = self.teams[0]
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greater_team = self.teams[1]
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else:
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lesser_team = self.teams[1]
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greater_team = self.teams[0]
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add_index = 0
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while (self._get_total_team_lives(lesser_team) <
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self._get_total_team_lives(greater_team)):
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lesser_team.players[add_index].lives += 1
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add_index = (add_index + 1) % len(lesser_team.players)
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self._update_icons()
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# We could check game-over conditions at explicit trigger points,
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# but lets just do the simple thing and poll it.
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bs.timer(1.0, self._update, repeat=True)
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def _update_alliance_mode(self) -> None:
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# For both teams, find the first player on the spawn order list with
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# lives remaining and spawn them if they're not alive.
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for team in self.teams:
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# Prune dead players from the spawn order.
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players_spawned = 0
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team.spawn_order = [p for p in team.spawn_order if p]
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for player in team.spawn_order:
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assert isinstance(player, Player)
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if player.lives > 0:
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if not player.is_alive():
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self.spawn_player(player)
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self._update_icons()
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players_spawned += 1
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if players_spawned >= self._players_per_team_in_arena:
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break
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def _update_icons(self) -> None:
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# pylint: disable=too-many-branches
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# First off, clear out all icons.
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for player in self.players:
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player.icons = []
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# Now for each team, cycle through our available players
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# adding icons.
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for team in self.teams:
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if team.id == 0:
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xval = -60
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x_offs = -78
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else:
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xval = 60
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x_offs = 78
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nplayers = self._players_per_team_in_arena
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test_lives = 1
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while True:
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players_with_lives = [
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p for p in team.spawn_order
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if p and p.lives >= test_lives
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]
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if not players_with_lives:
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break
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for player in players_with_lives:
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player.icons.append(
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Icon(player,
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position=(xval, (36 if nplayers > 0 else 25)),
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scale=0.9 if nplayers > 0 else 0.5,
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name_maxwidth=85 if nplayers > 0 else 75,
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name_scale=0.8 if nplayers > 0 else 1.0,
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flatness=0.0 if nplayers > 0 else 1.0,
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shadow=0.5 if nplayers > 0 else 1.0,
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show_death=True if nplayers > 0 else False,
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show_lives=False))
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xval += x_offs * (0.85 if nplayers > 0 else 0.56)
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nplayers -= 1
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test_lives += 1
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def _get_spawn_point(self, player: Player) -> Optional[babase.Vec3]:
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return None
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def spawn_player(self, player: Player) -> bs.Actor:
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actor = self.spawn_player_spaz(player, self._get_spawn_point(player))
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# If we have any icons, update their state.
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for icon in player.icons:
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icon.handle_player_spawned()
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return actor
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def _print_lives(self, player: Player) -> None:
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from bascenev1lib.actor import popuptext
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# We get called in a timer so it's possible our player has left/etc.
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if not player or not player.is_alive() or not player.node:
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return
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popuptext.PopupText('x' + str(player.lives - 1),
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color=(1, 1, 0, 1),
|
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offset=(0, -0.8, 0),
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random_offset=0.0,
|
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scale=1.8,
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position=player.node.position).autoretain()
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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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# Remove us from spawn-order.
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if player in player.team.spawn_order:
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player.team.spawn_order.remove(player)
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# Update icons in a moment since our team will be gone from the
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# list then.
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bs.timer(0, self._update_icons)
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# If the player to leave was the last in spawn order and had
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# their final turn currently in-progress, mark the survival time
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# for their team.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() - self._start_time)
|
||||
|
||||
def _get_total_team_lives(self, team: Team) -> int:
|
||||
return sum(player.lives for player in team.players)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
|
||||
player.lives -= 1
|
||||
if player.lives < 0:
|
||||
babase.print_error(
|
||||
"Got lives < 0 in Alliance Elimination; this shouldn't happen.")
|
||||
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.
|
||||
if player.lives == 0:
|
||||
SpazFactory.get().single_player_death_sound.play()
|
||||
|
||||
# If we hit zero lives, we're dead (and our team might be too).
|
||||
if player.lives == 0:
|
||||
# If the whole team is now dead, mark their survival time.
|
||||
if self._get_total_team_lives(player.team) == 0:
|
||||
assert self._start_time is not None
|
||||
player.team.survival_seconds = int(bs.time() -
|
||||
self._start_time)
|
||||
|
||||
# Put ourself at the back of the spawn order.
|
||||
player.team.spawn_order.remove(player)
|
||||
player.team.spawn_order.append(player)
|
||||
|
||||
def _update(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]
|
||||
players_spawned = 0
|
||||
for player in team.spawn_order:
|
||||
assert isinstance(player, Player)
|
||||
if player.lives > 0:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
self._update_icons()
|
||||
players_spawned += 1
|
||||
if players_spawned >= self._players_per_team_in_arena:
|
||||
break
|
||||
|
||||
# If we're down to 1 or fewer living teams, start a timer to end
|
||||
# the game (allows the dust to settle and draws to occur if deaths
|
||||
# are close enough).
|
||||
if len(self._get_living_teams()) < 2:
|
||||
self._round_end_timer = bs.Timer(0.5, self.end_game)
|
||||
|
||||
def _get_living_teams(self) -> List[Team]:
|
||||
return [
|
||||
team for team in self.teams
|
||||
if len(team.players) > 0 and any(player.lives > 0
|
||||
for player in team.players)
|
||||
]
|
||||
|
||||
def end_game(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
results = bs.GameResults()
|
||||
self._vs_text = None # Kill our 'vs' if its there.
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.survival_seconds)
|
||||
self.end(results=results)
|
||||
195
dist/ba_root/mods/games/arms_race.py
vendored
Normal file
195
dist/ba_root/mods/games/arms_race.py
vendored
Normal file
|
|
@ -0,0 +1,195 @@
|
|||
# Ported by your friend: Freaku
|
||||
|
||||
# Join BCS:
|
||||
# https://discord.gg/ucyaesh
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
|
||||
|
||||
|
||||
class State:
|
||||
def __init__(self, bomb=None, grab=False, punch=False, curse=False, required=False, final=False, name=''):
|
||||
self.bomb = bomb
|
||||
self.grab = grab
|
||||
self.punch = punch
|
||||
self.pickup = False
|
||||
self.curse = curse
|
||||
self.required = required or final
|
||||
self.final = final
|
||||
self.name = name
|
||||
self.next = None
|
||||
self.index = None
|
||||
|
||||
def apply(self, spaz):
|
||||
spaz.disconnect_controls_from_player()
|
||||
spaz.connect_controls_to_player(enable_punch=self.punch,
|
||||
enable_bomb=self.bomb,
|
||||
enable_pickup=self.grab)
|
||||
if self.curse:
|
||||
spaz.curse_time = -1
|
||||
spaz.curse()
|
||||
if self.bomb:
|
||||
spaz.bomb_type = self.bomb
|
||||
spaz.set_score_text(self.name)
|
||||
|
||||
def get_setting(self):
|
||||
return (self.name)
|
||||
|
||||
|
||||
states = [State(bomb='normal', name='Basic Bombs'),
|
||||
State(bomb='ice', name='Frozen Bombs'),
|
||||
State(bomb='sticky', name='Sticky Bombs'),
|
||||
State(bomb='impact', name='Impact Bombs'),
|
||||
State(grab=True, name='Grabbing only'),
|
||||
State(punch=True, name='Punching only'),
|
||||
State(curse=True, name='Cursed', final=True)]
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self):
|
||||
self.state = 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 ArmsRaceGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = 'Arms Race'
|
||||
description = 'Upgrade your weapon by eliminating enemies.\nWin the match by being the first player\nto get a kill while cursed.'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False)]
|
||||
for state in states:
|
||||
if not state.required:
|
||||
settings.append(bs.BoolSetting(state.get_setting(), 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.states = [s for s in states if settings.get(s.name, True)]
|
||||
for i, state in enumerate(self.states):
|
||||
if i < len(self.states) and not state.final:
|
||||
state.next = self.states[i + 1]
|
||||
state.index = i
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Upgrade your weapon by eliminating enemies.'
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'kill ${ARG1} enemies', len(self.states)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# self.setup_standard_powerup_drops()
|
||||
|
||||
def on_player_join(self, player):
|
||||
if player.state is None:
|
||||
player.state = self.states[0]
|
||||
self.spawn_player(player)
|
||||
|
||||
# overriding the default character spawning..
|
||||
def spawn_player(self, player):
|
||||
if player.state is None:
|
||||
player.state = self.states[0]
|
||||
super().spawn_player(player)
|
||||
player.state.apply(player.actor)
|
||||
|
||||
def isValidKill(self, m):
|
||||
if m.getkillerplayer(Player) is None:
|
||||
return False
|
||||
|
||||
if m.getkillerplayer(Player).team is m.getplayer(Player).team:
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
if self.isValidKill(msg):
|
||||
self.stats.player_scored(msg.getkillerplayer(Player), 10, kill=True)
|
||||
if not msg.getkillerplayer(Player).state.final:
|
||||
msg.getkillerplayer(Player).state = msg.getkillerplayer(Player).state.next
|
||||
msg.getkillerplayer(Player).state.apply(msg.getkillerplayer(Player).actor)
|
||||
else:
|
||||
msg.getkillerplayer(Player).team.score += 1
|
||||
self.end_game()
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
524
dist/ba_root/mods/games/big_ball.py
vendored
Normal file
524
dist/ba_root/mods/games/big_ball.py
vendored
Normal file
|
|
@ -0,0 +1,524 @@
|
|||
# Made by MythB
|
||||
# Ported by: MysteriousBoi
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
from __future__ import annotations
|
||||
from typing import TYPE_CHECKING
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.flag import Flag
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Dict, Type, List, Optional, Union
|
||||
|
||||
|
||||
class PuckDiedMessage:
|
||||
"""Inform something that a puck has died."""
|
||||
|
||||
def __init__(self, puck: Puck):
|
||||
self.puck = puck
|
||||
|
||||
# goalpost
|
||||
|
||||
|
||||
class FlagKale(bs.Actor):
|
||||
def __init__(self, position=(0, 2.5, 0), color=(1, 1, 1)):
|
||||
super().__init__()
|
||||
activity = self.getactivity()
|
||||
shared = SharedObjects.get()
|
||||
self.node = bs.newnode('flag',
|
||||
attrs={'position': (position[0], position[1]+0.75, position[2]),
|
||||
'color_texture': activity._flagKaleTex,
|
||||
'color': color,
|
||||
'materials': [shared.object_material, activity._kaleMaterial],
|
||||
},
|
||||
delegate=self)
|
||||
|
||||
def handleMessage(self, m):
|
||||
if isinstance(m, bs.DieMessage):
|
||||
if self.node.exists():
|
||||
self.node.delete()
|
||||
elif isinstance(m, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Puck(bs.Actor):
|
||||
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[1] + 1.0, position[2])
|
||||
self.last_players_to_touch: Dict[int, Player] = {}
|
||||
self.scored = False
|
||||
assert activity is not None
|
||||
assert isinstance(activity, BBGame)
|
||||
pmats = [shared.object_material, activity.puck_material]
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': activity._ballModel,
|
||||
'color_texture': activity._ballTex,
|
||||
'body': 'sphere',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.2],
|
||||
'shadow_size': 0.8,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats,
|
||||
'body_scale': 4,
|
||||
'mesh_scale': 1,
|
||||
'density': 0.02})
|
||||
bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 1.3, 0.26: 1})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
assert self.node
|
||||
self.node.delete()
|
||||
activity = self._activity()
|
||||
if activity and not msg.immediate:
|
||||
activity.handlemessage(PuckDiedMessage(self))
|
||||
|
||||
# If we go out of bounds, move back to where we started.
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
assert self.node
|
||||
self.node.position = self._spawn_pos
|
||||
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
assert self.node
|
||||
assert msg.force_direction is not None
|
||||
self.node.handlemessage(
|
||||
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
|
||||
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
|
||||
1.0 * msg.velocity_magnitude, msg.radius, 0,
|
||||
msg.force_direction[0], msg.force_direction[1],
|
||||
msg.force_direction[2])
|
||||
|
||||
# If this hit came from a player, log them as the last to touch us.
|
||||
s_player = msg.get_source_player(Player)
|
||||
if s_player is not None:
|
||||
activity = self._activity()
|
||||
if activity:
|
||||
if s_player in activity.players:
|
||||
self.last_players_to_touch[s_player.team.id] = s_player
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
# for night mode: using a actor with large shadow and little mesh scale. Better then tint i think, players and objects more visible
|
||||
|
||||
|
||||
class NightMod(bs.Actor):
|
||||
def __init__(self, position=(0, 0, 0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
# spawn just above the provided point
|
||||
self._spawnPos = (position[0], position[1], position[2])
|
||||
self.node = bs.newnode("prop",
|
||||
attrs={'mesh': activity._nightModel,
|
||||
'color_texture': activity._nightTex,
|
||||
'body': 'sphere',
|
||||
'reflection': 'soft',
|
||||
'body_scale': 0.1,
|
||||
'mesh_scale': 0.001,
|
||||
'density': 0.010,
|
||||
'reflection_scale': [0.23],
|
||||
'shadow_size': 999999.0,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawnPos,
|
||||
'materials': [activity._nightMaterial]
|
||||
},
|
||||
delegate=self)
|
||||
|
||||
def handlemssage(self, m):
|
||||
super().handlemessage(m)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class BBGame(bs.TeamGameActivity[Player, Team]):
|
||||
name = 'Big Ball'
|
||||
description = 'Score some goals.\nFlags are goalposts.\nScored team players get boxing gloves,\nNon-scored team players getting shield (if Grant Powers on Score).\nYou can also set Night Mode!'
|
||||
available_settings = [
|
||||
bs.IntSetting(
|
||||
'Score to Win',
|
||||
min_value=1,
|
||||
default=1,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', True),
|
||||
bs.BoolSetting('Night Mode', False),
|
||||
bs.BoolSetting('Grant Powers on Score', False)
|
||||
]
|
||||
default_music = bs.MusicType.HOCKEY
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return ['Football Stadium']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._cheer_sound = bs.getsound('cheer')
|
||||
self._chant_sound = bs.getsound('crowdChant')
|
||||
self._foghorn_sound = bs.getsound('foghorn')
|
||||
self._swipsound = bs.getsound('swip')
|
||||
self._whistle_sound = bs.getsound('refWhistle')
|
||||
self._ballModel = bs.getmesh("shield")
|
||||
self._ballTex = bs.gettexture("eggTex1")
|
||||
self._ballSound = bs.getsound("impactMedium2")
|
||||
self._flagKaleTex = bs.gettexture("star")
|
||||
self._kaleSound = bs.getsound("metalHit")
|
||||
self._nightModel = bs.getmesh("shield")
|
||||
self._nightTex = bs.gettexture("black")
|
||||
self._kaleMaterial = bs.Material()
|
||||
# add friction to flags for standing our position (as far as)
|
||||
self._kaleMaterial.add_actions(conditions=("they_have_material", shared.footing_material),
|
||||
actions=(("modify_part_collision", "friction", 9999.5)))
|
||||
self._kaleMaterial.add_actions(conditions=(("we_are_younger_than", 1), 'and',
|
||||
("they_have_material", shared.object_material)),
|
||||
actions=(("modify_part_collision", "collide", False)))
|
||||
self._kaleMaterial.add_actions(conditions=("they_have_material", shared.pickup_material),
|
||||
actions=(("modify_part_collision", "collide", False)))
|
||||
self._kaleMaterial.add_actions(
|
||||
conditions=('they_have_material', shared.object_material),
|
||||
actions=(('impact_sound', self._kaleSound, 2, 5)))
|
||||
# we dont wanna hit the night so
|
||||
self._nightMaterial = bs.Material()
|
||||
self._nightMaterial.add_actions(conditions=(('they_have_material', shared.pickup_material), 'or',
|
||||
('they_have_material', shared.attack_material)),
|
||||
actions=(('modify_part_collision', 'collide', False)))
|
||||
# we also dont want anything moving it
|
||||
self._nightMaterial.add_actions(
|
||||
conditions=(('they_have_material', shared.object_material), 'or',
|
||||
('they_dont_have_material', shared.footing_material)),
|
||||
actions=(('modify_part_collision', 'collide', False),
|
||||
('modify_part_collision', 'physical', False)))
|
||||
self.puck_material = bs.Material()
|
||||
self.puck_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', False))
|
||||
self.puck_material.add_actions(
|
||||
conditions=(
|
||||
('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.footing_material),
|
||||
actions=('impact_sound',
|
||||
self._ballSound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the puck
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect',
|
||||
self._handle_puck_player_collide), ))
|
||||
|
||||
# We want the puck to kill powerups; not get stopped by them
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
PowerupBoxFactory.get().powerup_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'their_node', 'at_connect', bs.DieMessage())))
|
||||
self._score_region_material = bs.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_score)))
|
||||
self._puck_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[List[bs.NodeActor]] = None
|
||||
self._puck: Optional[Puck] = None
|
||||
self._score_to_win = int(settings['Score to Win'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._nm = bool(settings['Night Mode'])
|
||||
self._grant_power = bool(settings['Grant Powers on Score'])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'Score a goal.'
|
||||
return 'Score ${ARG1} goals.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'score a goal'
|
||||
return 'score ${ARG1} goals', self._score_to_win
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self._puck_spawn_pos = self.map.get_flag_position(None)
|
||||
self._spawn_puck()
|
||||
# for night mode we need night actor. And same goodies for nigh mode
|
||||
if self._nm:
|
||||
self._nightSpawny(), self._flagKaleFlash()
|
||||
|
||||
# Set up the two score regions.
|
||||
defs = self.map.defs
|
||||
self._score_regions = []
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': (13.75, 0.85744967453, 0.1095578275),
|
||||
'scale': (1.05, 1.1, 3.8),
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': (-13.55, 0.85744967453, 0.1095578275),
|
||||
'scale': (1.05, 1.1, 3.8),
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._update_scoreboard()
|
||||
self._chant_sound.play()
|
||||
|
||||
def _nightSpawny(self):
|
||||
self.MythBrk = NightMod(position=(0, 0.05744967453, 0))
|
||||
|
||||
# spawn some goodies on nightmode for pretty visuals
|
||||
def _flagKaleFlash(self):
|
||||
# flags positions
|
||||
kale1 = (-12.45, 0.05744967453, -2.075)
|
||||
kale2 = (-12.45, 0.05744967453, 2.075)
|
||||
kale3 = (12.66, 0.03986567039, 2.075)
|
||||
kale4 = (12.66, 0.03986567039, -2.075)
|
||||
|
||||
flash = bs.newnode("light",
|
||||
attrs={'position': kale1,
|
||||
'radius': 0.15,
|
||||
'color': (1.0, 1.0, 0.7)})
|
||||
|
||||
flash = bs.newnode("light",
|
||||
attrs={'position': kale2,
|
||||
'radius': 0.15,
|
||||
'color': (1.0, 1.0, 0.7)})
|
||||
|
||||
flash = bs.newnode("light",
|
||||
attrs={'position': kale3,
|
||||
'radius': 0.15,
|
||||
'color': (0.7, 1.0, 1.0)})
|
||||
|
||||
flash = bs.newnode("light",
|
||||
attrs={'position': kale4,
|
||||
'radius': 0.15,
|
||||
'color': (0.7, 1.0, 1.0)})
|
||||
# flags positions
|
||||
|
||||
def _flagKalesSpawn(self):
|
||||
for team in self.teams:
|
||||
if team.id == 0:
|
||||
_colorTeam0 = team.color
|
||||
if team.id == 1:
|
||||
_colorTeam1 = team.color
|
||||
|
||||
self._MythB = FlagKale(position=(-12.45, 0.05744967453, -2.075), color=_colorTeam0)
|
||||
self._MythB2 = FlagKale(position=(-12.45, 0.05744967453, 2.075), color=_colorTeam0)
|
||||
self._MythB3 = FlagKale(position=(12.66, 0.03986567039, 2.075), color=_colorTeam1)
|
||||
self._MythB4 = FlagKale(position=(12.66, 0.03986567039, -2.075), color=_colorTeam1)
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def _handle_puck_player_collide(self) -> None:
|
||||
collision = bs.getcollision()
|
||||
try:
|
||||
puck = collision.sourcenode.getdelegate(Puck, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
puck.last_players_to_touch[player.team.id] = player
|
||||
|
||||
def _kill_puck(self) -> None:
|
||||
self._puck = None
|
||||
|
||||
def _handle_score(self) -> None:
|
||||
"""A point has been scored."""
|
||||
|
||||
assert self._puck is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
# Our puck might stick around for a second or two
|
||||
# we don't want it to be able to score again.
|
||||
if self._puck.scored:
|
||||
return
|
||||
|
||||
region = bs.getcollision().sourcenode
|
||||
index = 0
|
||||
for index in range(len(self._score_regions)):
|
||||
if region == self._score_regions[index].node:
|
||||
break
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
# tell scored team players to celebrate and give them to boxing gloves
|
||||
if self._grant_power:
|
||||
for player in team.players:
|
||||
try:
|
||||
player.actor.node.handlemessage(bs.PowerupMessage('punch'))
|
||||
except:
|
||||
pass
|
||||
|
||||
# Tell all players to celebrate.
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(bs.CelebrateMessage(2.0))
|
||||
|
||||
# If we've got the player from the scoring team that last
|
||||
# touched us, give them points.
|
||||
if (scoring_team.id in self._puck.last_players_to_touch
|
||||
and self._puck.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._puck.last_players_to_touch[scoring_team.id],
|
||||
100,
|
||||
big_message=True)
|
||||
|
||||
# End game if we won.
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
else:
|
||||
if self._grant_power:
|
||||
for player in team.players:
|
||||
try:
|
||||
player.actor.node.handlemessage(bs.PowerupMessage('shield'))
|
||||
except:
|
||||
pass
|
||||
|
||||
self._foghorn_sound.play()
|
||||
self._cheer_sound.play()
|
||||
|
||||
self._puck.scored = True
|
||||
|
||||
# Kill the puck (it'll respawn itself shortly).
|
||||
bs.timer(1.0, self._kill_puck)
|
||||
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': bs.getcollision().position,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
bs.cameraflash(duration=10.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
# Respawn dead players if they're still in the game.
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior...
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
|
||||
# Respawn dead pucks.
|
||||
elif isinstance(msg, PuckDiedMessage):
|
||||
if not self.has_ended():
|
||||
bs.timer(3.0, self._spawn_puck)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _flash_puck_spawn(self) -> None:
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': self._puck_spawn_pos,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
def _spawn_puck(self) -> None:
|
||||
self._swipsound.play()
|
||||
self._whistle_sound.play()
|
||||
self._flagKalesSpawn()
|
||||
self._flash_puck_spawn()
|
||||
assert self._puck_spawn_pos is not None
|
||||
self._puck = Puck(position=self._puck_spawn_pos)
|
||||
self._puck.light = bs.newnode('light',
|
||||
owner=self._puck.node,
|
||||
attrs={'intensity': 0.3,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.2,
|
||||
'color': (0.9, 0.2, 0.9)})
|
||||
self._puck.node.connectattr('position', self._puck.light, 'position')
|
||||
242
dist/ba_root/mods/games/boxing.py
vendored
Normal file
242
dist/ba_root/mods/games/boxing.py
vendored
Normal file
|
|
@ -0,0 +1,242 @@
|
|||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.game.deathmatch import DeathMatchGame
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = bs.app.lang.language
|
||||
|
||||
if lang == 'Spanish':
|
||||
name = 'Super Boxeo'
|
||||
description = ('¡Sin bombas!\n'
|
||||
'¡Noquea a los enemigos con tus propias manos!\n')
|
||||
super_jump_text = 'Super Salto'
|
||||
enable_powerups = 'Habilitar Potenciadores'
|
||||
else:
|
||||
name = 'Super Boxing'
|
||||
description = ('No bombs!\n'
|
||||
'Knock out your enemies using your bare hands!\n')
|
||||
super_jump_text = 'Super Jump'
|
||||
enable_powerups = 'Enable Powerups'
|
||||
|
||||
|
||||
class NewPlayerSpaz(PlayerSpaz):
|
||||
|
||||
def __init__(self,
|
||||
player: bs.Player,
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0),
|
||||
highlight: Sequence[float] = (0.5, 0.5, 0.5),
|
||||
character: str = 'Spaz',
|
||||
powerups_expire: bool = True,
|
||||
super_jump: bool = False):
|
||||
super().__init__(player=player,
|
||||
color=color,
|
||||
highlight=highlight,
|
||||
character=character,
|
||||
powerups_expire=powerups_expire)
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
shared = SharedObjects.get()
|
||||
self._super_jump = super_jump
|
||||
self.jump_mode = False
|
||||
self.super_jump_material = bs.Material()
|
||||
self.super_jump_material.add_actions(
|
||||
conditions=('they_have_material', shared.footing_material),
|
||||
actions=(
|
||||
('call', 'at_connect', babase.Call(self.jump_state, True)),
|
||||
('call', 'at_disconnect', babase.Call(self.jump_state, False))
|
||||
),
|
||||
)
|
||||
self.node.roller_materials += (self.super_jump_material, )
|
||||
|
||||
def jump_state(self, mode: bool) -> None:
|
||||
self.jump_mode = mode
|
||||
|
||||
def on_jump_press(self) -> None:
|
||||
"""
|
||||
Called to 'press jump' on this spaz;
|
||||
used by player or AI connections.
|
||||
"""
|
||||
if not self.node:
|
||||
return
|
||||
t_ms = int(bs.time() * 1000.0)
|
||||
assert isinstance(t_ms, int)
|
||||
if t_ms - self.last_jump_time_ms >= self._jump_cooldown:
|
||||
self.node.jump_pressed = True
|
||||
self.last_jump_time_ms = t_ms
|
||||
if self._player.is_alive() and self.jump_mode and (
|
||||
self._super_jump):
|
||||
def do_jump():
|
||||
self.node.handlemessage(
|
||||
'impulse',
|
||||
self.node.position[0],
|
||||
self.node.position[1],
|
||||
self.node.position[2],
|
||||
0, 0, 0, 95, 95, 0, 0, 0, 1, 0
|
||||
)
|
||||
bs.timer(0.0, do_jump)
|
||||
bs.timer(0.1, do_jump)
|
||||
bs.timer(0.2, do_jump)
|
||||
self._turbo_filter_add_press('jump')
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class BoxingGame(DeathMatchGame):
|
||||
|
||||
name = name
|
||||
description = description
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]
|
||||
) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting(super_jump_text, default=False),
|
||||
bs.BoolSetting(enable_powerups, default=False),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
|
||||
# In teams mode, a suicide gives a point to the other team, but in
|
||||
# free-for-all it subtracts from your own score. By default we clamp
|
||||
# this at zero to benefit new players, but pro players might like to
|
||||
# be able to go negative. (to avoid a strategy of just
|
||||
# suiciding until you get a good drop)
|
||||
if issubclass(sessiontype, bs.FreeForAllSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Allow Negative Scores', default=False)
|
||||
)
|
||||
|
||||
return settings
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: int | None = None
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._kills_to_win_per_player = int(settings['Kills to Win Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False)
|
||||
)
|
||||
self._super_jump = bool(settings[super_jump_text])
|
||||
self._enable_powerups = bool(settings[enable_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
|
||||
)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
bs.TeamGameActivity.on_begin(self)
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
if self._enable_powerups:
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = self._kills_to_win_per_player * max(
|
||||
1, max(len(t.players) for t in self.teams)
|
||||
)
|
||||
self._update_scoreboard()
|
||||
|
||||
def _standard_drop_powerup(self, index: int, expire: bool = True) -> None:
|
||||
# pylint: disable=cyclic-import
|
||||
from bascenev1lib.actor.powerupbox import PowerupBox, PowerupBoxFactory
|
||||
|
||||
PowerupBox(
|
||||
position=self.map.powerup_spawn_points[index],
|
||||
poweruptype=PowerupBoxFactory.get().get_random_powerup_type(
|
||||
excludetypes=['triple_bombs', 'ice_bombs', 'impact_bombs',
|
||||
'land_mines', 'sticky_bombs', 'punch']
|
||||
),
|
||||
expire=expire,
|
||||
).autoretain()
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
import random
|
||||
from babase import _math
|
||||
from bascenev1._gameutils import animate
|
||||
from bascenev1._coopsession import CoopSession
|
||||
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
position = self.map.get_start_position(player.team.id)
|
||||
else:
|
||||
# otherwise do free-for-all spawn locations
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = None
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = _math.normalized_color(color)
|
||||
display_color = babase.safecolor(color, target_intensity=0.75)
|
||||
|
||||
spaz = NewPlayerSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player,
|
||||
super_jump=self._super_jump)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
# custom
|
||||
spaz.connect_controls_to_player(enable_bomb=False)
|
||||
spaz.equip_boxing_gloves()
|
||||
|
||||
return spaz
|
||||
636
dist/ba_root/mods/games/collector.py
vendored
Normal file
636
dist/ba_root/mods/games/collector.py
vendored
Normal file
|
|
@ -0,0 +1,636 @@
|
|||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
'''
|
||||
Gamemode: Collector
|
||||
Creator: TheMikirog
|
||||
Website: https://bombsquadjoyride.blogspot.com/
|
||||
|
||||
This is a gamemode purely made by me just to spite unchallenged modders
|
||||
out there that put out crap to the market.
|
||||
We don't want gamemodes that are just the existing ones
|
||||
with some novelties! Gamers deserve more!
|
||||
|
||||
In this gamemode you have to kill others in order to get their Capsules.
|
||||
Capsules can be collected and staked in your inventory,
|
||||
how many as you please.
|
||||
After you kill an enemy that carries some of them,
|
||||
they drop a respective amount of Capsules they carried + two more.
|
||||
Your task is to collect these Capsules,
|
||||
get to the flag and score them KOTH style.
|
||||
You can't score if you don't have any Capsules with you.
|
||||
The first player or team to get to the required ammount wins.
|
||||
This is a gamemode all about trying to stay alive
|
||||
and picking your battles in order to win.
|
||||
A rare skill in BombSquad, where everyone is overly aggressive.
|
||||
'''
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import weakref
|
||||
from enum import Enum
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.flag import Flag
|
||||
from bascenev1lib.actor.popuptext import PopupText
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = bs.app.lang.language
|
||||
if lang == 'Spanish':
|
||||
name = 'Coleccionista'
|
||||
description = ('Elimina a tus oponentes para robar sus cápsulas.\n'
|
||||
'¡Recolecta y anota en el punto de depósito!')
|
||||
description_ingame = 'Obtén ${ARG1} cápsulas de tus enemigos.'
|
||||
description_short = 'colecciona ${ARG1} cápsulas'
|
||||
tips = [(
|
||||
'¡Si tu oponente cae fuera del mapa, sus cápsulas desapareceran!\n'
|
||||
'No intestes matar a tus enemigos arrojándolos al vacio.'),
|
||||
'No te apresures. ¡Puedes perder tus cápsulas rápidamente!',
|
||||
('¡No dejes que el jugador con más cápsulas anote!\n'
|
||||
'¡Intenta atraparlo si puedes!'),
|
||||
('¡Las Capsulas de la Suerte te dan 4 cápsulas en lugar de 2'
|
||||
'y tienen un 8% de probabilidad de aparecer después de matar'),
|
||||
('¡No te quedes en un solo lugar! Muevete más rapido que tu enemigo, '
|
||||
'¡con suerte conseguirás algunas cápsulas!'),
|
||||
]
|
||||
capsules_to_win = 'Cápsulas para Ganar'
|
||||
capsules_death = 'Cápsulas al Morir'
|
||||
lucky_capsules = 'Cápsulas de la Suerte'
|
||||
bonus = '¡BONUS!'
|
||||
full_capacity = '¡Capacidad Completa!'
|
||||
else:
|
||||
name = 'Collector'
|
||||
description = ('Kill your opponents to steal their Capsules.\n'
|
||||
'Collect them and score at the Deposit point!')
|
||||
description_ingame = 'Score ${ARG1} capsules from your enemies.'
|
||||
description_short = 'collect ${ARG1} capsules'
|
||||
tips = [(
|
||||
'Making you opponent fall down the pit makes his Capsules wasted!\n'
|
||||
'Try not to kill enemies by throwing them off the cliff.'),
|
||||
'Don\'t be too reckless. You can lose your loot quite quickly!',
|
||||
('Don\'t let the leading player score his Capsules '
|
||||
'at the Deposit Point!\nTry to catch him if you can!'),
|
||||
('Lucky Capsules give 4 to your inventory and they have 8% chance '
|
||||
'of spawning after kill!'),
|
||||
('Don\'t camp in one place! Make your move first, '
|
||||
'so hopefully you get some dough!'),
|
||||
]
|
||||
capsules_to_win = 'Capsules to Win'
|
||||
capsules_death = 'Capsules on Death'
|
||||
lucky_capsules = 'Allow Lucky Capsules'
|
||||
bonus = 'BONUS!'
|
||||
full_capacity = 'Full Capacity!'
|
||||
|
||||
|
||||
class FlagState(Enum):
|
||||
"""States our single flag can be in."""
|
||||
|
||||
NEW = 0
|
||||
UNCONTESTED = 1
|
||||
CONTESTED = 2
|
||||
HELD = 3
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.time_at_flag = 0
|
||||
self.capsules = 0
|
||||
self.light = 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 CollectorGame(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = name
|
||||
description = description
|
||||
tips = tips
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]
|
||||
) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
capsules_to_win,
|
||||
min_value=1,
|
||||
default=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntSetting(
|
||||
capsules_death,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
default=2,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting(lucky_capsules, 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.DualTeamSession) or issubclass(
|
||||
sessiontype, bs.FreeForAllSession
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps('keep_away')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: int | None = None
|
||||
self._swipsound = bs.getsound('swip')
|
||||
self._lucky_sound = bs.getsound('ding')
|
||||
|
||||
self._flag_pos: Sequence[float] | None = None
|
||||
self._flag_state: FlagState | None = None
|
||||
self._flag: Flag | None = None
|
||||
self._flag_light: bs.Node | None = None
|
||||
self._scoring_team: weakref.ref[Team] | None = None
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
|
||||
self._capsules_to_win = int(settings[capsules_to_win])
|
||||
self._capsules_death = int(settings[capsules_death])
|
||||
self._lucky_capsules = bool(settings[lucky_capsules])
|
||||
self._capsules: list[Any] = []
|
||||
|
||||
self._capsule_mesh = bs.getmesh('bomb')
|
||||
self._capsule_tex = bs.gettexture('bombColor')
|
||||
self._capsule_lucky_tex = bs.gettexture('bombStickyColor')
|
||||
self._collect_sound = bs.getsound('powerup01')
|
||||
self._lucky_collect_sound = bs.getsound('cashRegister2')
|
||||
|
||||
self._capsule_material = bs.Material()
|
||||
self._capsule_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=('call', 'at_connect', self._on_capsule_player_collide),
|
||||
)
|
||||
|
||||
self._flag_region_material = bs.Material()
|
||||
self._flag_region_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', False),
|
||||
(
|
||||
'call',
|
||||
'at_connect',
|
||||
babase.Call(self._handle_player_flag_region_collide, True),
|
||||
),
|
||||
(
|
||||
'call',
|
||||
'at_disconnect',
|
||||
babase.Call(self._handle_player_flag_region_collide, False),
|
||||
),
|
||||
),
|
||||
)
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (
|
||||
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SCARY
|
||||
)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return description_ingame, self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return description_short, self._score_to_win
|
||||
|
||||
def create_team(self, sessionteam: bs.SessionTeam) -> Team:
|
||||
return Team()
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
shared = SharedObjects.get()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = self._capsules_to_win * max(
|
||||
1, max(len(t.players) for t in self.teams)
|
||||
)
|
||||
self._update_scoreboard()
|
||||
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
self._flag_pos = self.map.get_flag_position(random.randint(0, 1))
|
||||
else:
|
||||
self._flag_pos = self.map.get_flag_position(None)
|
||||
|
||||
bs.timer(1.0, self._tick, repeat=True)
|
||||
self._flag_state = FlagState.NEW
|
||||
Flag.project_stand(self._flag_pos)
|
||||
self._flag = Flag(
|
||||
position=self._flag_pos, touchable=False, color=(1, 1, 1)
|
||||
)
|
||||
self._flag_light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': self._flag_pos,
|
||||
'intensity': 0.2,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.4,
|
||||
'color': (0.2, 0.2, 0.2),
|
||||
},
|
||||
)
|
||||
# Flag region.
|
||||
flagmats = [self._flag_region_material, shared.region_material]
|
||||
bs.newnode(
|
||||
'region',
|
||||
attrs={
|
||||
'position': self._flag_pos,
|
||||
'scale': (1.8, 1.8, 1.8),
|
||||
'type': 'sphere',
|
||||
'materials': flagmats,
|
||||
},
|
||||
)
|
||||
self._update_flag_state()
|
||||
|
||||
def _tick(self) -> None:
|
||||
self._update_flag_state()
|
||||
|
||||
if self._scoring_team is None:
|
||||
scoring_team = None
|
||||
else:
|
||||
scoring_team = self._scoring_team()
|
||||
|
||||
if not scoring_team:
|
||||
return
|
||||
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
players = self.players
|
||||
else:
|
||||
players = scoring_team.players
|
||||
|
||||
for player in players:
|
||||
if player.time_at_flag > 0:
|
||||
self.stats.player_scored(
|
||||
player, 3, screenmessage=False, display=False
|
||||
)
|
||||
if player.capsules > 0:
|
||||
if self._flag_state != FlagState.HELD:
|
||||
return
|
||||
if scoring_team.score >= self._score_to_win:
|
||||
return
|
||||
|
||||
player.capsules -= 1
|
||||
scoring_team.score += 1
|
||||
self._handle_capsule_storage((
|
||||
self._flag_pos[0],
|
||||
self._flag_pos[1]+1,
|
||||
self._flag_pos[2]
|
||||
), player)
|
||||
self._collect_sound.play(0.8, position=self._flag_pos)
|
||||
|
||||
self._update_scoreboard()
|
||||
if player.capsules > 0:
|
||||
assert self._flag is not None
|
||||
self._flag.set_score_text(
|
||||
str(self._score_to_win - scoring_team.score))
|
||||
|
||||
# winner
|
||||
if scoring_team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results, announce_delay=0)
|
||||
|
||||
def _update_flag_state(self) -> None:
|
||||
holding_teams = set(
|
||||
player.team for player in self.players if player.time_at_flag
|
||||
)
|
||||
prev_state = self._flag_state
|
||||
assert self._flag_light
|
||||
assert self._flag is not None
|
||||
assert self._flag.node
|
||||
if len(holding_teams) > 1:
|
||||
self._flag_state = FlagState.CONTESTED
|
||||
self._scoring_team = None
|
||||
self._flag_light.color = (0.6, 0.6, 0.1)
|
||||
self._flag.node.color = (1.0, 1.0, 0.4)
|
||||
elif len(holding_teams) == 1:
|
||||
holding_team = list(holding_teams)[0]
|
||||
self._flag_state = FlagState.HELD
|
||||
self._scoring_team = weakref.ref(holding_team)
|
||||
self._flag_light.color = babase.normalized_color(holding_team.color)
|
||||
self._flag.node.color = holding_team.color
|
||||
else:
|
||||
self._flag_state = FlagState.UNCONTESTED
|
||||
self._scoring_team = None
|
||||
self._flag_light.color = (0.2, 0.2, 0.2)
|
||||
self._flag.node.color = (1, 1, 1)
|
||||
if self._flag_state != prev_state:
|
||||
self._swipsound.play()
|
||||
|
||||
def _handle_player_flag_region_collide(self, colliding: bool) -> None:
|
||||
try:
|
||||
spaz = bs.getcollision().opposingnode.getdelegate(PlayerSpaz, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
if not spaz.is_alive():
|
||||
return
|
||||
|
||||
player = spaz.getplayer(Player, True)
|
||||
|
||||
# Different parts of us can collide so a single value isn't enough
|
||||
# also don't count it if we're dead (flying heads shouldn't be able to
|
||||
# win the game :-)
|
||||
if colliding and player.is_alive():
|
||||
player.time_at_flag += 1
|
||||
else:
|
||||
player.time_at_flag = max(0, player.time_at_flag - 1)
|
||||
|
||||
self._update_flag_state()
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(
|
||||
team, team.score, self._score_to_win
|
||||
)
|
||||
|
||||
def _drop_capsule(self, player: Player) -> None:
|
||||
pt = player.node.position
|
||||
|
||||
# Throw out capsules that the victim has + 2 more to keep the game running
|
||||
for i in range(player.capsules + self._capsules_death):
|
||||
# How far from each other these capsules should spawn
|
||||
w = 0.6
|
||||
# How much these capsules should fly after spawning
|
||||
s = 0.005 - (player.capsules * 0.01)
|
||||
self._capsules.append(
|
||||
Capsule(
|
||||
position=(pt[0] + random.uniform(-w, w),
|
||||
pt[1] + 0.75 + random.uniform(-w, w),
|
||||
pt[2]),
|
||||
velocity=(random.uniform(-s, s),
|
||||
random.uniform(-s, s),
|
||||
random.uniform(-s, s)),
|
||||
lucky=False))
|
||||
if random.randint(1, 12) == 1 and self._lucky_capsules:
|
||||
# How far from each other these capsules should spawn
|
||||
w = 0.6
|
||||
# How much these capsules should fly after spawning
|
||||
s = 0.005
|
||||
self._capsules.append(
|
||||
Capsule(
|
||||
position=(pt[0] + random.uniform(-w, w),
|
||||
pt[1] + 0.75 + random.uniform(-w, w),
|
||||
pt[2]),
|
||||
velocity=(random.uniform(-s, s),
|
||||
random.uniform(-s, s),
|
||||
random.uniform(-s, s)),
|
||||
lucky=True))
|
||||
|
||||
def _on_capsule_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:
|
||||
capsule = collision.sourcenode.getdelegate(Capsule, True)
|
||||
player = collision.opposingnode.getdelegate(
|
||||
PlayerSpaz, True
|
||||
).getplayer(Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
if not player.is_alive():
|
||||
return
|
||||
|
||||
if capsule.node.color_texture == self._capsule_lucky_tex:
|
||||
player.capsules += 4
|
||||
PopupText(
|
||||
bonus,
|
||||
color=(1, 1, 0),
|
||||
scale=1.5,
|
||||
position=capsule.node.position
|
||||
).autoretain()
|
||||
self._lucky_collect_sound.play(1.0, position=capsule.node.position)
|
||||
bs.emitfx(
|
||||
position=capsule.node.position,
|
||||
velocity=(0, 0, 0),
|
||||
count=int(6.4+random.random()*24),
|
||||
scale=1.2,
|
||||
spread=2.0,
|
||||
chunk_type='spark')
|
||||
bs.emitfx(
|
||||
position=capsule.node.position,
|
||||
velocity=(0, 0, 0),
|
||||
count=int(4.0+random.random()*6),
|
||||
emit_type='tendrils')
|
||||
else:
|
||||
player.capsules += 1
|
||||
self._collect_sound.play(0.6, position=capsule.node.position)
|
||||
# create a flash
|
||||
light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': capsule.node.position,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.1,
|
||||
'color': (1, 1, 0)})
|
||||
|
||||
# Create a short text informing about your inventory
|
||||
self._handle_capsule_storage(player.position, player)
|
||||
|
||||
bs.animate(light, 'intensity', {
|
||||
0: 0,
|
||||
0.1: 0.5,
|
||||
0.2: 0
|
||||
}, loop=False)
|
||||
bs.timer(0.2, light.delete)
|
||||
capsule.handlemessage(bs.DieMessage())
|
||||
|
||||
def _update_player_light(self, player: Player, capsules: int) -> None:
|
||||
if player.light:
|
||||
intensity = 0.04 * capsules
|
||||
bs.animate(player.light, 'intensity', {
|
||||
0.0: player.light.intensity,
|
||||
0.1: intensity
|
||||
})
|
||||
|
||||
def newintensity():
|
||||
player.light.intensity = intensity
|
||||
bs.timer(0.1, newintensity)
|
||||
else:
|
||||
player.light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'height_attenuated': False,
|
||||
'radius': 0.2,
|
||||
'intensity': 0.0,
|
||||
'color': (0.2, 1, 0.2)
|
||||
})
|
||||
player.node.connectattr('position', player.light, 'position')
|
||||
|
||||
def _handle_capsule_storage(self, pos: float, player: Player) -> None:
|
||||
capsules = player.capsules
|
||||
text = str(capsules)
|
||||
scale = 1.75 + (0.02 * capsules)
|
||||
if capsules > 10:
|
||||
player.capsules = 10
|
||||
text = full_capacity
|
||||
color = (1, 0.85, 0)
|
||||
elif capsules > 7:
|
||||
color = (1, 0, 0)
|
||||
scale = 2.4
|
||||
elif capsules > 5:
|
||||
color = (1, 0.4, 0.4)
|
||||
scale = 2.1
|
||||
elif capsules > 3:
|
||||
color = (1, 1, 0.4)
|
||||
scale = 2.0
|
||||
else:
|
||||
color = (1, 1, 1)
|
||||
scale = 1.9
|
||||
PopupText(
|
||||
text,
|
||||
color=color,
|
||||
scale=scale,
|
||||
position=(pos[0], pos[1]-1, pos[2])
|
||||
).autoretain()
|
||||
self._update_player_light(player, capsules)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
super().handlemessage(msg) # Augment default.
|
||||
# No longer can count as time_at_flag once dead.
|
||||
player = msg.getplayer(Player)
|
||||
player.time_at_flag = 0
|
||||
self._update_flag_state()
|
||||
self._drop_capsule(player)
|
||||
player.capsules = 0
|
||||
self._update_player_light(player, 0)
|
||||
self.respawn_player(player)
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
|
||||
|
||||
class Capsule(bs.Actor):
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0),
|
||||
velocity: Sequence[float] = (0.0, 0.5, 0.0),
|
||||
lucky: bool = False):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
|
||||
# spawn just above the provided point
|
||||
self._spawn_pos = (position[0], position[1], position[2])
|
||||
|
||||
if lucky:
|
||||
activity._lucky_sound.play(1.0, self._spawn_pos)
|
||||
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
attrs={
|
||||
'mesh': activity._capsule_mesh,
|
||||
'color_texture': activity._capsule_lucky_tex if lucky else (
|
||||
activity._capsule_tex),
|
||||
'body': 'crate' if lucky else 'capsule',
|
||||
'reflection': 'powerup' if lucky else 'soft',
|
||||
'body_scale': 0.65 if lucky else 0.3,
|
||||
'density': 6.0 if lucky else 4.0,
|
||||
'reflection_scale': [0.15],
|
||||
'shadow_size': 0.65 if lucky else 0.6,
|
||||
'position': self._spawn_pos,
|
||||
'velocity': velocity,
|
||||
'materials': [
|
||||
shared.object_material, activity._capsule_material]
|
||||
},
|
||||
delegate=self)
|
||||
bs.animate(self.node, 'mesh_scale', {
|
||||
0.0: 0.0,
|
||||
0.1: 0.9 if lucky else 0.6,
|
||||
0.16: 0.8 if lucky else 0.5
|
||||
})
|
||||
self._light_capsule = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': self._spawn_pos,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.5 if lucky else 0.1,
|
||||
'color': (0.2, 0.2, 0) if lucky else (0.2, 1, 0.2)
|
||||
})
|
||||
self.node.connectattr('position', self._light_capsule, 'position')
|
||||
|
||||
def handlemessage(self, msg: Any):
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
self.node.delete()
|
||||
bs.animate(self._light_capsule, 'intensity', {
|
||||
0: 1.0,
|
||||
0.05: 0.0
|
||||
}, loop=False)
|
||||
bs.timer(0.05, self._light_capsule.delete)
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
self.node.handlemessage(
|
||||
'impulse',
|
||||
msg.pos[0], msg.pos[1], msg.pos[2],
|
||||
msg.velocity[0]/8, msg.velocity[1]/8, msg.velocity[2]/8,
|
||||
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:
|
||||
return super().handlemessage(msg)
|
||||
307
dist/ba_root/mods/games/demolition_war.py
vendored
Normal file
307
dist/ba_root/mods/games/demolition_war.py
vendored
Normal file
|
|
@ -0,0 +1,307 @@
|
|||
|
||||
# ba_meta require api 8
|
||||
"""
|
||||
DemolitionWar - BombFight on wooden floor flying in air.
|
||||
Author: Mr.Smoothy
|
||||
Discord: https://discord.gg/ucyaesh
|
||||
Youtube: https://www.youtube.com/c/HeySmoothy
|
||||
Website: https://bombsquad-community.web.app
|
||||
Github: https://github.com/bombsquad-community
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1 import _map
|
||||
from bascenev1lib.game.elimination import EliminationGame, Player
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
from bascenev1lib.actor.bomb import BombFactory
|
||||
import random
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class DemolitionWar(EliminationGame):
|
||||
name = 'DemolitionWar'
|
||||
description = 'Last remaining alive wins.'
|
||||
scoreconfig = bs.ScoreConfig(
|
||||
label='Survived', scoretype=bs.ScoreType.SECONDS, none_is_winner=True
|
||||
)
|
||||
# Show messages when players die since it's meaningful here.
|
||||
announce_player_deaths = True
|
||||
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]
|
||||
) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Lives Per Player',
|
||||
default=1,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, bs.DualTeamSession):
|
||||
settings.append(bs.BoolSetting('Solo Mode', default=False))
|
||||
settings.append(
|
||||
bs.BoolSetting('Balance Total Lives', default=False)
|
||||
)
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
|
||||
sessiontype, bs.FreeForAllSession
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return ['Wooden Floor']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._lives_per_player = 1
|
||||
self._solo_mode = False
|
||||
self._balance_total_lives = False
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
|
||||
q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
|
||||
|
||||
x = random.randrange(0, len(p))
|
||||
y = random.randrange(0, len(q))
|
||||
spaz = self.spawn_player_spaz(player, position=(p[x], 1.8, q[y]))
|
||||
spaz.bomb_type = 'impact'
|
||||
# Let's reconnect this player's controls to this
|
||||
# spaz but *without* the ability to attack or pick stuff up.
|
||||
spaz.connect_controls_to_player(enable_punch=False,
|
||||
enable_bomb=True,
|
||||
enable_pickup=True)
|
||||
|
||||
# Also lets have them make some noise when they die.
|
||||
spaz.play_big_death_sound = True
|
||||
return spaz
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.map_extend()
|
||||
|
||||
def on_blast(self):
|
||||
node = bs.getcollision().sourcenode
|
||||
bs.emitfx((node.position[0], 0.9, node.position[2]),
|
||||
(0, 2, 0), 30, 1, spread=1, chunk_type='splinter')
|
||||
bs.timer(0.1, babase.Call(node.delete))
|
||||
|
||||
def map_extend(self):
|
||||
# TODO need to improve here , so we can increase size of map easily with settings
|
||||
p = [-6, -4.3, -2.6, -0.9, 0.8, 2.5, 4.2, 5.9]
|
||||
q = [-4, -2.3, -0.6, 1.1, 2.8, 4.5]
|
||||
factory = BombFactory.get()
|
||||
self.ramp_bomb = bs.Material()
|
||||
self.ramp_bomb.add_actions(
|
||||
conditions=('they_have_material', factory.bomb_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True),
|
||||
('call', 'at_connect', babase.Call(self.on_blast))
|
||||
))
|
||||
self.ramps = []
|
||||
for i in p:
|
||||
for j in q:
|
||||
self.ramps.append(self.create_ramp(i, j))
|
||||
|
||||
def create_ramp(self, x, z):
|
||||
|
||||
shared = SharedObjects.get()
|
||||
self._real_collied_material = bs.Material()
|
||||
|
||||
self._real_collied_material.add_actions(
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self.mat = bs.Material()
|
||||
self.mat.add_actions(
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('modify_part_collision', 'collide', False))
|
||||
)
|
||||
pos = (x, 0, z)
|
||||
ud_1_r = bs.newnode('region', attrs={'position': pos, 'scale': (1.5, 1, 1.5), 'type': 'box', 'materials': [
|
||||
shared.footing_material, self._real_collied_material, self.ramp_bomb]})
|
||||
|
||||
node = bs.newnode('prop',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'mesh': bs.getmesh('image1x1'),
|
||||
'light_mesh': bs.getmesh('powerupSimple'),
|
||||
'position': (2, 7, 2),
|
||||
'body': 'puck',
|
||||
'shadow_size': 0.0,
|
||||
'velocity': (0, 0, 0),
|
||||
'color_texture': bs.gettexture('tnt'),
|
||||
'mesh_scale': 1.5,
|
||||
'reflection_scale': [1.5],
|
||||
'materials': [self.mat, shared.object_material, shared.footing_material],
|
||||
'density': 9000000000
|
||||
})
|
||||
# node.changerotation(1, 0, 0)
|
||||
mnode = bs.newnode('math',
|
||||
owner=ud_1_r,
|
||||
attrs={
|
||||
'input1': (0, 0.6, 0),
|
||||
'operation': 'add'
|
||||
})
|
||||
ud_1_r.connectattr('position', mnode, 'input2')
|
||||
mnode.connectattr('output', node, 'position')
|
||||
return ud_1_r
|
||||
|
||||
|
||||
class mapdefs:
|
||||
points = {}
|
||||
# noinspection PyDictCreation
|
||||
boxes = {}
|
||||
boxes['area_of_interest_bounds'] = (0.0, 1.185751251, 0.4326226188) + (
|
||||
0.0, 0.0, 0.0) + (29.8180273, 11.57249038, 18.89134176)
|
||||
boxes['edge_box'] = (-0.103873591, 0.4133341891, 0.4294651013) + (
|
||||
0.0, 0.0, 0.0) + (22.48295719, 1.290242794, 8.990252454)
|
||||
points['ffa_spawn1'] = (-0.08015551329, 0.02275111462,
|
||||
-4.373674593) + (8.895057015, 1.0, 0.444350722)
|
||||
points['ffa_spawn2'] = (-0.08015551329, 0.02275111462,
|
||||
4.076288941) + (8.895057015, 1.0, 0.444350722)
|
||||
points['flag1'] = (-10.99027878, 0.05744967453, 0.1095578275)
|
||||
points['flag2'] = (11.01486398, 0.03986567039, 0.1095578275)
|
||||
points['flag_default'] = (-0.1001374046, 0.04180340146, 0.1095578275)
|
||||
boxes['goal1'] = (12.22454533, 1.0,
|
||||
0.1087926362) + (0.0, 0.0, 0.0) + (2.0, 2.0, 12.97466313)
|
||||
boxes['goal2'] = (-12.15961605, 1.0,
|
||||
0.1097860203) + (0.0, 0.0, 0.0) + (2.0, 2.0, 13.11856424)
|
||||
boxes['map_bounds'] = (0.0, 1.185751251, 0.4326226188) + (0.0, 0.0, 0.0) + (
|
||||
42.09506485, 22.81173179, 29.76723155)
|
||||
points['powerup_spawn1'] = (5.414681236, 0.9515026107, -5.037912441)
|
||||
points['powerup_spawn2'] = (-5.555402285, 0.9515026107, -5.037912441)
|
||||
points['powerup_spawn3'] = (5.414681236, 0.9515026107, 5.148223181)
|
||||
points['powerup_spawn4'] = (-5.737266365, 0.9515026107, 5.148223181)
|
||||
points['spawn1'] = (-10.03866341, 0.02275111462, 0.0) + (0.5, 1.0, 4.0)
|
||||
points['spawn2'] = (9.823107149, 0.01092306765, 0.0) + (0.5, 1.0, 4.0)
|
||||
points['tnt1'] = (-0.08421587483, 0.9515026107, -0.7762602271)
|
||||
|
||||
|
||||
class WoodenFloor(bs._map.Map): # ahdunno if this is correct way, change if u find better way
|
||||
"""Stadium map for football games."""
|
||||
defs = mapdefs
|
||||
defs.points['spawn1'] = (-12.03866341, 0.02275111462, 0.0) + (0.5, 1.0, 4.0)
|
||||
defs.points['spawn2'] = (12.823107149, 0.01092306765, 0.0) + (0.5, 1.0, 4.0)
|
||||
name = 'Wooden Floor'
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> list[str]:
|
||||
"""Return valid play types for this map."""
|
||||
return ['melee', 'football', 'team_flag', 'keep_away']
|
||||
|
||||
@classmethod
|
||||
def get_preview_texture_name(cls) -> str:
|
||||
return 'footballStadiumPreview'
|
||||
|
||||
@classmethod
|
||||
def on_preload(cls) -> Any:
|
||||
data: dict[str, Any] = {
|
||||
|
||||
'mesh_bg': bs.getmesh('doomShroomBG'),
|
||||
'bg_vr_fill_mesh': bs.getmesh('natureBackgroundVRFill'),
|
||||
'collide_mesh': bs.getcollisionmesh('bridgitLevelCollide'),
|
||||
'tex': bs.gettexture('bridgitLevelColor'),
|
||||
'mesh_bg_tex': bs.gettexture('doomShroomBGColor'),
|
||||
'collide_bg': bs.getcollisionmesh('natureBackgroundCollide'),
|
||||
'railing_collide_mesh':
|
||||
(bs.getcollisionmesh('bridgitLevelRailingCollide')),
|
||||
'bg_material': bs.Material()
|
||||
}
|
||||
data['bg_material'].add_actions(actions=('modify_part_collision',
|
||||
'friction', 10.0))
|
||||
return data
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
self.background = bs.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['mesh_bg'],
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color_texture': self.preloaddata['mesh_bg_tex']
|
||||
})
|
||||
self.vr = bs.newnode('terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['bg_vr_fill_mesh'],
|
||||
'lighting': False,
|
||||
'vr_only': True,
|
||||
'background': True,
|
||||
'color_texture': self.preloaddata['mesh_bg_tex']
|
||||
})
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = (1.3, 1.2, 1.0)
|
||||
gnode.ambient_color = (1.3, 1.2, 1.0)
|
||||
gnode.vignette_outer = (0.57, 0.57, 0.57)
|
||||
gnode.vignette_inner = (0.9, 0.9, 0.9)
|
||||
gnode.vr_camera_offset = (0, -0.8, -1.1)
|
||||
gnode.vr_near_clip = 0.5
|
||||
|
||||
def is_point_near_edge(self,
|
||||
point: babase.Vec3,
|
||||
running: bool = False) -> bool:
|
||||
box_position = self.defs.boxes['edge_box'][0:3]
|
||||
box_scale = self.defs.boxes['edge_box'][6:9]
|
||||
xpos = (point.x - box_position[0]) / box_scale[0]
|
||||
zpos = (point.z - box_position[2]) / box_scale[2]
|
||||
return xpos < -0.5 or xpos > 0.5 or zpos < -0.5 or zpos > 0.5
|
||||
|
||||
def _handle_player_collide(self):
|
||||
try:
|
||||
player = bs.getcollision().opposingnode.getdelegate(
|
||||
PlayerSpaz, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
if player.is_alive():
|
||||
player.shatter(True)
|
||||
|
||||
|
||||
try:
|
||||
bs._map.register_map(WoodenFloor)
|
||||
except:
|
||||
pass
|
||||
768
dist/ba_root/mods/games/dodge_the_ball.py
vendored
Normal file
768
dist/ba_root/mods/games/dodge_the_ball.py
vendored
Normal file
|
|
@ -0,0 +1,768 @@
|
|||
"""
|
||||
|
||||
DondgeTheBall minigame by EmperoR#4098
|
||||
|
||||
"""
|
||||
|
||||
# Feel free to edit.
|
||||
|
||||
# ba_meta require api 8
|
||||
from __future__ import annotations
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from random import choice
|
||||
from enum import Enum
|
||||
from bascenev1lib.actor.bomb import Blast
|
||||
from bascenev1lib.actor.popuptext import PopupText
|
||||
from bascenev1lib.actor.powerupbox import PowerupBox
|
||||
from bascenev1lib.actor.onscreencountdown import OnScreenCountdown
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import NoReturn, Sequence, Any
|
||||
|
||||
|
||||
# Type of ball in this game
|
||||
class BallType(Enum):
|
||||
""" Types of ball """
|
||||
EASY = 0
|
||||
# Decrease the next ball shooting speed(not ball speed).
|
||||
# Ball color is yellow.
|
||||
MEDIUM = 1
|
||||
# increase the next ball shooting speed(not ball speed).
|
||||
# target the head of player.
|
||||
# Ball color is purple.
|
||||
HARD = 2
|
||||
# Target player according to player movement (not very accurate).
|
||||
# Taget: player head.
|
||||
# increase the next ball speed but less than MEDIUM.
|
||||
# Ball color is crimson(purple+red = pinky color type).
|
||||
|
||||
|
||||
# this dict decide the ball_type spawning rate like powerup box
|
||||
ball_type_dict: dict[BallType, int] = {
|
||||
BallType.EASY: 3,
|
||||
BallType.MEDIUM: 2,
|
||||
BallType.HARD: 1,
|
||||
}
|
||||
|
||||
|
||||
class Ball(bs.Actor):
|
||||
""" Shooting Ball """
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float],
|
||||
velocity: Sequence[float],
|
||||
texture: babase.Texture,
|
||||
body_scale: float = 1.0,
|
||||
gravity_scale: float = 1.0,
|
||||
) -> NoReturn:
|
||||
|
||||
super().__init__()
|
||||
|
||||
shared = SharedObjects.get()
|
||||
|
||||
ball_material = bs.Material()
|
||||
ball_material.add_actions(
|
||||
conditions=(
|
||||
(
|
||||
('we_are_younger_than', 100),
|
||||
'or',
|
||||
('they_are_younger_than', 100),
|
||||
),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'body': 'sphere',
|
||||
'position': position,
|
||||
'velocity': velocity,
|
||||
'body_scale': body_scale,
|
||||
'mesh': bs.getmesh('frostyPelvis'),
|
||||
'mesh_scale': body_scale,
|
||||
'color_texture': texture,
|
||||
'gravity_scale': gravity_scale,
|
||||
'density': 4.0, # increase density of ball so ball collide with player with heavy force. # ammm very bad grammer
|
||||
'materials': (ball_material,),
|
||||
},
|
||||
)
|
||||
|
||||
# die the ball manually incase the ball doesn't fall the outside of the map
|
||||
bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage()))
|
||||
|
||||
# i am not handling anything in this ball Class(except for diemessage).
|
||||
# all game things and logics going to be in the box class
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
self.node.delete()
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Box(bs.Actor):
|
||||
""" A box that spawn midle of map as a decoration perpose """
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float],
|
||||
velocity: Sequence[float],
|
||||
) -> NoReturn:
|
||||
|
||||
super().__init__()
|
||||
|
||||
shared = SharedObjects.get()
|
||||
# self.ball_jump = 0.0;
|
||||
no_hit_material = bs.Material()
|
||||
# we don't need that the box was move and collide with objects.
|
||||
no_hit_material.add_actions(
|
||||
conditions=(
|
||||
('they_have_material', shared.pickup_material),
|
||||
'or',
|
||||
('they_have_material', shared.attack_material),
|
||||
),
|
||||
actions=('modify_part_collision', 'collide', False),
|
||||
)
|
||||
|
||||
no_hit_material.add_actions(
|
||||
conditions=(
|
||||
('they_have_material', shared.object_material),
|
||||
'or',
|
||||
('they_dont_have_material', shared.footing_material),
|
||||
),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
('modify_part_collision', 'physical', False),
|
||||
),
|
||||
)
|
||||
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'body': 'box',
|
||||
'position': position,
|
||||
'mesh': bs.getmesh('powerup'),
|
||||
'light_mesh': bs.getmesh('powerupSimple'),
|
||||
'shadow_size': 0.5,
|
||||
'body_scale': 1.4,
|
||||
'mesh_scale': 1.4,
|
||||
'color_texture': bs.gettexture('landMineLit'),
|
||||
'reflection': 'powerup',
|
||||
'reflection_scale': [1.0],
|
||||
'materials': (no_hit_material,),
|
||||
},
|
||||
)
|
||||
# light
|
||||
self.light = bs.newnode(
|
||||
"light",
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'radius': 0.2,
|
||||
'intensity': 0.8,
|
||||
'color': (0.0, 1.0, 0.0),
|
||||
}
|
||||
)
|
||||
self.node.connectattr("position", self.light, "position")
|
||||
# Drawing circle and circleOutline in radius of 3,
|
||||
# so player can see that how close he is to the box.
|
||||
# If player is inside this circle the ball speed will increase.
|
||||
circle = bs.newnode(
|
||||
"locator",
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'shape': 'circle',
|
||||
'color': (1.0, 0.0, 0.0),
|
||||
'opacity': 0.1,
|
||||
'size': (6.0, 0.0, 6.0),
|
||||
'draw_beauty': False,
|
||||
'additive': True,
|
||||
},
|
||||
)
|
||||
self.node.connectattr("position", circle, "position")
|
||||
# also adding a outline cause its look nice.
|
||||
circle_outline = bs.newnode(
|
||||
"locator",
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'shape': 'circleOutline',
|
||||
'color': (1.0, 1.0, 0.0),
|
||||
'opacity': 0.1,
|
||||
'size': (6.0, 0.0, 6.0),
|
||||
'draw_beauty': False,
|
||||
'additive': True,
|
||||
},
|
||||
)
|
||||
self.node.connectattr("position", circle_outline, "position")
|
||||
|
||||
# all ball attribute that we need.
|
||||
self.ball_type: BallType = BallType.EASY
|
||||
self.shoot_timer: bs.Timer | None = None
|
||||
self.shoot_speed: float = 0.0
|
||||
# this force the shoot if player is inside the red circle.
|
||||
self.force_shoot_speed: float = 0.0
|
||||
self.ball_mag = 3000
|
||||
self.ball_gravity: float = 1.0
|
||||
self.ball_tex: babase.Texture | None = None
|
||||
# only for Hard ball_type
|
||||
self.player_facing_direction: list[float, float] = [0.0, 0.0]
|
||||
# ball shoot soound.
|
||||
self.shoot_sound = bs.getsound('laserReverse')
|
||||
|
||||
# same as "powerupdist"
|
||||
self.ball_type_dist: list[BallType] = []
|
||||
|
||||
for ball in ball_type_dict:
|
||||
for _ in range(ball_type_dict[ball]):
|
||||
self.ball_type_dist.append(ball)
|
||||
|
||||
# Here main logic of game goes here.
|
||||
# like shoot balls, shoot speed, anything we want goes here(except for some thing).
|
||||
def start_shoot(self) -> NoReturn:
|
||||
|
||||
# getting all allive players in a list.
|
||||
alive_players_list = self.activity.get_alive_players()
|
||||
|
||||
# make sure that list is not Empty.
|
||||
if len(alive_players_list) > 0:
|
||||
|
||||
# choosing a random player from list.
|
||||
target_player = choice(alive_players_list)
|
||||
# highlight the target player
|
||||
self.highlight_target_player(target_player)
|
||||
|
||||
# to finding difference between player and box.
|
||||
# we just need to subtract player pos and ball pos.
|
||||
# Same logic as eric applied in Target Practice Gamemode.
|
||||
difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position)
|
||||
|
||||
# discard Y position so ball shoot more straight.
|
||||
difference[1] = 0.0
|
||||
|
||||
# and now, this length method returns distance in float.
|
||||
# we're gonna use this value for calculating player analog stick
|
||||
distance = difference.length()
|
||||
|
||||
# shoot a random BallType
|
||||
self.upgrade_ball_type(choice(self.ball_type_dist))
|
||||
|
||||
# and check the ball_type and upgrade it gravity_scale, texture, next ball speed.
|
||||
self.check_ball_type(self.ball_type)
|
||||
|
||||
# For HARD ball i am just focusing on player analog stick facing direction.
|
||||
# Not very accurate and that's we need.
|
||||
if self.ball_type == BallType.HARD:
|
||||
self.calculate_player_analog_stick(target_player, distance)
|
||||
else:
|
||||
self.player_facing_direction = [0.0, 0.0]
|
||||
|
||||
pos = self.node.position
|
||||
|
||||
if self.ball_type == BallType.MEDIUM or self.ball_type == BallType.HARD:
|
||||
# Target head by increasing Y pos.
|
||||
# How this work? cause ball gravity_scale is ......
|
||||
pos = (pos[0], pos[1]+.25, pos[2])
|
||||
|
||||
# ball is generating..
|
||||
ball = Ball(
|
||||
position=pos,
|
||||
velocity=(0.0, 0.0, 0.0),
|
||||
texture=self.ball_tex,
|
||||
gravity_scale=self.ball_gravity,
|
||||
body_scale=1.0,
|
||||
).autoretain()
|
||||
|
||||
# shoot Animation and sound.
|
||||
self.shoot_animation()
|
||||
|
||||
# force the shoot speed if player try to go inside the red circle.
|
||||
if self.force_shoot_speed != 0.0:
|
||||
self.shoot_speed = self.force_shoot_speed
|
||||
|
||||
# push the ball to the player
|
||||
ball.node.handlemessage(
|
||||
'impulse',
|
||||
self.node.position[0], # ball spawn position X
|
||||
self.node.position[1], # Y
|
||||
self.node.position[2], # Z
|
||||
0, 0, 0, # velocity x,y,z
|
||||
self.ball_mag, # magnetude
|
||||
0.000, # magnetude velocity
|
||||
0.000, # radius
|
||||
0.000, # idk
|
||||
difference[0] + self.player_facing_direction[0], # force direction X
|
||||
difference[1], # force direction Y
|
||||
difference[2] + self.player_facing_direction[1], # force direction Z
|
||||
)
|
||||
# creating our timer and shoot the ball again.(and we create a loop)
|
||||
self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot)
|
||||
|
||||
def upgrade_ball_type(self, ball_type: BallType) -> NoReturn:
|
||||
|
||||
self.ball_type = ball_type
|
||||
|
||||
def check_ball_type(self, ball_type: BallType) -> NoReturn:
|
||||
|
||||
if ball_type == BallType.EASY:
|
||||
self.shoot_speed = 0.8
|
||||
self.ball_gravity = 1.0
|
||||
# next ball shoot speed
|
||||
self.ball_mag = 3000
|
||||
# box light color and ball tex
|
||||
self.light.color = (1.0, 1.0, 0.0)
|
||||
self.ball_tex = bs.gettexture('egg4')
|
||||
elif ball_type == BallType.MEDIUM:
|
||||
self.ball_mag = 3000
|
||||
# decrease the gravity scale so, ball shoot without falling and straight.
|
||||
self.ball_gravity = 0.0
|
||||
# next ball shoot speed.
|
||||
self.shoot_speed = 0.4
|
||||
# box light color and ball tex.
|
||||
self.light.color = (1.0, 0.0, 1.0)
|
||||
self.ball_tex = bs.gettexture('egg3')
|
||||
elif ball_type == BallType.HARD:
|
||||
self.ball_mag = 2500
|
||||
self.ball_gravity = 0.0
|
||||
# next ball shoot speed.
|
||||
self.shoot_speed = 0.6
|
||||
# box light color and ball tex.
|
||||
self.light.color = (1.0, 0.2, 1.0)
|
||||
self.ball_tex = bs.gettexture('egg1')
|
||||
|
||||
def shoot_animation(self) -> NoReturn:
|
||||
|
||||
bs.animate(
|
||||
self.node,
|
||||
"mesh_scale", {
|
||||
0.00: 1.4,
|
||||
0.05: 1.7,
|
||||
0.10: 1.4,
|
||||
}
|
||||
)
|
||||
# playing shoot sound.
|
||||
# self.shoot_sound, position = self.node.position.play();
|
||||
self.shoot_sound.play()
|
||||
|
||||
def highlight_target_player(self, player: bs.Player) -> NoReturn:
|
||||
|
||||
# adding light
|
||||
light = bs.newnode(
|
||||
"light",
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'radius': 0.0,
|
||||
'intensity': 1.0,
|
||||
'color': (1.0, 0.0, 0.0),
|
||||
}
|
||||
)
|
||||
bs.animate(
|
||||
light,
|
||||
"radius", {
|
||||
0.05: 0.02,
|
||||
0.10: 0.07,
|
||||
0.15: 0.15,
|
||||
0.20: 0.13,
|
||||
0.25: 0.10,
|
||||
0.30: 0.05,
|
||||
0.35: 0.02,
|
||||
0.40: 0.00,
|
||||
}
|
||||
)
|
||||
# And a circle outline with ugly animation.
|
||||
circle_outline = bs.newnode(
|
||||
"locator",
|
||||
owner=player.actor.node,
|
||||
attrs={
|
||||
'shape': 'circleOutline',
|
||||
'color': (1.0, 0.0, 0.0),
|
||||
'opacity': 1.0,
|
||||
'draw_beauty': False,
|
||||
'additive': True,
|
||||
},
|
||||
)
|
||||
bs.animate_array(
|
||||
circle_outline,
|
||||
'size',
|
||||
1, {
|
||||
0.05: [0.5],
|
||||
0.10: [0.8],
|
||||
0.15: [1.5],
|
||||
0.20: [2.0],
|
||||
0.25: [1.8],
|
||||
0.30: [1.3],
|
||||
0.35: [0.6],
|
||||
0.40: [0.0],
|
||||
}
|
||||
)
|
||||
|
||||
# coonect it and...
|
||||
player.actor.node.connectattr("position", light, "position")
|
||||
player.actor.node.connectattr("position", circle_outline, "position")
|
||||
|
||||
# immediately delete the node after another player has been targeted.
|
||||
self.shoot_speed = 0.5 if self.shoot_speed == 0.0 else self.shoot_speed
|
||||
bs.timer(self.shoot_speed, light.delete)
|
||||
bs.timer(self.shoot_speed, circle_outline.delete)
|
||||
|
||||
def calculate_player_analog_stick(self, player: bs.Player, distance: float) -> NoReturn:
|
||||
# at first i was very confused how i can read the player analog stick \
|
||||
# then i saw TheMikirog#1984 autorun plugin code.
|
||||
# and i got it how analog stick values are works.
|
||||
# just need to store analog stick facing direction and need some calculation according how far player pushed analog stick.
|
||||
# Notice that how vertical direction is inverted, so we need to put a minus infront of veriable.(so ball isn't shoot at wrong direction).
|
||||
self.player_facing_direction[0] = player.actor.node.move_left_right
|
||||
self.player_facing_direction[1] = -player.actor.node.move_up_down
|
||||
|
||||
# if player is too close and the player pushing his analog stick fully the ball shoot's too far away to player.
|
||||
# so, we need to reduce the value of "self.player_facing_direction" to fix this problem.
|
||||
if distance <= 3:
|
||||
self.player_facing_direction[0] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
|
||||
self.player_facing_direction[1] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
|
||||
# same problem to long distance but in reverse, the ball can't reach to the player,
|
||||
# its because player analog stick value is between 1 and -1,
|
||||
# and this value is low to shoot ball forward to Player if player is too far from the box.
|
||||
# so. let's increase to 1.5 if player pushed analog stick fully.
|
||||
elif distance > 6.5:
|
||||
# So many calculation according to how analog stick pushed by player.
|
||||
# Horizontal(left-right) calculation
|
||||
if self.player_facing_direction[0] > 0.4:
|
||||
self.player_facing_direction[0] = 1.5
|
||||
elif self.player_facing_direction[0] < -0.4:
|
||||
self.player_facing_direction[0] = -1.5
|
||||
else:
|
||||
if self.player_facing_direction[0] > 0.0:
|
||||
self.player_facing_direction[0] = 0.2
|
||||
elif self.player_facing_direction[0] < 0.0:
|
||||
self.player_facing_direction[0] = -0.2
|
||||
else:
|
||||
self.player_facing_direction[0] = 0.0
|
||||
|
||||
# Vertical(up-down) calculation.
|
||||
if self.player_facing_direction[1] > 0.4:
|
||||
self.player_facing_direction[1] = 1.5
|
||||
elif self.player_facing_direction[1] < -0.4:
|
||||
self.player_facing_direction[1] = -1.5
|
||||
else:
|
||||
if self.player_facing_direction[1] > 0.0:
|
||||
self.player_facing_direction[1] = 0.2
|
||||
elif self.player_facing_direction[1] < 0.0:
|
||||
self.player_facing_direction[1] = -0.2
|
||||
else:
|
||||
self.player_facing_direction[1] = -0.0
|
||||
|
||||
# if we want stop the ball shootes
|
||||
def stop_shoot(self) -> NoReturn:
|
||||
# Kill the timer.
|
||||
self.shoot_timer = None
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
# almost 80 % for game we done in box class.
|
||||
# now remain things, like name, seetings, scoring, cooldonw,
|
||||
# and main thing don't allow player to camp inside of box are going in this class.
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
# defining name, description and settings..
|
||||
name = 'Dodge the ball'
|
||||
description = 'Survive from shooting balls'
|
||||
|
||||
available_settings = [
|
||||
bs.IntSetting(
|
||||
'Cooldown',
|
||||
min_value=20,
|
||||
default=45,
|
||||
increment=5,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False)
|
||||
]
|
||||
|
||||
# Don't allow joining after we start.
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
# We support team and ffa sessions.
|
||||
return issubclass(sessiontype, bs.FreeForAllSession) or issubclass(
|
||||
sessiontype, bs.DualTeamSession,
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
# This Game mode need a flat and perfect shape map where can player fall outside map.
|
||||
# bombsquad have "Doom Shroom" map.
|
||||
# Not perfect map for this game mode but its fine for this gamemode.
|
||||
# the problem is that Doom Shroom is not a perfect circle and not flat also.
|
||||
return ['Doom Shroom']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self.countdown_time = int(settings['Cooldown'])
|
||||
|
||||
self.check_player_pos_timer: bs.Timer | None = None
|
||||
self.shield_drop_timer: bs.Timer | None = None
|
||||
# cooldown and Box
|
||||
self._countdown: OnScreenCountdown | None = None
|
||||
self.box: Box | None = None
|
||||
|
||||
# this lists for scoring.
|
||||
self.joined_player_list: list[bs.Player] = []
|
||||
self.dead_player_list: list[bs.Player] = []
|
||||
|
||||
# normally play RUN AWAY music cause is match with our gamemode at.. my point,
|
||||
# but in epic switch to EPIC.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (
|
||||
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.RUN_AWAY
|
||||
)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Keep away as possible as you can'
|
||||
|
||||
# add a tiny text under our game name.
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'Dodge the shooting balls'
|
||||
|
||||
def on_begin(self) -> NoReturn:
|
||||
super().on_begin()
|
||||
|
||||
# spawn our box at middle of the map
|
||||
self.box = Box(
|
||||
position=(0.5, 2.7, -3.9),
|
||||
velocity=(0.0, 0.0, 0.0),
|
||||
).autoretain()
|
||||
|
||||
# create our cooldown
|
||||
self._countdown = OnScreenCountdown(
|
||||
duration=self.countdown_time,
|
||||
endcall=self.play_victory_sound_and_end,
|
||||
)
|
||||
|
||||
# and starts the cooldown and shootes.
|
||||
bs.timer(5.0, self._countdown.start)
|
||||
bs.timer(5.0, self.box.start_shoot)
|
||||
|
||||
# start checking all player pos.
|
||||
bs.timer(5.0, self.check_player_pos)
|
||||
|
||||
# drop shield every ten Seconds
|
||||
# need five seconds delay Because shootes start after 5 seconds.
|
||||
bs.timer(15.0, self.drop_shield)
|
||||
|
||||
# This function returns all alive players in game.
|
||||
# i thinck you see this function in Box class.
|
||||
def get_alive_players(self) -> Sequence[bs.Player]:
|
||||
|
||||
alive_players = []
|
||||
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
alive_players.append(player)
|
||||
|
||||
return alive_players
|
||||
|
||||
# let's disallowed camping inside of box by doing a blast and increasing ball shoot speed.
|
||||
def check_player_pos(self):
|
||||
|
||||
for player in self.get_alive_players():
|
||||
|
||||
# same logic as applied for the ball
|
||||
difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position)
|
||||
|
||||
distance = difference.length()
|
||||
|
||||
if distance < 3:
|
||||
self.box.force_shoot_speed = 0.2
|
||||
else:
|
||||
self.box.force_shoot_speed = 0.0
|
||||
|
||||
if distance < 0.5:
|
||||
Blast(
|
||||
position=self.box.node.position,
|
||||
velocity=self.box.node.velocity,
|
||||
blast_type='normal',
|
||||
blast_radius=1.0,
|
||||
).autoretain()
|
||||
|
||||
PopupText(
|
||||
position=self.box.node.position,
|
||||
text='Keep away from me',
|
||||
random_offset=0.0,
|
||||
scale=2.0,
|
||||
color=self.box.light.color,
|
||||
).autoretain()
|
||||
|
||||
# create our timer and start looping it
|
||||
self.check_player_pos_timer = bs.Timer(0.1, self.check_player_pos)
|
||||
|
||||
# drop useless shield's too give player temptation.
|
||||
def drop_shield(self) -> NoReturn:
|
||||
|
||||
pos = self.box.node.position
|
||||
|
||||
PowerupBox(
|
||||
position=(pos[0] + 4.0, pos[1] + 3.0, pos[2]),
|
||||
poweruptype='shield',
|
||||
).autoretain()
|
||||
|
||||
PowerupBox(
|
||||
position=(pos[0] - 4.0, pos[1] + 3.0, pos[2]),
|
||||
poweruptype='shield',
|
||||
).autoretain()
|
||||
|
||||
self.shield_drop_timer = bs.Timer(10.0, self.drop_shield)
|
||||
|
||||
# when cooldown time up i don't want that the game end immediately.
|
||||
def play_victory_sound_and_end(self) -> NoReturn:
|
||||
|
||||
# kill timers
|
||||
self.box.stop_shoot()
|
||||
self.check_player_pos_timer = None
|
||||
self.shield_drop_timer = None
|
||||
|
||||
bs.timer(2.0, self.end_game)
|
||||
|
||||
# this function runs when A player spawn in map
|
||||
def spawn_player(self, player: Player) -> NoReturn:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
|
||||
# reconnect this player's controls.
|
||||
# without bomb, punch and pickup.
|
||||
spaz.connect_controls_to_player(
|
||||
enable_punch=False, enable_bomb=False, enable_pickup=False,
|
||||
)
|
||||
|
||||
# storing all players for ScorinG.
|
||||
self.joined_player_list.append(player)
|
||||
|
||||
# Also lets have them make some noise when they die.
|
||||
spaz.play_big_death_sound = True
|
||||
|
||||
# very helpful function to check end game when player dead or leav.
|
||||
def _check_end_game(self) -> bool:
|
||||
|
||||
living_team_count = 0
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
living_team_count += 1
|
||||
break
|
||||
|
||||
if living_team_count <= 0:
|
||||
# kill the coutdown timer incase the all players dead before game is about to going to be end.
|
||||
# so, countdown won't call the function.
|
||||
# FIXE ME: it's that ok to kill this timer?
|
||||
# self._countdown._timer = None;
|
||||
self.end_game()
|
||||
|
||||
# this function called when player leave.
|
||||
def on_player_leave(self, player: Player) -> NoReturn:
|
||||
# Augment default behavior.
|
||||
super().on_player_leave(player)
|
||||
|
||||
# checking end game.
|
||||
self._check_end_game()
|
||||
|
||||
# this gamemode needs to handle only one msg "PlayerDiedMessage".
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
# and storing the dead player records in our dead_player_list.
|
||||
self.dead_player_list.append(msg.getplayer(Player))
|
||||
|
||||
# check the end game.
|
||||
bs.timer(1.0, self._check_end_game)
|
||||
|
||||
def end_game(self):
|
||||
# kill timers
|
||||
self.box.stop_shoot()
|
||||
self.check_player_pos_timer = None
|
||||
self.shield_drop_timer = None
|
||||
|
||||
# here the player_dead_list and joined_player_list gonna be very helpful.
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
|
||||
# for scoring i am just following the index of the player_dead_list.
|
||||
# for dead list...
|
||||
# 0th index player dead first.
|
||||
# 1st index player dead second.
|
||||
# and so on...
|
||||
# i think you got it... maybe
|
||||
# sometime we also got a empty list
|
||||
# if we got a empty list that means all players are survived or maybe only one player playing and he/she survived.
|
||||
if len(self.dead_player_list) > 0:
|
||||
|
||||
for index, dead_player in enumerate(self.dead_player_list):
|
||||
# if this condition is true we find the dead player \
|
||||
# and his index with enumerate function.
|
||||
if player == dead_player:
|
||||
# updating with one, because i don't want to give 0 score to first dead player.
|
||||
index += 1
|
||||
break
|
||||
# and if this statement is true we just find a survived player.
|
||||
# for survived player i am giving the highest score according to how many players are joined.
|
||||
elif index == len(self.dead_player_list) - 1:
|
||||
index = len(self.joined_player_list)
|
||||
# for survived player i am giving the highest score according to how many players are joined.
|
||||
else:
|
||||
index = len(self.joined_player_list)
|
||||
|
||||
# and here i am following Table of 10 for scoring.
|
||||
# very lazY.
|
||||
score = int(10 * index)
|
||||
|
||||
self.stats.player_scored(player, score, screenmessage=False)
|
||||
|
||||
# Ok now calc game results: set a score for each team and then tell \
|
||||
# the game to end.
|
||||
results = bs.GameResults()
|
||||
|
||||
# Remember that 'free-for-all' mode is simply a special form \
|
||||
# of 'teams' mode where each player gets their own team, so we can \
|
||||
# just always deal in teams and have all cases covered.
|
||||
# hmmm... some eric comments might be helpful to you.
|
||||
for team in self.teams:
|
||||
|
||||
max_index = 0
|
||||
for player in team.players:
|
||||
# for the team, we choose only one player who survived longest.
|
||||
# same logic..
|
||||
if len(self.dead_player_list) > 0:
|
||||
for index, dead_player in enumerate(self.dead_player_list):
|
||||
if player == dead_player:
|
||||
index += 1
|
||||
break
|
||||
elif index == len(self.dead_player_list) - 1:
|
||||
index = len(self.joined_player_list)
|
||||
else:
|
||||
index = len(self.joined_player_list)
|
||||
|
||||
max_index = max(max_index, index)
|
||||
# set the team score
|
||||
results.set_team_score(team, int(10 * max_index))
|
||||
# and end the game
|
||||
self.end(results=results)
|
||||
18
dist/ba_root/mods/games/frozen_one.py
vendored
Normal file
18
dist/ba_root/mods/games/frozen_one.py
vendored
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
# Ported by your friend: Freaku
|
||||
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.game.chosenone import Player, ChosenOneGame
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class FrozenOneGame(ChosenOneGame):
|
||||
name = 'Frozen One'
|
||||
|
||||
def _set_chosen_one_player(self, player: Player) -> None:
|
||||
super()._set_chosen_one_player(player)
|
||||
if hasattr(player, 'actor'):
|
||||
player.actor.frozen = True
|
||||
player.actor.node.frozen = 1
|
||||
383
dist/ba_root/mods/games/handball.py
vendored
Normal file
383
dist/ba_root/mods/games/handball.py
vendored
Normal file
|
|
@ -0,0 +1,383 @@
|
|||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""Hockey game and support classes."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Optional, Union
|
||||
|
||||
|
||||
class PuckDiedMessage:
|
||||
"""Inform something that a puck has died."""
|
||||
|
||||
def __init__(self, puck: Puck):
|
||||
self.puck = puck
|
||||
|
||||
|
||||
class Puck(bs.Actor):
|
||||
"""A lovely giant hockey puck."""
|
||||
|
||||
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[1] + 1.0, position[2])
|
||||
self.last_players_to_touch: dict[int, Player] = {}
|
||||
self.scored = False
|
||||
assert activity is not None
|
||||
assert isinstance(activity, HockeyGame)
|
||||
pmats = [shared.object_material, activity.puck_material]
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': activity.puck_mesh,
|
||||
'color_texture': activity.puck_tex,
|
||||
'body': 'sphere',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.2],
|
||||
'shadow_size': 0.8,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats
|
||||
})
|
||||
bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 1.3, 0.26: 1})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
assert self.node
|
||||
self.node.delete()
|
||||
activity = self._activity()
|
||||
if activity and not msg.immediate:
|
||||
activity.handlemessage(PuckDiedMessage(self))
|
||||
|
||||
# If we go out of bounds, move back to where we started.
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
assert self.node
|
||||
self.node.position = self._spawn_pos
|
||||
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
assert self.node
|
||||
assert msg.force_direction is not None
|
||||
self.node.handlemessage(
|
||||
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
|
||||
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
|
||||
1.0 * msg.velocity_magnitude, msg.radius, 0,
|
||||
msg.force_direction[0], msg.force_direction[1],
|
||||
msg.force_direction[2])
|
||||
|
||||
# If this hit came from a player, log them as the last to touch us.
|
||||
s_player = msg.get_source_player(Player)
|
||||
if s_player is not None:
|
||||
activity = self._activity()
|
||||
if activity:
|
||||
if s_player in activity.players:
|
||||
self.last_players_to_touch[s_player.team.id] = s_player
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class HockeyGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Ice hockey game."""
|
||||
|
||||
name = 'Handball'
|
||||
description = 'Score some goals.'
|
||||
available_settings = [
|
||||
bs.IntSetting(
|
||||
'Score to Win',
|
||||
min_value=1,
|
||||
default=1,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
|
||||
]
|
||||
default_music = bs.MusicType.HOCKEY
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps('hockey')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._cheer_sound = bs.getsound('cheer')
|
||||
self._chant_sound = bs.getsound('crowdChant')
|
||||
self._foghorn_sound = bs.getsound('foghorn')
|
||||
self._swipsound = bs.getsound('swip')
|
||||
self._whistle_sound = bs.getsound('refWhistle')
|
||||
self.puck_mesh = bs.getmesh('bomb')
|
||||
self.puck_tex = bs.gettexture('bonesColor')
|
||||
self._puck_sound = bs.getsound('metalHit')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC
|
||||
if self._epic_mode else bs.MusicType.FOOTBALL)
|
||||
self.puck_material = bs.Material()
|
||||
self.puck_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', False))
|
||||
self.puck_material = bs.Material()
|
||||
self.puck_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', True))
|
||||
self.puck_material.add_actions(
|
||||
conditions=(
|
||||
('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.footing_material),
|
||||
actions=('impact_sound',
|
||||
self._puck_sound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the puck
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect',
|
||||
self._handle_puck_player_collide), ))
|
||||
|
||||
# We want the puck to kill powerups; not get stopped by them
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
PowerupBoxFactory.get().powerup_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'their_node', 'at_connect', bs.DieMessage())))
|
||||
self._score_region_material = bs.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_score)))
|
||||
self._puck_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[list[bs.NodeActor]] = None
|
||||
self._puck: Optional[Puck] = None
|
||||
self._score_to_win = int(settings['Score to Win'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'Score a goal.'
|
||||
return 'Score ${ARG1} goals.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'score a goal'
|
||||
return 'score ${ARG1} goals', self._score_to_win
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self._puck_spawn_pos = self.map.get_flag_position(None)
|
||||
self._spawn_puck()
|
||||
|
||||
# Set up the two score regions.
|
||||
defs = self.map.defs
|
||||
self._score_regions = []
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': defs.boxes['goal1'][0:3],
|
||||
'scale': defs.boxes['goal1'][6:9],
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': defs.boxes['goal2'][0:3],
|
||||
'scale': defs.boxes['goal2'][6:9],
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._update_scoreboard()
|
||||
self._chant_sound.play()
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def _handle_puck_player_collide(self) -> None:
|
||||
collision = bs.getcollision()
|
||||
try:
|
||||
puck = collision.sourcenode.getdelegate(Puck, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
puck.last_players_to_touch[player.team.id] = player
|
||||
|
||||
def _kill_puck(self) -> None:
|
||||
self._puck = None
|
||||
|
||||
def _handle_score(self) -> None:
|
||||
"""A point has been scored."""
|
||||
|
||||
assert self._puck is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
# Our puck might stick around for a second or two
|
||||
# we don't want it to be able to score again.
|
||||
if self._puck.scored:
|
||||
return
|
||||
|
||||
region = bs.getcollision().sourcenode
|
||||
index = 0
|
||||
for index, score_region in enumerate(self._score_regions):
|
||||
if region == score_region.node:
|
||||
break
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
# Tell all players to celebrate.
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(bs.CelebrateMessage(2.0))
|
||||
|
||||
# If we've got the player from the scoring team that last
|
||||
# touched us, give them points.
|
||||
if (scoring_team.id in self._puck.last_players_to_touch
|
||||
and self._puck.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._puck.last_players_to_touch[scoring_team.id],
|
||||
100,
|
||||
big_message=True)
|
||||
|
||||
# End game if we won.
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
self._foghorn_sound.play()
|
||||
self._cheer_sound.play()
|
||||
|
||||
self._puck.scored = True
|
||||
|
||||
# Kill the puck (it'll respawn itself shortly).
|
||||
bs.timer(1.0, self._kill_puck)
|
||||
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': bs.getcollision().position,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
bs.cameraflash(duration=10.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
# Respawn dead players if they're still in the game.
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior...
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
|
||||
# Respawn dead pucks.
|
||||
elif isinstance(msg, PuckDiedMessage):
|
||||
if not self.has_ended():
|
||||
bs.timer(3.0, self._spawn_puck)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _flash_puck_spawn(self) -> None:
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': self._puck_spawn_pos,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
def _spawn_puck(self) -> None:
|
||||
self._swipsound.play()
|
||||
self._whistle_sound.play()
|
||||
self._flash_puck_spawn()
|
||||
assert self._puck_spawn_pos is not None
|
||||
self._puck = Puck(position=self._puck_spawn_pos)
|
||||
1668
dist/ba_root/mods/games/hot_bomb.py
vendored
Normal file
1668
dist/ba_root/mods/games/hot_bomb.py
vendored
Normal file
File diff suppressed because it is too large
Load diff
48
dist/ba_root/mods/games/icy_emits.py
vendored
Normal file
48
dist/ba_root/mods/games/icy_emits.py
vendored
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
# Made by your friend: Freaku
|
||||
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.bomb import Bomb
|
||||
from bascenev1lib.game.meteorshower import Player, MeteorShowerGame
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class IcyEmitsGame(MeteorShowerGame):
|
||||
name = 'Icy Emits'
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype):
|
||||
return ['Lake Frigid', 'Hockey Stadium']
|
||||
|
||||
def _drop_bomb_cluster(self) -> None:
|
||||
delay = 0.0
|
||||
for _i in range(random.randrange(1, 3)):
|
||||
# Drop them somewhere within our bounds with velocity pointing
|
||||
# toward the opposite side.
|
||||
pos = (-7.3 + 15.3 * random.random(), 5.3,
|
||||
-5.5 + 2.1 * random.random())
|
||||
dropdir = (-1.0 if pos[0] > 0 else 1.0)
|
||||
vel = (0, 10, 0)
|
||||
bs.timer(delay, babase.Call(self._drop_bomb, pos, vel))
|
||||
delay += 0.1
|
||||
self._set_meteor_timer()
|
||||
|
||||
def _drop_bomb(self, position, velocity):
|
||||
random_xpositions = [-10, -9, -8, -7, -6, -5, -
|
||||
4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
|
||||
random_zpositions = [-5, -4.5, -4, -3.5, -3, -2.5, -2, -
|
||||
1.5, -1, -0.5, 0, 0.5, 1, 1.5, 2, 2.5, 3, 3.5, 4, 4.5, 5]
|
||||
bomb_position = (random.choice(random_xpositions), 0.2, random.choice(random_zpositions))
|
||||
Bomb(position=bomb_position, velocity=velocity, bomb_type='ice').autoretain()
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class byFreaku(babase.Plugin):
|
||||
def __init__(self):
|
||||
## Campaign support ##
|
||||
randomPic = ['lakeFrigidPreview', 'hockeyStadiumPreview']
|
||||
babase.app.classic.add_coop_practice_level(bs.Level(
|
||||
name='Icy Emits', displayname='${GAME}', gametype=IcyEmitsGame, settings={}, preview_texture_name=random.choice(randomPic)))
|
||||
1003
dist/ba_root/mods/games/memory_game.py
vendored
Normal file
1003
dist/ba_root/mods/games/memory_game.py
vendored
Normal file
File diff suppressed because it is too large
Load diff
287
dist/ba_root/mods/games/musical_flags.py
vendored
Normal file
287
dist/ba_root/mods/games/musical_flags.py
vendored
Normal file
|
|
@ -0,0 +1,287 @@
|
|||
# Made by MattZ45986 on GitHub
|
||||
# Ported by your friend: Freaku
|
||||
|
||||
|
||||
# Bug Fixes & Improvements as well...
|
||||
|
||||
# Join BCS:
|
||||
# https://discord.gg/ucyaesh
|
||||
|
||||
|
||||
from __future__ import annotations
|
||||
from typing import TYPE_CHECKING
|
||||
import _babase
|
||||
import random
|
||||
import math
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.flag import Flag, FlagPickedUpMessage
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
def __init__(self) -> None:
|
||||
self.done: bool = False
|
||||
self.survived: bool = True
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class MFGame(bs.TeamGameActivity[Player, Team]):
|
||||
name = 'Musical Flags'
|
||||
description = "Don't be the one stuck without a flag!"
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Max Round Time',
|
||||
min_value=15,
|
||||
default=25,
|
||||
increment=5,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
bs.BoolSetting('Enable Running', default=True),
|
||||
bs.BoolSetting('Enable Punching', default=False),
|
||||
bs.BoolSetting('Enable Bottom Credit', 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 ['Doom Shroom']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self.nodes = []
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self.credit_text = bool(settings['Enable Bottom Credit'])
|
||||
self.is_punch = bool(settings['Enable Punching'])
|
||||
self.is_run = bool(settings['Enable Running'])
|
||||
|
||||
self._textRound = bs.newnode('text',
|
||||
attrs={'text': '',
|
||||
'position': (0, -38),
|
||||
'scale': 1,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (1.0, 0.0, 1.0),
|
||||
'opacity': 1,
|
||||
'v_attach': 'top',
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'v_align': 'center'})
|
||||
self.round_time = int(settings['Max Round Time'])
|
||||
self.reset_round_time = int(settings['Max Round Time'])
|
||||
self.should_die_occur = True
|
||||
self.round_time_textnode = bs.newnode('text',
|
||||
attrs={
|
||||
'text': "", 'flatness': 1.0, 'h_align': 'center', 'h_attach': 'center', 'v_attach': 'top', 'v_align': 'center', 'position': (0, -15), 'scale': 0.9, 'color': (1, 0.7, 0.9)})
|
||||
|
||||
self.slow_motion = self._epic_mode
|
||||
# A cool music, matching our gamemode theme
|
||||
self.default_music = bs.MusicType.FLAG_CATCHER
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Catch Flag for yourself'
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'Catch Flag for yourself'
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
if self.has_begun():
|
||||
bs.broadcastmessage(
|
||||
bs.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0), transient=True)
|
||||
player.survived = False
|
||||
return
|
||||
self.spawn_player(player)
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
# A departing player may trigger game-over.
|
||||
bs.timer(0, self.checkEnd)
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.roundNum = 0
|
||||
self.numPickedUp = 0
|
||||
self.nodes = []
|
||||
self.flags = []
|
||||
self.spawned = []
|
||||
if self.credit_text:
|
||||
t = bs.newnode('text',
|
||||
attrs={'text': "Ported by Freaku\nMade by MattZ45986", # Disable 'Enable Bottom Credits' when making playlist, No need to edit this lovely...
|
||||
'scale': 0.7,
|
||||
'position': (0, 0),
|
||||
'shadow': 0.5,
|
||||
'flatness': 1.2,
|
||||
'color': (1, 1, 1),
|
||||
'h_align': 'center',
|
||||
'v_attach': 'bottom'})
|
||||
self.makeRound()
|
||||
self._textRound.text = 'Round ' + str(self.roundNum)
|
||||
bs.timer(3, self.checkEnd)
|
||||
self.keepcalling = bs.timer(1, self._timeround, True)
|
||||
|
||||
def _timeround(self):
|
||||
if self.round_time == 0 and self.should_die_occur:
|
||||
self.should_die_occur = False
|
||||
self.round_time_textnode.opacity = 0
|
||||
bs.broadcastmessage('Proceeding Round...')
|
||||
for player in self.spawned:
|
||||
if not player.done:
|
||||
try:
|
||||
player.survived = False
|
||||
player.actor.handlemessage(bs.StandMessage((0, 3, -2)))
|
||||
bs.timer(0.5, bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
|
||||
bs.timer(1.5, bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
|
||||
bs.timer(2.5, bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
|
||||
bs.timer(3, bs.Call(player.actor.handlemessage, bs.ShouldShatterMessage()))
|
||||
except:
|
||||
pass
|
||||
bs.timer(3.5, self.killRound)
|
||||
bs.timer(3.55, self.makeRound)
|
||||
self.round_time_textnode.opacity = 0
|
||||
self.round_time = self.reset_round_time
|
||||
else:
|
||||
self.round_time_textnode.text = "Time: " + str(self.round_time)
|
||||
self.round_time -= 1
|
||||
|
||||
def makeRound(self):
|
||||
for player in self.players:
|
||||
if player.survived:
|
||||
player.team.score += 1
|
||||
self.roundNum += 1
|
||||
self._textRound.text = 'Round ' + str(self.roundNum)
|
||||
self.flags = []
|
||||
self.spawned = []
|
||||
self.should_die_occur = True
|
||||
self.round_time = self.reset_round_time
|
||||
self.round_time_textnode.opacity = 1
|
||||
angle = random.randint(0, 359)
|
||||
c = 0
|
||||
for player in self.players:
|
||||
if player.survived:
|
||||
c += 1
|
||||
spacing = 10
|
||||
for player in self.players:
|
||||
player.done = False
|
||||
if player.survived:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player, (.5, 5, -4))
|
||||
self.spawned.append(player)
|
||||
try:
|
||||
spacing = 360 // (c)
|
||||
except:
|
||||
self.checkEnd()
|
||||
colors = [(1, 0, 0), (0, 1, 0), (0, 0, 1), (1, 1, 0), (1, 0, 1), (0, 1, 1), (0, 0, 0),
|
||||
(0.5, 0.8, 0), (0, 0.8, 0.5), (0.8, 0.25, 0.7), (0, 0.27, 0.55), (2, 2, 0.6), (0.4, 3, 0.85)]
|
||||
|
||||
# Add support for more than 13 players
|
||||
if c > 12:
|
||||
for i in range(c-12):
|
||||
colors.append((random.uniform(0.1, 1), random.uniform(
|
||||
0.1, 1), random.uniform(0.1, 1)))
|
||||
|
||||
# Smart Mathematics:
|
||||
# All Flags spawn same distance from the players
|
||||
for i in range(c-1):
|
||||
angle += spacing
|
||||
angle %= 360
|
||||
x = 6 * math.sin(math.degrees(angle))
|
||||
z = 6 * math.cos(math.degrees(angle))
|
||||
flag = Flag(position=(x+.5, 5, z-4), color=colors[i]).autoretain()
|
||||
self.flags.append(flag)
|
||||
|
||||
def killRound(self):
|
||||
self.numPickedUp = 0
|
||||
for player in self.players:
|
||||
if player.is_alive():
|
||||
player.actor.handlemessage(bs.DieMessage())
|
||||
for flag in self.flags:
|
||||
flag.node.delete()
|
||||
for light in self.nodes:
|
||||
light.delete()
|
||||
|
||||
def spawn_player(self, player: Player, pos: tuple = (0, 0, 0)) -> bs.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
if pos == (0, 0, 0):
|
||||
pos = (-.5+random.random()*2, 3+random.random()*2, -5+random.random()*2)
|
||||
spaz.connect_controls_to_player(enable_punch=self.is_punch,
|
||||
enable_bomb=False, enable_run=self.is_run)
|
||||
spaz.handlemessage(bs.StandMessage(pos))
|
||||
return spaz
|
||||
|
||||
def check_respawn(self, player):
|
||||
if not player.done and player.survived:
|
||||
self.respawn_player(player, 2.5)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
super().handlemessage(msg)
|
||||
player = msg.getplayer(Player)
|
||||
bs.timer(0.1, bs.Call(self.check_respawn, player))
|
||||
bs.timer(0.5, self.checkEnd)
|
||||
elif isinstance(msg, FlagPickedUpMessage):
|
||||
self.numPickedUp += 1
|
||||
msg.node.getdelegate(PlayerSpaz, True).getplayer(Player, True).done = True
|
||||
l = bs.newnode('light',
|
||||
owner=None,
|
||||
attrs={'color': msg.node.color,
|
||||
'position': (msg.node.position_center),
|
||||
'intensity': 1})
|
||||
self.nodes.append(l)
|
||||
msg.flag.handlemessage(bs.DieMessage())
|
||||
msg.node.handlemessage(bs.DieMessage())
|
||||
msg.node.delete()
|
||||
if self.numPickedUp == len(self.flags):
|
||||
self.round_time_textnode.opacity = 0
|
||||
self.round_time = self.reset_round_time
|
||||
for player in self.spawned:
|
||||
if not player.done:
|
||||
try:
|
||||
player.survived = False
|
||||
bs.broadcastmessage("No Flag? "+player.getname())
|
||||
player.actor.handlemessage(bs.StandMessage((0, 3, -2)))
|
||||
bs.timer(0.5, bs.Call(player.actor.handlemessage, bs.FreezeMessage()))
|
||||
bs.timer(3, bs.Call(player.actor.handlemessage, bs.ShouldShatterMessage()))
|
||||
except:
|
||||
pass
|
||||
bs.timer(3.5, self.killRound)
|
||||
bs.timer(3.55, self.makeRound)
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def checkEnd(self):
|
||||
i = 0
|
||||
for player in self.players:
|
||||
if player.survived:
|
||||
i += 1
|
||||
if i <= 1:
|
||||
for player in self.players:
|
||||
if player.survived:
|
||||
player.team.score += 10
|
||||
bs.timer(2.5, self.end_game)
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
624
dist/ba_root/mods/games/quake_original.py
vendored
Normal file
624
dist/ba_root/mods/games/quake_original.py
vendored
Normal file
|
|
@ -0,0 +1,624 @@
|
|||
# Created By Idk
|
||||
# Ported to 1.7 by Yan
|
||||
|
||||
# ba_meta require api 8
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from bascenev1lib.actor.powerupbox import PowerupBox as Powerup
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
import bascenev1lib.actor.bomb
|
||||
import bascenev1lib.actor.spaz
|
||||
import weakref
|
||||
import random
|
||||
import math
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
|
||||
if TYPE_CHECKING:
|
||||
pass
|
||||
|
||||
|
||||
class TouchedToSpaz(object):
|
||||
pass
|
||||
|
||||
|
||||
class TouchedToAnything(object):
|
||||
pass
|
||||
|
||||
|
||||
class TouchedToFootingMaterial(object):
|
||||
pass
|
||||
|
||||
|
||||
class QuakeBallFactory(object):
|
||||
"""Components used by QuakeBall stuff
|
||||
|
||||
category: Game Classes
|
||||
|
||||
"""
|
||||
_STORENAME = babase.storagename()
|
||||
|
||||
@classmethod
|
||||
def get(cls) -> QuakeBallFactory:
|
||||
"""Get/create a shared bascenev1lib.actor.bomb.BombFactory object."""
|
||||
activity = bs.getactivity()
|
||||
factory = activity.customdata.get(cls._STORENAME)
|
||||
if factory is None:
|
||||
factory = QuakeBallFactory()
|
||||
activity.customdata[cls._STORENAME] = factory
|
||||
assert isinstance(factory, QuakeBallFactory)
|
||||
return factory
|
||||
|
||||
def __init__(self):
|
||||
shared = SharedObjects.get()
|
||||
|
||||
self.ball_material = bs.Material()
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=((('we_are_younger_than', 5), 'or', ('they_are_younger_than', 50)),
|
||||
'and', ('they_have_material', shared.object_material)),
|
||||
actions=(('modify_node_collision', 'collide', False)))
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=('they_have_material', shared.pickup_material),
|
||||
actions=(('modify_part_collision', 'use_node_collide', False)))
|
||||
|
||||
self.ball_material.add_actions(
|
||||
actions=('modify_part_collision', 'friction', 0))
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'our_node', 'at_connect', TouchedToSpaz())))
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=(('they_dont_have_material', shared.player_material), 'and',
|
||||
('they_have_material', shared.object_material)),
|
||||
actions=('message', 'our_node', 'at_connect', TouchedToAnything()))
|
||||
|
||||
self.ball_material.add_actions(
|
||||
conditions=(('they_dont_have_material', shared.player_material), 'and',
|
||||
('they_have_material', shared.footing_material)),
|
||||
actions=('message', 'our_node', 'at_connect', TouchedToFootingMaterial()))
|
||||
|
||||
def give(self, spaz):
|
||||
spaz.punch_callback = self.shot
|
||||
self.last_shot = int(bs.time() * 1000)
|
||||
|
||||
def shot(self, spaz):
|
||||
time = int(bs.time() * 1000)
|
||||
if time - self.last_shot > 0.6:
|
||||
self.last_shot = time
|
||||
p1 = spaz.node.position_center
|
||||
p2 = spaz.node.position_forward
|
||||
direction = [p1[0]-p2[0], p2[1]-p1[1], p1[2]-p2[2]]
|
||||
direction[1] = 0.0
|
||||
|
||||
mag = 10.0/babase.Vec3(*direction).length()
|
||||
vel = [v * mag for v in direction]
|
||||
QuakeBall(
|
||||
position=spaz.node.position,
|
||||
velocity=(vel[0]*2, vel[1]*2, vel[2]*2),
|
||||
owner=spaz._player,
|
||||
source_player=spaz._player,
|
||||
color=spaz.node.color).autoretain()
|
||||
|
||||
|
||||
class QuakeBall(bs.Actor):
|
||||
|
||||
def __init__(self,
|
||||
position=(0, 5, 0),
|
||||
velocity=(0, 2, 0),
|
||||
source_player=None,
|
||||
owner=None,
|
||||
color=(random.random(), random.random(), random.random()),
|
||||
light_radius=0
|
||||
):
|
||||
super().__init__()
|
||||
|
||||
shared = SharedObjects.get()
|
||||
b_shared = QuakeBallFactory.get()
|
||||
|
||||
self.source_player = source_player
|
||||
self.owner = owner
|
||||
|
||||
self.node = bs.newnode('prop', delegate=self, attrs={
|
||||
'position': position,
|
||||
'velocity': velocity,
|
||||
'mesh': bs.getmesh('impactBomb'),
|
||||
'body': 'sphere',
|
||||
'color_texture': bs.gettexture('bunnyColor'),
|
||||
'mesh_scale': 0.2,
|
||||
'is_area_of_interest': True,
|
||||
'body_scale': 0.8,
|
||||
'materials': [shared.object_material,
|
||||
b_shared.ball_material]})
|
||||
|
||||
self.light_node = bs.newnode('light', attrs={
|
||||
'position': position,
|
||||
'color': color,
|
||||
'radius': 0.1+light_radius,
|
||||
'volume_intensity_scale': 15.0})
|
||||
|
||||
self.node.connectattr('position', self.light_node, 'position')
|
||||
self.emit_time = bs.Timer(0.015, bs.WeakCall(self.emit), repeat=True)
|
||||
self.life_time = bs.Timer(5.0, bs.WeakCall(self.handlemessage, bs.DieMessage()))
|
||||
|
||||
def emit(self):
|
||||
bs.emitfx(
|
||||
position=self.node.position,
|
||||
velocity=self.node.velocity,
|
||||
count=10,
|
||||
scale=0.4,
|
||||
spread=0.01,
|
||||
chunk_type='spark')
|
||||
|
||||
def handlemessage(self, m):
|
||||
if isinstance(m, TouchedToAnything):
|
||||
node = bs.getcollision().opposingnode
|
||||
if node is not None and node.exists():
|
||||
v = self.node.velocity
|
||||
t = self.node.position
|
||||
hitdir = self.node.velocity
|
||||
m = self.node
|
||||
node.handlemessage(
|
||||
bs.HitMessage(
|
||||
pos=t,
|
||||
velocity=v,
|
||||
magnitude=babase.Vec3(*v).length()*40,
|
||||
velocity_magnitude=babase.Vec3(*v).length()*40,
|
||||
radius=0,
|
||||
srcnode=self.node,
|
||||
source_player=self.source_player,
|
||||
force_direction=hitdir))
|
||||
|
||||
self.node.handlemessage(bs.DieMessage())
|
||||
|
||||
elif isinstance(m, bs.DieMessage):
|
||||
if self.node.exists():
|
||||
velocity = self.node.velocity
|
||||
explosion = bs.newnode('explosion', attrs={
|
||||
'position': self.node.position,
|
||||
'velocity': (velocity[0], max(-1.0, velocity[1]), velocity[2]),
|
||||
'radius': 1,
|
||||
'big': False})
|
||||
|
||||
bs.getsound(random.choice(['impactHard', 'impactHard2', 'impactHard3'])).play(),
|
||||
position = self.node.position
|
||||
|
||||
self.emit_time = None
|
||||
self.light_node.delete()
|
||||
self.node.delete()
|
||||
|
||||
elif isinstance(m, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
|
||||
elif isinstance(m, bs.HitMessage):
|
||||
self.node.handlemessage('impulse', m.pos[0], m.pos[1], m.pos[2],
|
||||
m.velocity[0], m.velocity[1], m.velocity[2],
|
||||
1.0*m.magnitude, 1.0*m.velocity_magnitude, m.radius, 0,
|
||||
m.force_direction[0], m.force_direction[1], m.force_direction[2])
|
||||
|
||||
elif isinstance(m, TouchedToSpaz):
|
||||
node = bs.getcollision() .opposingnode
|
||||
if node is not None and node.exists() and node != self.owner \
|
||||
and node.getdelegate(object)._player.team != self.owner.team:
|
||||
node.handlemessage(bs.FreezeMessage())
|
||||
v = self.node.velocity
|
||||
t = self.node.position
|
||||
hitdir = self.node.velocity
|
||||
|
||||
node.handlemessage(
|
||||
bs.HitMessage(
|
||||
pos=t,
|
||||
velocity=(10, 10, 10),
|
||||
magnitude=50,
|
||||
velocity_magnitude=50,
|
||||
radius=0,
|
||||
srcnode=self.node,
|
||||
source_player=self.source_player,
|
||||
force_direction=hitdir))
|
||||
|
||||
self.node.handlemessage(bs.DieMessage())
|
||||
|
||||
elif isinstance(m, TouchedToFootingMaterial):
|
||||
bs.getsound('blip').play(),
|
||||
position = self.node.position
|
||||
else:
|
||||
super().handlemessage(m)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
...
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class QuakeGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = 'Quake'
|
||||
description = 'Kill a set number of enemies to win.'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@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 ['Doom Shroom', 'Monkey Face', 'Football Stadium']
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]
|
||||
) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Graphics',
|
||||
choices=[
|
||||
('Normal', 1),
|
||||
('High', 2)
|
||||
],
|
||||
default=1),
|
||||
bs.BoolSetting('Fast Movespeed', default=True),
|
||||
bs.BoolSetting('Enable Jump', default=False),
|
||||
bs.BoolSetting('Enable Pickup', default=False),
|
||||
bs.BoolSetting('Enable Bomb', default=False),
|
||||
bs.BoolSetting('Obstacles', default=False),
|
||||
bs.IntChoiceSetting(
|
||||
'Obstacles Shape',
|
||||
choices=[
|
||||
('Cube', 1),
|
||||
('Sphere', 2),
|
||||
('Puck', 3),
|
||||
('Egg', 4),
|
||||
('Random', 5),
|
||||
],
|
||||
default=1),
|
||||
bs.BoolSetting('Obstacles Bounces Shots', default=False),
|
||||
bs.IntSetting(
|
||||
'Obstacle Count',
|
||||
min_value=1,
|
||||
default=16,
|
||||
increment=1,
|
||||
),
|
||||
bs.BoolSetting('Random Obstacle Color', default=True),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: int | None = None
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._kills_to_win_per_player = int(settings['Kills to Win Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False)
|
||||
)
|
||||
|
||||
# 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.settings = settings
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Crush ${ARG1} of your enemies.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'kill ${ARG1} enemies', self._score_to_win
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.dingsound = bs.getsound('dingSmall')
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
|
||||
self.drop_shield()
|
||||
self.drop_shield_timer = bs.Timer(8.001, bs.WeakCall(self.drop_shield), repeat=True)
|
||||
|
||||
shared = SharedObjects.get()
|
||||
if self.settings['Obstacles']:
|
||||
count = self.settings['Obstacle Count']
|
||||
map = bs.getactivity()._map.getname()
|
||||
for i in range(count):
|
||||
if map == 'Football Stadium':
|
||||
radius = (random.uniform(-10, 1),
|
||||
6,
|
||||
random.uniform(-4.5, 4.5)) \
|
||||
if i > count/2 else (random.uniform(10, 1), 6, random.uniform(-4.5, 4.5))
|
||||
else:
|
||||
radius = (random.uniform(-10, 1),
|
||||
6,
|
||||
random.uniform(-8, 8)) \
|
||||
if i > count/2 else (random.uniform(10, 1), 6, random.uniform(-8, 8))
|
||||
|
||||
Obstacle(
|
||||
position=radius,
|
||||
graphics=self.settings['Graphics'],
|
||||
random_color=self.settings['Random Obstacle Color'],
|
||||
rebound=self.settings['Obstacles Bounces Shots'],
|
||||
shape=int(self.settings['Obstacles Shape'])).autoretain()
|
||||
|
||||
if self.settings['Graphics'] == 2:
|
||||
bs.getactivity().globalsnode.tint = (bs.getactivity(
|
||||
).globalsnode.tint[0]-0.6, bs.getactivity().globalsnode.tint[1]-0.6, bs.getactivity().globalsnode.tint[2]-0.6)
|
||||
light = bs.newnode('light', attrs={
|
||||
'position': (9, 10, 0) if map == 'Football Stadium' else (6, 7, -2)
|
||||
if not map == 'Rampage' else (6, 11, -2) if not map == 'The Pad' else (6, 8.5, -2),
|
||||
'color': (0.4, 0.4, 0.45),
|
||||
'radius': 1,
|
||||
'intensity': 6,
|
||||
'volume_intensity_scale': 10.0})
|
||||
|
||||
light2 = bs.newnode('light', attrs={
|
||||
'position': (-9, 10, 0) if map == 'Football Stadium' else (-6, 7, -2)
|
||||
if not map == 'Rampage' else (-6, 11, -2) if not map == 'The Pad' else (-6, 8.5, -2),
|
||||
'color': (0.4, 0.4, 0.45),
|
||||
'radius': 1,
|
||||
'intensity': 6,
|
||||
'volume_intensity_scale': 10.0})
|
||||
|
||||
if len(self.teams) > 0:
|
||||
self._score_to_win = self.settings['Kills to Win Per Player'] * \
|
||||
max(1, max(len(t.players) for t in self.teams))
|
||||
else:
|
||||
self._score_to_win = self.settings['Kills to Win Per Player']
|
||||
self._update_scoreboard()
|
||||
|
||||
def drop_shield(self):
|
||||
p = Powerup(
|
||||
poweruptype='shield',
|
||||
position=(random.uniform(-10, 10), 6, random.uniform(-5, 5))).autoretain()
|
||||
|
||||
bs.getsound('dingSmall').play()
|
||||
|
||||
p_light = bs.newnode('light', attrs={
|
||||
'position': (0, 0, 0),
|
||||
'color': (0.3, 0.0, 0.4),
|
||||
'radius': 0.3,
|
||||
'intensity': 2,
|
||||
'volume_intensity_scale': 10.0})
|
||||
|
||||
p.node.connectattr('position', p_light, 'position')
|
||||
|
||||
bs.animate(p_light, 'intensity', {0: 2, 8000: 0})
|
||||
|
||||
def check_exists():
|
||||
if p is None or p.node.exists() == False:
|
||||
delete_light()
|
||||
del_checker()
|
||||
|
||||
self._checker = bs.Timer(0.1, babase.Call(check_exists), repeat=True)
|
||||
|
||||
def del_checker():
|
||||
if self._checker is not None:
|
||||
self._checker = None
|
||||
|
||||
def delete_light():
|
||||
if p_light.exists():
|
||||
p_light.delete()
|
||||
|
||||
bs.timer(6.9, babase.Call(del_checker))
|
||||
bs.timer(7.0, babase.Call(delete_light))
|
||||
|
||||
def spawn_player(self, player: bs.Player):
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
QuakeBallFactory().give(spaz)
|
||||
spaz.connect_controls_to_player(
|
||||
enable_jump=self.settings['Enable Jump'],
|
||||
enable_punch=True,
|
||||
enable_pickup=self.settings['Enable Pickup'],
|
||||
enable_bomb=self.settings['Enable Bomb'],
|
||||
enable_run=True,
|
||||
enable_fly=False)
|
||||
|
||||
if self.settings['Fast Movespeed']:
|
||||
spaz.node.hockey = True
|
||||
spaz.spaz_light = bs.newnode('light', attrs={
|
||||
'position': (0, 0, 0),
|
||||
'color': spaz.node.color,
|
||||
'radius': 0.12,
|
||||
'intensity': 1,
|
||||
'volume_intensity_scale': 10.0})
|
||||
|
||||
spaz.node.connectattr('position', spaz.spaz_light, 'position')
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
self.respawn_player(player)
|
||||
|
||||
killer = msg.getkillerplayer(Player)
|
||||
if hasattr(player.actor, 'spaz_light'):
|
||||
player.actor.spaz_light.delete()
|
||||
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)
|
||||
|
||||
|
||||
class Obstacle(bs.Actor):
|
||||
|
||||
def __init__(self,
|
||||
position: tuple(float, float, float),
|
||||
graphics: bool,
|
||||
random_color: bool,
|
||||
rebound: bool,
|
||||
shape: int) -> None:
|
||||
super().__init__()
|
||||
|
||||
shared = SharedObjects.get()
|
||||
if shape == 1:
|
||||
mesh = 'tnt'
|
||||
body = 'crate'
|
||||
elif shape == 2:
|
||||
mesh = 'bomb'
|
||||
body = 'sphere'
|
||||
elif shape == 3:
|
||||
mesh = 'puck'
|
||||
body = 'puck'
|
||||
elif shape == 4:
|
||||
mesh = 'egg'
|
||||
body = 'capsule'
|
||||
elif shape == 5:
|
||||
pair = random.choice([
|
||||
{'mesh': 'tnt', 'body': 'crate'},
|
||||
{'mesh': 'bomb', 'body': 'sphere'},
|
||||
{'mesh': 'puckModel', 'body': 'puck'},
|
||||
{'mesh': 'egg', 'body': 'capsule'}
|
||||
])
|
||||
mesh = pair['mesh']
|
||||
body = pair['body']
|
||||
|
||||
self.node = bs.newnode('prop', delegate=self, attrs={
|
||||
'position': position,
|
||||
'mesh': bs.getmesh(mesh),
|
||||
'body': body,
|
||||
'body_scale': 1.3,
|
||||
'mesh_scale': 1.3,
|
||||
'reflection': 'powerup',
|
||||
'reflection_scale': [0.7],
|
||||
'color_texture': bs.gettexture('bunnyColor'),
|
||||
'materials': [shared.footing_material if rebound else shared.object_material,
|
||||
shared.footing_material]})
|
||||
|
||||
if graphics == 2:
|
||||
self.light_node = bs.newnode('light', attrs={
|
||||
'position': (0, 0, 0),
|
||||
'color': ((0.8, 0.2, 0.2) if i < count/2 else (0.2, 0.2, 0.8))
|
||||
if not random_color else ((random.uniform(0, 1.1), random.uniform(0, 1.1), random.uniform(0, 1.1))),
|
||||
'radius': 0.2,
|
||||
'intensity': 1,
|
||||
'volume_intensity_scale': 10.0})
|
||||
|
||||
self.node.connectattr('position', self.light_node, 'position')
|
||||
|
||||
def handlemessage(self, m):
|
||||
if isinstance(m, bs.DieMessage):
|
||||
if self.node.exists():
|
||||
if hasattr(self, 'light_node'):
|
||||
self.light_node.delete()
|
||||
self.node.delete()
|
||||
|
||||
elif isinstance(m, bs.OutOfBoundsMessage):
|
||||
if self.node.exists():
|
||||
self.handlemessage(bs.DieMessage())
|
||||
|
||||
elif isinstance(m, bs.HitMessage):
|
||||
self.node.handlemessage('impulse', m.pos[0], m.pos[1], m.pos[2],
|
||||
m.velocity[0], m.velocity[1], m.velocity[2],
|
||||
m.magnitude, m.velocity_magnitude, m.radius, 0,
|
||||
m.velocity[0], m.velocity[1], m.velocity[2])
|
||||
375
dist/ba_root/mods/games/soccer.py
vendored
Normal file
375
dist/ba_root/mods/games/soccer.py
vendored
Normal file
|
|
@ -0,0 +1,375 @@
|
|||
# Released under the MIT License. See LICENSE for details.
|
||||
# BY Stary_Agent
|
||||
"""Hockey game and support classes."""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Dict, Type, List, Optional, Union
|
||||
|
||||
|
||||
class PuckDiedMessage:
|
||||
"""Inform something that a puck has died."""
|
||||
|
||||
def __init__(self, puck: Puck):
|
||||
self.puck = puck
|
||||
|
||||
|
||||
class Puck(bs.Actor):
|
||||
"""A lovely giant hockey puck."""
|
||||
|
||||
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[1] + 1.0, position[2])
|
||||
self.last_players_to_touch: Dict[int, Player] = {}
|
||||
self.scored = False
|
||||
assert activity is not None
|
||||
assert isinstance(activity, HockeyGame)
|
||||
pmats = [shared.object_material, activity.puck_material]
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': activity.puck_model,
|
||||
'color_texture': activity.puck_tex,
|
||||
'body': 'sphere',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.2],
|
||||
'shadow_size': 0.5,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats
|
||||
})
|
||||
bs.animate(self.node, 'mesh_scale', {0: 0, 0.2: 1.3, 0.26: 1})
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
assert self.node
|
||||
self.node.delete()
|
||||
activity = self._activity()
|
||||
if activity and not msg.immediate:
|
||||
activity.handlemessage(PuckDiedMessage(self))
|
||||
|
||||
# If we go out of bounds, move back to where we started.
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
assert self.node
|
||||
self.node.position = self._spawn_pos
|
||||
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
assert self.node
|
||||
assert msg.force_direction is not None
|
||||
self.node.handlemessage(
|
||||
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
|
||||
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
|
||||
1.0 * msg.velocity_magnitude, msg.radius, 0,
|
||||
msg.force_direction[0], msg.force_direction[1],
|
||||
msg.force_direction[2])
|
||||
|
||||
# If this hit came from a player, log them as the last to touch us.
|
||||
s_player = msg.get_source_player(Player)
|
||||
if s_player is not None:
|
||||
activity = self._activity()
|
||||
if activity:
|
||||
if s_player in activity.players:
|
||||
self.last_players_to_touch[s_player.team.id] = s_player
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class HockeyGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""Ice hockey game."""
|
||||
|
||||
name = 'Epic Soccer'
|
||||
description = 'Score some goals.'
|
||||
available_settings = [
|
||||
bs.IntSetting(
|
||||
'Score to Win',
|
||||
min_value=1,
|
||||
default=1,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.1),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
]
|
||||
default_music = bs.MusicType.HOCKEY
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
assert babase.app.classic is not None
|
||||
return babase.app.classic.getmaps('football')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self.slow_motion = True
|
||||
self._scoreboard = Scoreboard()
|
||||
self._cheer_sound = bui.getsound('cheer')
|
||||
self._chant_sound = bui.getsound('crowdChant')
|
||||
self._foghorn_sound = bui.getsound('foghorn')
|
||||
self._swipsound = bui.getsound('swip')
|
||||
self._whistle_sound = bui.getsound('refWhistle')
|
||||
self.puck_model = bs.getmesh('bomb')
|
||||
self.puck_tex = bs.gettexture('landMine')
|
||||
self.puck_scored_tex = bs.gettexture('landMineLit')
|
||||
self._puck_sound = bs.getsound('metalHit')
|
||||
self.puck_material = bs.Material()
|
||||
self.puck_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', True))
|
||||
self.puck_material.add_actions(
|
||||
conditions=(
|
||||
('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.footing_material),
|
||||
actions=('impact_sound',
|
||||
self._puck_sound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the puck
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect',
|
||||
self._handle_puck_player_collide), ))
|
||||
|
||||
# We want the puck to kill powerups; not get stopped by them
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
PowerupBoxFactory.get().powerup_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'their_node', 'at_connect', bs.DieMessage())))
|
||||
self._score_region_material = bs.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_score)))
|
||||
self._puck_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[List[bs.NodeActor]] = None
|
||||
self._puck: Optional[Puck] = None
|
||||
self._score_to_win = int(settings['Score to Win'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'Score a goal.'
|
||||
return 'Score ${ARG1} goals.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'score a goal'
|
||||
return 'score ${ARG1} goals', self._score_to_win
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
self._puck_spawn_pos = self.map.get_flag_position(None)
|
||||
self._spawn_puck()
|
||||
|
||||
# Set up the two score regions.
|
||||
defs = self.map.defs
|
||||
self._score_regions = []
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': defs.boxes['goal1'][0:3],
|
||||
'scale': defs.boxes['goal1'][6:9],
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': defs.boxes['goal2'][0:3],
|
||||
'scale': defs.boxes['goal2'][6:9],
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._update_scoreboard()
|
||||
self._chant_sound.play()
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def _handle_puck_player_collide(self) -> None:
|
||||
collision = bs.getcollision()
|
||||
try:
|
||||
puck = collision.sourcenode.getdelegate(Puck, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
puck.last_players_to_touch[player.team.id] = player
|
||||
|
||||
def _kill_puck(self) -> None:
|
||||
self._puck = None
|
||||
|
||||
def _handle_score(self) -> None:
|
||||
"""A point has been scored."""
|
||||
|
||||
assert self._puck is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
# Our puck might stick around for a second or two
|
||||
# we don't want it to be able to score again.
|
||||
if self._puck.scored:
|
||||
return
|
||||
|
||||
region = bs.getcollision().sourcenode
|
||||
index = 0
|
||||
for index in range(len(self._score_regions)):
|
||||
if region == self._score_regions[index].node:
|
||||
break
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
# Tell all players to celebrate.
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(bs.CelebrateMessage(2.0))
|
||||
|
||||
# If we've got the player from the scoring team that last
|
||||
# touched us, give them points.
|
||||
if (scoring_team.id in self._puck.last_players_to_touch
|
||||
and self._puck.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._puck.last_players_to_touch[scoring_team.id],
|
||||
20,
|
||||
big_message=True)
|
||||
|
||||
# End game if we won.
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
self._foghorn_sound.play()
|
||||
self._cheer_sound.play()
|
||||
|
||||
self._puck.scored = True
|
||||
|
||||
# Change puck texture to something cool
|
||||
self._puck.node.color_texture = self.puck_scored_tex
|
||||
# Kill the puck (it'll respawn itself shortly).
|
||||
bs.timer(1.0, self._kill_puck)
|
||||
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': bs.getcollision().position,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0: 0, 0.5: 1, 1.0: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
bs.cameraflash(duration=10.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
# Respawn dead players if they're still in the game.
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior...
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
|
||||
# Respawn dead pucks.
|
||||
elif isinstance(msg, PuckDiedMessage):
|
||||
if not self.has_ended():
|
||||
bs.timer(3.0, self._spawn_puck)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _flash_puck_spawn(self) -> None:
|
||||
light = bs.newnode('light',
|
||||
attrs={
|
||||
'position': self._puck_spawn_pos,
|
||||
'height_attenuated': False,
|
||||
'color': (1, 0, 0)
|
||||
})
|
||||
bs.animate(light, 'intensity', {0.0: 0, 0.25: 1, 0.5: 0}, loop=True)
|
||||
bs.timer(1.0, light.delete)
|
||||
|
||||
def _spawn_puck(self) -> None:
|
||||
self._swipsound.play()
|
||||
self._whistle_sound.play()
|
||||
self._flash_puck_spawn()
|
||||
assert self._puck_spawn_pos is not None
|
||||
self._puck = Puck(position=self._puck_spawn_pos)
|
||||
602
dist/ba_root/mods/games/super_duel.py
vendored
Normal file
602
dist/ba_root/mods/games/super_duel.py
vendored
Normal file
|
|
@ -0,0 +1,602 @@
|
|||
"""New Duel / Created by: byANG3L"""
|
||||
|
||||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.game.elimination import Icon
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
|
||||
|
||||
|
||||
class SuperSpaz(PlayerSpaz):
|
||||
|
||||
def __init__(self,
|
||||
player: bs.Player,
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0),
|
||||
highlight: Sequence[float] = (0.5, 0.5, 0.5),
|
||||
character: str = 'Spaz',
|
||||
super_punch: bool = False,
|
||||
powerups_expire: bool = True):
|
||||
super().__init__(player=player,
|
||||
color=color,
|
||||
highlight=highlight,
|
||||
character=character,
|
||||
powerups_expire=powerups_expire)
|
||||
self._super_punch = super_punch
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
from bascenev1lib.actor.spaz import PunchHitMessage
|
||||
from bascenev1lib.actor.bomb import Blast
|
||||
if isinstance(msg, PunchHitMessage):
|
||||
super().handlemessage(msg)
|
||||
node = bs.getcollision().opposingnode
|
||||
if self._super_punch:
|
||||
if node.getnodetype() == 'spaz':
|
||||
if not node.frozen:
|
||||
node.frozen = True
|
||||
node.handlemessage(babase.FreezeMessage())
|
||||
bs.getsound('freeze').play()
|
||||
bs.getsound('superPunch').play()
|
||||
bs.getsound('punchStrong02').play()
|
||||
Blast(position=node.position,
|
||||
velocity=node.velocity,
|
||||
blast_radius=0.0,
|
||||
blast_type='normal').autoretain()
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.icons: List[Icon] = []
|
||||
self.in_game: bool = False
|
||||
self.playervs1: bool = False
|
||||
self.playervs2: bool = False
|
||||
self.light: bool = False
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
lang = bs.app.lang.language
|
||||
if lang == 'Spanish':
|
||||
enable_powerups = 'Habilitar Potenciadores'
|
||||
night_mode = 'Modo Noche'
|
||||
fight_delay = 'Tiempo entre Pelea'
|
||||
very_fast = 'Muy Rápido'
|
||||
fast = 'Rápido'
|
||||
normal = 'Normal'
|
||||
slow = 'Lento'
|
||||
very_slow = 'Muy Lento'
|
||||
none = 'Ninguno'
|
||||
super_punch = 'Super Golpe'
|
||||
box_mode = 'Modo Caja'
|
||||
boxing_gloves = 'Guantes de Boxeo'
|
||||
else:
|
||||
enable_powerups = 'Enable Powerups'
|
||||
night_mode = 'Night Mode'
|
||||
fight_delay = 'Fight Delay'
|
||||
very_fast = 'Very Fast'
|
||||
fast = 'Fast'
|
||||
normal = 'Normal'
|
||||
slow = 'Slow'
|
||||
very_slow = 'Very Slow'
|
||||
super_punch = 'Super Punch'
|
||||
box_mode = 'Box Mode'
|
||||
boxing_gloves = 'Boxing Gloves'
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
|
||||
|
||||
class NewDuelGame(bs.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
name = 'Duel'
|
||||
description = 'Kill a set number of enemies to win.'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.BoolSetting(enable_powerups, default=False),
|
||||
bs.BoolSetting(boxing_gloves, default=False),
|
||||
bs.BoolSetting(night_mode, default=False),
|
||||
bs.BoolSetting(super_punch, default=False),
|
||||
bs.BoolSetting(box_mode, default=False),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
bs.BoolSetting('Allow Negative Scores', 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._scoreboard = Scoreboard()
|
||||
self._score_to_win: Optional[int] = None
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._kills_to_win_per_player = int(
|
||||
settings['Kills to Win Per Player'])
|
||||
self._enable_powerups = bool(settings[enable_powerups])
|
||||
self._night_mode = bool(settings[night_mode])
|
||||
self._fight_delay: float = 0
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False))
|
||||
self._super_punch = bool(settings[super_punch])
|
||||
self._box_mode = bool(settings[box_mode])
|
||||
self._boxing_gloves = bool(settings[boxing_gloves])
|
||||
self._vs_text: Optional[bs.Actor] = None
|
||||
self.spawn_order: List[Player] = []
|
||||
self._players_vs_1: bool = False
|
||||
self._players_vs_2: bool = False
|
||||
self._first_countdown: bool = True
|
||||
self._count_1 = bs.getsound('announceOne')
|
||||
self._count_2 = bs.getsound('announceTwo')
|
||||
self._count_3 = bs.getsound('announceThree')
|
||||
self._boxing_bell = bs.getsound('boxingBell')
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
return 'Crush ${ARG1} of your enemies.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
return 'kill ${ARG1} enemies', self._score_to_win
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
self.spawn_order.append(player)
|
||||
self._update_order()
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
player.icons = []
|
||||
if player.playervs1:
|
||||
player.playervs1 = False
|
||||
self._players_vs_1 = False
|
||||
player.in_game = False
|
||||
elif player.playervs2:
|
||||
player.playervs2 = False
|
||||
self._players_vs_2 = False
|
||||
player.in_game = False
|
||||
if player in self.spawn_order:
|
||||
self.spawn_order.remove(player)
|
||||
bs.timer(0.2, self._update_order)
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
if self._night_mode:
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = (0.3, 0.3, 0.3)
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
if self._enable_powerups:
|
||||
self.setup_standard_powerup_drops()
|
||||
self._vs_text = bs.NodeActor(
|
||||
bs.newnode('text',
|
||||
attrs={
|
||||
'position': (0, 105),
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'maxwidth': 200,
|
||||
'shadow': 0.5,
|
||||
'vr_depth': 390,
|
||||
'scale': 0.6,
|
||||
'v_attach': 'bottom',
|
||||
'color': (0.8, 0.8, 0.3, 1.0),
|
||||
'text': babase.Lstr(resource='vsText')
|
||||
}))
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
max(1, max(len(t.players) for t in self.teams)))
|
||||
self._update_scoreboard()
|
||||
bs.timer(1.0, self._update, repeat=True)
|
||||
|
||||
def _update(self) -> None:
|
||||
if len(self.players) == 1:
|
||||
'self.end_game()'
|
||||
|
||||
def spawn_player(self, player: PlayerType) -> bs.Actor:
|
||||
# pylint: disable=too-many-locals
|
||||
# pylint: disable=cyclic-import
|
||||
from babase import _math
|
||||
from bascenev1._coopsession import CoopSession
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
factory = SpazFactory.get()
|
||||
name = player.getname()
|
||||
color = player.color
|
||||
highlight = player.highlight
|
||||
|
||||
light_color = _math.normalized_color(color)
|
||||
display_color = babase.safecolor(color, target_intensity=0.75)
|
||||
spaz = SuperSpaz(color=color,
|
||||
highlight=highlight,
|
||||
character=player.character,
|
||||
player=player,
|
||||
super_punch=True if self._super_punch else False)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
# If this is co-op and we're on Courtyard or Runaround, add the
|
||||
# material that allows us to collide with the player-walls.
|
||||
# FIXME: Need to generalize this.
|
||||
if isinstance(self.session, CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
pos1 = [self.map.get_start_position(0), 90]
|
||||
pos2 = [self.map.get_start_position(1), 270]
|
||||
pos3 = []
|
||||
|
||||
for x in self.players:
|
||||
if x.is_alive():
|
||||
if x is player:
|
||||
continue
|
||||
p = x.actor.node.position
|
||||
if 0.0 not in (p[0], p[2]):
|
||||
if p[0] <= 0:
|
||||
pos3.append(pos2[0])
|
||||
else:
|
||||
pos3.append(pos1[0])
|
||||
|
||||
spaz.handlemessage(bs.StandMessage(pos1[0] if player.playervs1 else pos2[0],
|
||||
pos1[1] if player.playervs1 else pos2[1]))
|
||||
|
||||
if any(pos3):
|
||||
spaz.handlemessage(bs.StandMessage(pos3[0]))
|
||||
|
||||
if self._super_punch:
|
||||
spaz._punch_power_scale = factory.punch_power_scale_gloves = 10
|
||||
spaz.equip_boxing_gloves()
|
||||
lfx = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'color': color,
|
||||
'radius': 0.3,
|
||||
'intensity': 0.3})
|
||||
|
||||
def sp_fx():
|
||||
if not spaz.node:
|
||||
lfx.delete()
|
||||
return
|
||||
bs.emitfx(position=spaz.node.position,
|
||||
velocity=spaz.node.velocity,
|
||||
count=5,
|
||||
scale=0.5,
|
||||
spread=0.5,
|
||||
chunk_type='spark')
|
||||
bs.emitfx(position=spaz.node.position,
|
||||
velocity=spaz.node.velocity,
|
||||
count=2,
|
||||
scale=0.8,
|
||||
spread=0.3,
|
||||
chunk_type='spark')
|
||||
if lfx:
|
||||
spaz.node.connectattr('position', lfx, 'position')
|
||||
bs.timer(0.1, sp_fx, repeat=True)
|
||||
|
||||
if self._box_mode:
|
||||
spaz.node.color_texture = bs.gettexture('tnt')
|
||||
spaz.node.color_mask_texture = bs.gettexture('tnt')
|
||||
spaz.node.color = (1, 1, 1)
|
||||
spaz.node.highlight = (1, 1, 1)
|
||||
spaz.node.head_mesh = None
|
||||
spaz.node.torso_mesh = bs.getmesh('tnt')
|
||||
spaz.node.style = 'cyborg'
|
||||
|
||||
if self._boxing_gloves:
|
||||
spaz.equip_boxing_gloves()
|
||||
|
||||
return spaz
|
||||
|
||||
def _update_spawn(self) -> None:
|
||||
if self._players_vs_1 or self._players_vs_2:
|
||||
for player in self.players:
|
||||
if player.playervs1 or player.playervs2:
|
||||
if not player.is_alive():
|
||||
self.spawn_player(player)
|
||||
# player.actor.disconnect_controls_from_player()
|
||||
|
||||
if self._night_mode:
|
||||
if not player.light:
|
||||
player.light = True
|
||||
light = bs.newnode(
|
||||
'light',
|
||||
owner=player.node,
|
||||
attrs={
|
||||
'radius': 0.3,
|
||||
'intensity': 0.6,
|
||||
'height_attenuated': False,
|
||||
'color': player.color
|
||||
})
|
||||
player.node.connectattr(
|
||||
'position', light, 'position')
|
||||
else:
|
||||
player.actor.disconnect_controls_from_player()
|
||||
|
||||
bs.timer(0.0, self._countdown)
|
||||
# bs.timer(0.1, self._clear_all_objects)
|
||||
|
||||
def _countdown(self) -> None:
|
||||
self._first_countdown = False
|
||||
if self._fight_delay == 0:
|
||||
for player in self.players:
|
||||
if player.playervs1 or player.playervs2:
|
||||
if not player.is_alive():
|
||||
return
|
||||
else:
|
||||
player.actor.connect_controls_to_player()
|
||||
else:
|
||||
bs.timer(self._fight_delay, self.count3)
|
||||
|
||||
def start(self) -> None:
|
||||
self._count_text('FIGHT')
|
||||
self._boxing_bell.play()
|
||||
for player in self.players:
|
||||
if player.playervs1 or player.playervs2:
|
||||
if not player.is_alive():
|
||||
return
|
||||
else:
|
||||
player.actor.connect_controls_to_player()
|
||||
|
||||
def count(self) -> None:
|
||||
self._count_text('1')
|
||||
self._count_1.play()
|
||||
bs.timer(self._fight_delay, self.start)
|
||||
|
||||
def count2(self) -> None:
|
||||
self._count_text('2')
|
||||
self._count_2.play()
|
||||
bs.timer(self._fight_delay, self.count)
|
||||
|
||||
def count3(self) -> None:
|
||||
self._count_text('3')
|
||||
self._count_3.play()
|
||||
bs.timer(self._fight_delay, self.count2)
|
||||
|
||||
def _count_text(self, num: str) -> None:
|
||||
self.node = bs.newnode('text',
|
||||
attrs={
|
||||
'v_attach': 'center',
|
||||
'h_attach': 'center',
|
||||
'h_align': 'center',
|
||||
'color': (1, 1, 0.5, 1),
|
||||
'flatness': 0.5,
|
||||
'shadow': 0.5,
|
||||
'position': (0, 18),
|
||||
'text': num
|
||||
})
|
||||
if self._fight_delay == 0.7:
|
||||
bs.animate(self.node, 'scale',
|
||||
{0: 0, 0.1: 3.9, 0.64: 4.3, 0.68: 0})
|
||||
elif self._fight_delay == 0.4:
|
||||
bs.animate(self.node, 'scale',
|
||||
{0: 0, 0.1: 3.9, 0.34: 4.3, 0.38: 0})
|
||||
else:
|
||||
bs.animate(self.node, 'scale',
|
||||
{0: 0, 0.1: 3.9, 0.92: 4.3, 0.96: 0})
|
||||
cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4})
|
||||
cmb.connectattr('output', self.node, 'color')
|
||||
bs.animate(cmb, 'input0', {0: 1.0, 0.15: 1.0}, loop=True)
|
||||
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)
|
||||
956
dist/ba_root/mods/games/supersmash.py
vendored
Normal file
956
dist/ba_root/mods/games/supersmash.py
vendored
Normal file
|
|
@ -0,0 +1,956 @@
|
|||
# To learn more, see https://ballistica.net/wiki/meta-tag-system
|
||||
# ba_meta require api 8
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import random
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
from babase import _math
|
||||
from bascenev1lib.actor.spaz import Spaz
|
||||
from bascenev1lib.actor.spazfactory import SpazFactory
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.game import elimination
|
||||
from bascenev1lib.game.elimination import Icon, Player, Team
|
||||
from bascenev1lib.actor.bomb import Bomb, Blast
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz, PlayerSpazHurtMessage
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Sequence, Optional
|
||||
|
||||
|
||||
class Icon(Icon):
|
||||
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 > 1:
|
||||
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
|
||||
|
||||
|
||||
class PowBox(Bomb):
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0),
|
||||
velocity: Sequence[float] = (0.0, 0.0, 0.0)) -> None:
|
||||
Bomb.__init__(self,
|
||||
position,
|
||||
velocity,
|
||||
bomb_type='tnt',
|
||||
blast_radius=2.5,
|
||||
source_player=None,
|
||||
owner=None)
|
||||
self.set_pow_text()
|
||||
|
||||
def set_pow_text(self) -> None:
|
||||
m = bs.newnode('math',
|
||||
owner=self.node,
|
||||
attrs={'input1': (0, 0.7, 0),
|
||||
'operation': 'add'})
|
||||
self.node.connectattr('position', m, 'input2')
|
||||
|
||||
self._pow_text = bs.newnode('text',
|
||||
owner=self.node,
|
||||
attrs={'text': 'POW!',
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'color': (1, 1, 0.4),
|
||||
'scale': 0.0,
|
||||
'h_align': 'center'})
|
||||
m.connectattr('output', self._pow_text, 'position')
|
||||
bs.animate(self._pow_text, 'scale', {0: 0.0, 1.0: 0.01})
|
||||
|
||||
def pow(self) -> None:
|
||||
self.explode()
|
||||
|
||||
def handlemessage(self, m: Any) -> Any:
|
||||
if isinstance(m, babase.PickedUpMessage):
|
||||
self._heldBy = m.node
|
||||
elif isinstance(m, bs.DroppedMessage):
|
||||
bs.timer(0.6, self.pow)
|
||||
Bomb.handlemessage(self, m)
|
||||
|
||||
|
||||
class SSPlayerSpaz(PlayerSpaz):
|
||||
multiplyer = 1
|
||||
is_dead = False
|
||||
|
||||
def oob_effect(self) -> None:
|
||||
if self.is_dead:
|
||||
return
|
||||
self.is_dead = True
|
||||
if self.multiplyer > 1.25:
|
||||
blast_type = 'tnt'
|
||||
radius = min(self.multiplyer * 5, 20)
|
||||
else:
|
||||
# penalty for killing people with low multiplyer
|
||||
blast_type = 'ice'
|
||||
radius = 7.5
|
||||
Blast(position=self.node.position,
|
||||
blast_radius=radius,
|
||||
blast_type=blast_type).autoretain()
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.HitMessage):
|
||||
if not self.node:
|
||||
return None
|
||||
if self.node.invincible:
|
||||
SpazFactory.get().block_sound.play(1.0, position=self.node.position)
|
||||
return True
|
||||
|
||||
# If we were recently hit, don't count this as another.
|
||||
# (so punch flurries and bomb pileups essentially count as 1 hit)
|
||||
local_time = int(bs.time() * 1000)
|
||||
assert isinstance(local_time, int)
|
||||
if (self._last_hit_time is None
|
||||
or local_time - self._last_hit_time > 1000):
|
||||
self._num_times_hit += 1
|
||||
self._last_hit_time = local_time
|
||||
|
||||
mag = msg.magnitude * self.impact_scale
|
||||
velocity_mag = msg.velocity_magnitude * self.impact_scale
|
||||
damage_scale = 0.22
|
||||
|
||||
# If they've got a shield, deliver it to that instead.
|
||||
if self.shield:
|
||||
if msg.flat_damage:
|
||||
damage = msg.flat_damage * self.impact_scale
|
||||
else:
|
||||
# Hit our spaz with an impulse but tell it to only return
|
||||
# theoretical damage; not apply the impulse.
|
||||
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], mag,
|
||||
velocity_mag, msg.radius, 1, msg.force_direction[0],
|
||||
msg.force_direction[1], msg.force_direction[2])
|
||||
damage = damage_scale * self.node.damage
|
||||
|
||||
assert self.shield_hitpoints is not None
|
||||
self.shield_hitpoints -= int(damage)
|
||||
self.shield.hurt = (
|
||||
1.0 -
|
||||
float(self.shield_hitpoints) / self.shield_hitpoints_max)
|
||||
|
||||
# Its a cleaner event if a hit just kills the shield
|
||||
# without damaging the player.
|
||||
# However, massive damage events should still be able to
|
||||
# damage the player. This hopefully gives us a happy medium.
|
||||
max_spillover = SpazFactory.get().max_shield_spillover_damage
|
||||
if self.shield_hitpoints <= 0:
|
||||
|
||||
# FIXME: Transition out perhaps?
|
||||
self.shield.delete()
|
||||
self.shield = None
|
||||
SpazFactory.get().shield_down_sound.play(1.0, position=self.node.position)
|
||||
|
||||
# Emit some cool looking sparks when the shield dies.
|
||||
npos = self.node.position
|
||||
bs.emitfx(position=(npos[0], npos[1] + 0.9, npos[2]),
|
||||
velocity=self.node.velocity,
|
||||
count=random.randrange(20, 30),
|
||||
scale=1.0,
|
||||
spread=0.6,
|
||||
chunk_type='spark')
|
||||
|
||||
else:
|
||||
SpazFactory.get().shield_hit_sound.play(0.5, position=self.node.position)
|
||||
|
||||
# Emit some cool looking sparks on shield hit.
|
||||
assert msg.force_direction is not None
|
||||
bs.emitfx(position=msg.pos,
|
||||
velocity=(msg.force_direction[0] * 1.0,
|
||||
msg.force_direction[1] * 1.0,
|
||||
msg.force_direction[2] * 1.0),
|
||||
count=min(30, 5 + int(damage * 0.005)),
|
||||
scale=0.5,
|
||||
spread=0.3,
|
||||
chunk_type='spark')
|
||||
|
||||
# If they passed our spillover threshold,
|
||||
# pass damage along to spaz.
|
||||
if self.shield_hitpoints <= -max_spillover:
|
||||
leftover_damage = -max_spillover - self.shield_hitpoints
|
||||
shield_leftover_ratio = leftover_damage / damage
|
||||
|
||||
# Scale down the magnitudes applied to spaz accordingly.
|
||||
mag *= shield_leftover_ratio
|
||||
velocity_mag *= shield_leftover_ratio
|
||||
else:
|
||||
return True # Good job shield!
|
||||
else:
|
||||
shield_leftover_ratio = 1.0
|
||||
|
||||
if msg.flat_damage:
|
||||
damage = int(msg.flat_damage * self.impact_scale *
|
||||
shield_leftover_ratio)
|
||||
else:
|
||||
# Hit it with an impulse and get the resulting damage.
|
||||
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], mag,
|
||||
velocity_mag, msg.radius, 0, msg.force_direction[0],
|
||||
msg.force_direction[1], msg.force_direction[2])
|
||||
|
||||
damage = int(damage_scale * self.node.damage)
|
||||
self.node.handlemessage('hurt_sound')
|
||||
|
||||
# Play punch impact sound based on damage if it was a punch.
|
||||
if msg.hit_type == 'punch':
|
||||
self.on_punched(damage)
|
||||
|
||||
# If damage was significant, lets show it.
|
||||
# if damage > 350:
|
||||
# assert msg.force_direction is not None
|
||||
# babase.show_damage_count('-' + str(int(damage / 10)) + '%',
|
||||
# msg.pos, msg.force_direction)
|
||||
|
||||
# Let's always add in a super-punch sound with boxing
|
||||
# gloves just to differentiate them.
|
||||
if msg.hit_subtype == 'super_punch':
|
||||
SpazFactory.get().punch_sound_stronger.play(1.0, position=self.node.position)
|
||||
if damage > 500:
|
||||
sounds = SpazFactory.get().punch_sound_strong
|
||||
sound = sounds[random.randrange(len(sounds))]
|
||||
else:
|
||||
sound = SpazFactory.get().punch_sound
|
||||
sound.play(1.0, position=self.node.position)
|
||||
|
||||
# Throw up some chunks.
|
||||
assert msg.force_direction is not None
|
||||
bs.emitfx(position=msg.pos,
|
||||
velocity=(msg.force_direction[0] * 0.5,
|
||||
msg.force_direction[1] * 0.5,
|
||||
msg.force_direction[2] * 0.5),
|
||||
count=min(10, 1 + int(damage * 0.0025)),
|
||||
scale=0.3,
|
||||
spread=0.03)
|
||||
|
||||
bs.emitfx(position=msg.pos,
|
||||
chunk_type='sweat',
|
||||
velocity=(msg.force_direction[0] * 1.3,
|
||||
msg.force_direction[1] * 1.3 + 5.0,
|
||||
msg.force_direction[2] * 1.3),
|
||||
count=min(30, 1 + int(damage * 0.04)),
|
||||
scale=0.9,
|
||||
spread=0.28)
|
||||
|
||||
# Momentary flash.
|
||||
hurtiness = damage * 0.003
|
||||
punchpos = (msg.pos[0] + msg.force_direction[0] * 0.02,
|
||||
msg.pos[1] + msg.force_direction[1] * 0.02,
|
||||
msg.pos[2] + msg.force_direction[2] * 0.02)
|
||||
flash_color = (1.0, 0.8, 0.4)
|
||||
light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': punchpos,
|
||||
'radius': 0.12 + hurtiness * 0.12,
|
||||
'intensity': 0.3 * (1.0 + 1.0 * hurtiness),
|
||||
'height_attenuated': False,
|
||||
'color': flash_color
|
||||
})
|
||||
bs.timer(0.06, light.delete)
|
||||
|
||||
flash = bs.newnode('flash',
|
||||
attrs={
|
||||
'position': punchpos,
|
||||
'size': 0.17 + 0.17 * hurtiness,
|
||||
'color': flash_color
|
||||
})
|
||||
bs.timer(0.06, flash.delete)
|
||||
|
||||
if msg.hit_type == 'impact':
|
||||
assert msg.force_direction is not None
|
||||
bs.emitfx(position=msg.pos,
|
||||
velocity=(msg.force_direction[0] * 2.0,
|
||||
msg.force_direction[1] * 2.0,
|
||||
msg.force_direction[2] * 2.0),
|
||||
count=min(10, 1 + int(damage * 0.01)),
|
||||
scale=0.4,
|
||||
spread=0.1)
|
||||
if self.hitpoints > 0:
|
||||
|
||||
# It's kinda crappy to die from impacts, so lets reduce
|
||||
# impact damage by a reasonable amount *if* it'll keep us alive
|
||||
if msg.hit_type == 'impact' and damage > self.hitpoints:
|
||||
# Drop damage to whatever puts us at 10 hit points,
|
||||
# or 200 less than it used to be whichever is greater
|
||||
# (so it *can* still kill us if its high enough)
|
||||
newdamage = max(damage - 200, self.hitpoints - 10)
|
||||
damage = newdamage
|
||||
self.node.handlemessage('flash')
|
||||
|
||||
# If we're holding something, drop it.
|
||||
if damage > 0.0 and self.node.hold_node:
|
||||
self.node.hold_node = None
|
||||
# self.hitpoints -= damage
|
||||
self.multiplyer += min(damage / 2000, 0.15)
|
||||
if damage/2000 > 0.05:
|
||||
self.set_score_text(str(int((self.multiplyer-1)*100))+'%')
|
||||
# self.node.hurt = 1.0 - float(
|
||||
# self.hitpoints) / self.hitpoints_max
|
||||
self.node.hurt = 0.0
|
||||
|
||||
# If we're cursed, *any* damage blows us up.
|
||||
if self._cursed and damage > 0:
|
||||
bs.timer(
|
||||
0.05,
|
||||
bs.WeakCall(self.curse_explode,
|
||||
msg.get_source_player(bs.Player)))
|
||||
|
||||
# If we're frozen, shatter.. otherwise die if we hit zero
|
||||
# if self.frozen and (damage > 200 or self.hitpoints <= 0):
|
||||
# self.shatter()
|
||||
# elif self.hitpoints <= 0:
|
||||
# self.node.handlemessage(
|
||||
# bs.DieMessage(how=babase.DeathType.IMPACT))
|
||||
|
||||
# If we're dead, take a look at the smoothed damage value
|
||||
# (which gives us a smoothed average of recent damage) and shatter
|
||||
# us if its grown high enough.
|
||||
# if self.hitpoints <= 0:
|
||||
# damage_avg = self.node.damage_smoothed * damage_scale
|
||||
# if damage_avg > 1000:
|
||||
# self.shatter()
|
||||
|
||||
source_player = msg.get_source_player(type(self._player))
|
||||
if source_player:
|
||||
self.last_player_attacked_by = source_player
|
||||
self.last_attacked_time = bs.time()
|
||||
self.last_attacked_type = (msg.hit_type, msg.hit_subtype)
|
||||
Spaz.handlemessage(self, bs.HitMessage) # Augment standard behavior.
|
||||
activity = self._activity()
|
||||
if activity is not None and self._player.exists():
|
||||
activity.handlemessage(PlayerSpazHurtMessage(self))
|
||||
|
||||
elif isinstance(msg, bs.DieMessage):
|
||||
self.oob_effect()
|
||||
super().handlemessage(msg)
|
||||
elif isinstance(msg, bs.PowerupMessage):
|
||||
if msg.poweruptype == 'health':
|
||||
if self.multiplyer > 2:
|
||||
self.multiplyer *= 0.5
|
||||
else:
|
||||
self.multiplyer *= 0.75
|
||||
self.multiplyer = max(1, self.multiplyer)
|
||||
self.set_score_text(str(int((self.multiplyer-1)*100))+"%")
|
||||
super().handlemessage(msg)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class SuperSmash(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = 'Super Smash'
|
||||
description = 'Knock everyone off the map.'
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Kills to Win Per Player',
|
||||
min_value=1,
|
||||
default=5,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Boxing Gloves', default=False),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
if issubclass(sessiontype, bs.FreeForAllSession):
|
||||
settings.append(
|
||||
bs.BoolSetting('Allow Negative Scores', default=False))
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
maps = bs.app.classic.getmaps('melee')
|
||||
for m in ['Lake Frigid', 'Hockey Stadium', 'Football Stadium']:
|
||||
# remove maps without bounds
|
||||
maps.remove(m)
|
||||
return maps
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: int | None = None
|
||||
self._dingsound = bs.getsound('dingSmall')
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._kills_to_win_per_player = int(
|
||||
settings['Kills to Win Per Player'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._allow_negative_scores = bool(
|
||||
settings.get('Allow Negative Scores', False))
|
||||
self._boxing_gloves = bool(settings['Boxing Gloves'])
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.SURVIVAL)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Knock everyone off the map.'
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'Knock off the map.'
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = bs.time()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops(enable_tnt=False)
|
||||
self._pow = None
|
||||
self._tnt_drop_timer = bs.timer(1.0 * 0.30,
|
||||
bs.WeakCall(self._drop_pow_box),
|
||||
repeat=True)
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
max(1, max(len(t.players) for t in self.teams)))
|
||||
self._update_scoreboard()
|
||||
|
||||
def _drop_pow_box(self) -> None:
|
||||
if self._pow is not None and self._pow:
|
||||
return
|
||||
if len(self.map.tnt_points) == 0:
|
||||
return
|
||||
pos = random.choice(self.map.tnt_points)
|
||||
pos = (pos[0], pos[1] + 1, pos[2])
|
||||
self._pow = PowBox(position=pos, velocity=(0.0, 1.0, 0.0))
|
||||
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
position = self.map.get_start_position(player.team.id)
|
||||
else:
|
||||
# otherwise do free-for-all spawn locations
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = None
|
||||
|
||||
name = player.getname()
|
||||
light_color = _math.normalized_color(player.color)
|
||||
display_color = babase.safecolor(player.color, target_intensity=0.75)
|
||||
|
||||
spaz = SSPlayerSpaz(color=player.color,
|
||||
highlight=player.highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
# If this is co-op and we're on Courtyard or Runaround, add the
|
||||
# material that allows us to collide with the player-walls.
|
||||
# FIXME: Need to generalize this.
|
||||
if isinstance(self.session, bs.CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
if self._boxing_gloves:
|
||||
spaz.equip_boxing_gloves()
|
||||
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
|
||||
player = msg.getplayer(Player)
|
||||
self.respawn_player(player)
|
||||
|
||||
killer = msg.getkillerplayer(Player)
|
||||
if killer is None:
|
||||
return None
|
||||
|
||||
# Handle team-kills.
|
||||
if killer.team is player.team:
|
||||
|
||||
# In free-for-all, killing yourself loses you a point.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
new_score = player.team.score - 1
|
||||
if not self._allow_negative_scores:
|
||||
new_score = max(0, new_score)
|
||||
player.team.score = new_score
|
||||
|
||||
# In teams-mode it gives a point to the other team.
|
||||
else:
|
||||
self._dingsound.play()
|
||||
for team in self.teams:
|
||||
if team is not killer.team:
|
||||
team.score += 1
|
||||
|
||||
# Killing someone on another team nets a kill.
|
||||
else:
|
||||
killer.team.score += 1
|
||||
self._dingsound.play()
|
||||
|
||||
# In FFA show scores since its hard to find on the scoreboard.
|
||||
if isinstance(killer.actor, SSPlayerSpaz) 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)
|
||||
|
||||
|
||||
class Player2(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.lives = 0
|
||||
self.icons: List[Icon] = []
|
||||
|
||||
|
||||
class Team2(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 SuperSmashElimination(bs.TeamGameActivity[Player2, Team2]):
|
||||
|
||||
name = 'Super Smash Elimination'
|
||||
description = 'Knock everyone off the map.'
|
||||
scoreconfig = bs.ScoreConfig(label='Survived',
|
||||
scoretype=bs.ScoreType.SECONDS,
|
||||
none_is_winner=True)
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: Type[bs.Session]) -> List[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
'Lives (0 = Unlimited)',
|
||||
min_value=0,
|
||||
default=3,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Boxing Gloves', default=False),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return (issubclass(sessiontype, bs.DualTeamSession)
|
||||
or issubclass(sessiontype, bs.FreeForAllSession))
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
maps = bs.app.classic.getmaps('melee')
|
||||
for m in ['Lake Frigid', 'Hockey Stadium', 'Football Stadium']:
|
||||
# remove maps without bounds
|
||||
maps.remove(m)
|
||||
return maps
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
self.lives = int(settings['Lives (0 = Unlimited)'])
|
||||
self.time_limit_only = (self.lives == 0)
|
||||
if self.time_limit_only:
|
||||
settings['Time Limit'] = max(60, settings['Time Limit'])
|
||||
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
|
||||
self._start_time: Optional[float] = 1.0
|
||||
|
||||
self._boxing_gloves = bool(settings['Boxing Gloves'])
|
||||
self._solo_mode = bool(settings.get('Solo Mode', False))
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.SURVIVAL)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Knock everyone off the map.'
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'Knock off the map.'
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self._start_time = bs.time()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops(enable_tnt=False)
|
||||
self._pow = None
|
||||
self._tnt_drop_timer = bs.timer(1.0 * 0.30,
|
||||
bs.WeakCall(self._drop_pow_box),
|
||||
repeat=True)
|
||||
self._update_icons()
|
||||
bs.timer(1.0, self.check_end_game, repeat=True)
|
||||
|
||||
def _drop_pow_box(self) -> None:
|
||||
if self._pow is not None and self._pow:
|
||||
return
|
||||
if len(self.map.tnt_points) == 0:
|
||||
return
|
||||
pos = random.choice(self.map.tnt_points)
|
||||
pos = (pos[0], pos[1] + 1, pos[2])
|
||||
self._pow = PowBox(position=pos, velocity=(0.0, 1.0, 0.0))
|
||||
|
||||
def on_player_join(self, player: Player) -> None:
|
||||
|
||||
if self.has_begun():
|
||||
if (all(teammate.lives == 0 for teammate in player.team.players)
|
||||
and player.team.survival_seconds is None):
|
||||
player.team.survival_seconds = 0
|
||||
bs.broadcastmessage(
|
||||
babase.Lstr(resource='playerDelayedJoinText',
|
||||
subs=[('${PLAYER}', player.getname(full=True))]),
|
||||
color=(0, 1, 0),
|
||||
)
|
||||
return
|
||||
|
||||
player.lives = self.lives
|
||||
# create our icon and spawn
|
||||
player.icons = [Icon(player,
|
||||
position=(0.0, 50),
|
||||
scale=0.8)]
|
||||
if player.lives > 0 or self.time_limit_only:
|
||||
self.spawn_player(player)
|
||||
|
||||
# dont waste time doing this until begin
|
||||
if self.has_begun():
|
||||
self._update_icons()
|
||||
|
||||
def on_player_leave(self, player: Player) -> None:
|
||||
super().on_player_leave(player)
|
||||
player.icons = None
|
||||
|
||||
# update icons in a moment since our team
|
||||
# will be gone from the list then
|
||||
bs.timer(0.0, self._update_icons)
|
||||
bs.timer(0.1, self.check_end_game, repeat=True)
|
||||
|
||||
def _update_icons(self) -> None:
|
||||
# pylint: disable=too-many-branches
|
||||
|
||||
# In free-for-all mode, everyone is just lined up along the bottom.
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
count = len(self.teams)
|
||||
x_offs = 85
|
||||
xval = x_offs * (count - 1) * -0.5
|
||||
for team in self.teams:
|
||||
if len(team.players) > 1:
|
||||
print('WTF have', len(team.players), 'players in ffa team')
|
||||
elif len(team.players) == 1:
|
||||
player = team.players[0]
|
||||
if len(player.icons) != 1:
|
||||
print(
|
||||
'WTF have',
|
||||
len(player.icons),
|
||||
'icons in non-solo elim')
|
||||
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:
|
||||
if len(player.icons) != 1:
|
||||
print(
|
||||
'WTF have',
|
||||
len(player.icons),
|
||||
'icons in non-solo elim')
|
||||
for icon in player.icons:
|
||||
icon.set_position_and_scale((xval, 30), 0.7)
|
||||
icon.update_for_lives()
|
||||
xval += x_offs
|
||||
|
||||
# overriding the default character spawning..
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
if isinstance(self.session, bs.DualTeamSession):
|
||||
position = self.map.get_start_position(player.team.id)
|
||||
else:
|
||||
# otherwise do free-for-all spawn locations
|
||||
position = self.map.get_ffa_start_position(self.players)
|
||||
angle = None
|
||||
|
||||
name = player.getname()
|
||||
light_color = _math.normalized_color(player.color)
|
||||
display_color = babase.safecolor(player.color, target_intensity=0.75)
|
||||
|
||||
spaz = SSPlayerSpaz(color=player.color,
|
||||
highlight=player.highlight,
|
||||
character=player.character,
|
||||
player=player)
|
||||
|
||||
player.actor = spaz
|
||||
assert spaz.node
|
||||
|
||||
# If this is co-op and we're on Courtyard or Runaround, add the
|
||||
# material that allows us to collide with the player-walls.
|
||||
# FIXME: Need to generalize this.
|
||||
if isinstance(self.session, bs.CoopSession) and self.map.getname() in [
|
||||
'Courtyard', 'Tower D'
|
||||
]:
|
||||
mat = self.map.preloaddata['collide_with_wall_material']
|
||||
assert isinstance(spaz.node.materials, tuple)
|
||||
assert isinstance(spaz.node.roller_materials, tuple)
|
||||
spaz.node.materials += (mat, )
|
||||
spaz.node.roller_materials += (mat, )
|
||||
|
||||
spaz.node.name = name
|
||||
spaz.node.name_color = display_color
|
||||
spaz.connect_controls_to_player()
|
||||
|
||||
# Move to the stand position and add a flash of light.
|
||||
spaz.handlemessage(
|
||||
bs.StandMessage(
|
||||
position,
|
||||
angle if angle is not None else random.uniform(0, 360)))
|
||||
self._spawn_sound.play(1, position=spaz.node.position)
|
||||
light = bs.newnode('light', attrs={'color': light_color})
|
||||
spaz.node.connectattr('position', light, 'position')
|
||||
bs.animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
|
||||
bs.timer(0.5, light.delete)
|
||||
|
||||
# If we have any icons, update their state.
|
||||
for icon in player.icons:
|
||||
icon.handle_player_spawned()
|
||||
|
||||
if self._boxing_gloves:
|
||||
spaz.equip_boxing_gloves()
|
||||
|
||||
return spaz
|
||||
|
||||
def _get_total_team_lives(self, team: Team) -> int:
|
||||
return sum(player.lives for player in team.players)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg)
|
||||
player: Player = msg.getplayer(Player)
|
||||
|
||||
player.lives -= 1
|
||||
if player.lives < 0:
|
||||
player.lives = 0
|
||||
|
||||
# if we have any icons, update their state
|
||||
for icon in player.icons:
|
||||
icon.handle_player_died()
|
||||
|
||||
# play big death sound on our last death
|
||||
# or for every one in solo mode
|
||||
if player.lives == 0:
|
||||
SpazFactory.get().single_player_death_sound.play()
|
||||
|
||||
# if we hit zero lives we're dead and the game might be over
|
||||
if player.lives == 0 and not self.time_limit_only:
|
||||
# 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)
|
||||
# we still have lives; yay!
|
||||
else:
|
||||
self.respawn_player(player)
|
||||
|
||||
bs.timer(0.1, self.check_end_game, repeat=True)
|
||||
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
||||
def check_end_game(self) -> None:
|
||||
if len(self._get_living_teams()) < 2:
|
||||
bs.timer(0.5, self.end_game)
|
||||
|
||||
def _get_living_teams(self) -> List[Team]:
|
||||
return [
|
||||
team for team in self.teams
|
||||
if len(team.players) > 0 and any(player.lives > 0
|
||||
for player in team.players)
|
||||
]
|
||||
|
||||
def end_game(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
results = bs.GameResults()
|
||||
self._vs_text = None # Kill our 'vs' if its there.
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.survival_seconds)
|
||||
self.end(results=results)
|
||||
762
dist/ba_root/mods/games/volleyball.py
vendored
Normal file
762
dist/ba_root/mods/games/volleyball.py
vendored
Normal file
|
|
@ -0,0 +1,762 @@
|
|||
# Volley Ball (final)
|
||||
|
||||
# Made by your friend: Freaku
|
||||
|
||||
|
||||
# Join BCS:
|
||||
# https://discord.gg/ucyaesh
|
||||
|
||||
|
||||
# My GitHub:
|
||||
# https://github.com/Freaku17/BombSquad-Mods-byFreaku
|
||||
|
||||
|
||||
# CHANGELOG:
|
||||
"""
|
||||
## 2021
|
||||
- Fixed Puck's mass/size/positions/texture/effects
|
||||
- Fixed Goal positions
|
||||
- Better center wall
|
||||
- Added 1 more map
|
||||
- Added more customisable options
|
||||
- Map lights locators are now looped (thus reducing the size of the file and lengthy work...)
|
||||
- Merged map & minigame in one file
|
||||
- Puck spawns according to scored team
|
||||
- Also puck now spawns in airrr
|
||||
- Server support added :)
|
||||
- Fixed **LOTS** of errors/bugs
|
||||
|
||||
## 2022
|
||||
- Code cleanup
|
||||
- More accurate Goal positions
|
||||
"""
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import random
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.actor.powerupbox import PowerupBoxFactory
|
||||
from bascenev1lib.actor.bomb import BombFactory
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence, Dict, Type, List, Optional, Union
|
||||
|
||||
|
||||
class PuckDiedMessage:
|
||||
"""Inform something that a puck has died."""
|
||||
|
||||
def __init__(self, puck: Puck):
|
||||
self.puck = puck
|
||||
|
||||
|
||||
class Puck(bs.Actor):
|
||||
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
|
||||
# Spawn just above the provided point.
|
||||
self._spawn_pos = (position[0], position[1] + 1.05, position[2])
|
||||
self.last_players_to_touch: Dict[int, Player] = {}
|
||||
self.scored = False
|
||||
assert activity is not None
|
||||
assert isinstance(activity, VolleyBallGame)
|
||||
pmats = [shared.object_material, activity.puck_material]
|
||||
self.node = bs.newnode('prop',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': activity.puck_mesh,
|
||||
'color_texture': activity.puck_tex,
|
||||
'body': 'sphere',
|
||||
'reflection': 'soft',
|
||||
'reflection_scale': [0.2],
|
||||
'shadow_size': 0.6,
|
||||
'mesh_scale': 0.4,
|
||||
'body_scale': 1.07,
|
||||
'is_area_of_interest': True,
|
||||
'position': self._spawn_pos,
|
||||
'materials': pmats
|
||||
})
|
||||
|
||||
# Since it rolls on spawn, lets make gravity
|
||||
# to 0, and when another node (bomb/spaz)
|
||||
# touches it. It'll act back as our normie puck!
|
||||
bs.animate(self.node, 'gravity_scale', {0: -0.1, 0.2: 1}, False)
|
||||
# When other node touches, it realises its new gravity_scale
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
assert self.node
|
||||
self.node.delete()
|
||||
activity = self._activity()
|
||||
if activity and not msg.immediate:
|
||||
activity.handlemessage(PuckDiedMessage(self))
|
||||
|
||||
# If we go out of bounds, move back to where we started.
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
assert self.node
|
||||
self.node.position = self._spawn_pos
|
||||
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
assert self.node
|
||||
assert msg.force_direction is not None
|
||||
self.node.handlemessage(
|
||||
'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
|
||||
msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
|
||||
1.0 * msg.velocity_magnitude, msg.radius, 0,
|
||||
msg.force_direction[0], msg.force_direction[1],
|
||||
msg.force_direction[2])
|
||||
|
||||
# If this hit came from a player, log them as the last to touch us.
|
||||
s_player = msg.get_source_player(Player)
|
||||
if s_player is not None:
|
||||
activity = self._activity()
|
||||
if activity:
|
||||
if s_player in activity.players:
|
||||
self.last_players_to_touch[s_player.team.id] = s_player
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class VolleyBallGame(bs.TeamGameActivity[Player, Team]):
|
||||
name = 'Volley Ball'
|
||||
description = 'Score some goals.\nby \ue048Freaku'
|
||||
available_settings = [
|
||||
bs.IntSetting(
|
||||
'Score to Win',
|
||||
min_value=1,
|
||||
default=1,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting('Epic Mode', True),
|
||||
bs.BoolSetting('Night Mode', False),
|
||||
bs.BoolSetting('Icy Floor', True),
|
||||
bs.BoolSetting('Disable Punch', False),
|
||||
bs.BoolSetting('Disable Bombs', False),
|
||||
bs.BoolSetting('Enable Bottom Credits', True),
|
||||
]
|
||||
default_music = bs.MusicType.HOCKEY
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[bs.Session]) -> List[str]:
|
||||
return ['Open Field', 'Closed Arena']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._cheer_sound = bs.getsound('cheer')
|
||||
self._chant_sound = bs.getsound('crowdChant')
|
||||
self._foghorn_sound = bs.getsound('foghorn')
|
||||
self._swipsound = bs.getsound('swip')
|
||||
self._whistle_sound = bs.getsound('refWhistle')
|
||||
self.puck_mesh = bs.getmesh('shield')
|
||||
self.puck_tex = bs.gettexture('gameCircleIcon')
|
||||
self._puck_sound = bs.getsound('metalHit')
|
||||
self.puck_material = bs.Material()
|
||||
self.puck_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', True))
|
||||
self.puck_material.add_actions(
|
||||
conditions=(
|
||||
('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.footing_material),
|
||||
actions=('impact_sound',
|
||||
self._puck_sound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the puck
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect',
|
||||
self._handle_puck_player_collide), ))
|
||||
|
||||
# We want the puck to kill powerups; not get stopped by them
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
PowerupBoxFactory.get().powerup_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'their_node', 'at_connect', bs.DieMessage())))
|
||||
self._score_region_material = bs.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_score)))
|
||||
|
||||
self._wall_material = bs.Material()
|
||||
self._fake_wall_material = bs.Material()
|
||||
self._wall_material.add_actions(
|
||||
|
||||
actions=(
|
||||
('modify_part_collision', 'friction', 100000),
|
||||
))
|
||||
self._wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.pickup_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
))
|
||||
|
||||
self._wall_material.add_actions(
|
||||
conditions=(('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material)),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
))
|
||||
self._wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.footing_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'friction', 9999.5),
|
||||
))
|
||||
self._wall_material.add_actions(
|
||||
conditions=('they_have_material', BombFactory.get().blast_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
('modify_part_collision', 'physical', False)
|
||||
|
||||
))
|
||||
self._fake_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self.blocks = []
|
||||
|
||||
self._net_wall_material = bs.Material()
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.object_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
))
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
))
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('we_are_older_than', 1),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
))
|
||||
self.net_blocc = []
|
||||
|
||||
self._puck_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[List[bs.NodeActor]] = None
|
||||
self._puck: Optional[Puck] = None
|
||||
self._score_to_win = int(settings['Score to Win'])
|
||||
self._punchie_ = bool(settings['Disable Punch'])
|
||||
self._night_mode = bool(settings['Night Mode'])
|
||||
self._bombies_ = bool(settings['Disable Bombs'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._icy_flooor = bool(settings['Icy Floor'])
|
||||
self.credit_text = bool(settings['Enable Bottom Credits'])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (bs.MusicType.EPIC if self._epic_mode else
|
||||
bs.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'Score a goal.'
|
||||
return 'Score ${ARG1} goals.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'score a goal'
|
||||
return 'score ${ARG1} goals', self._score_to_win
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
if self._night_mode:
|
||||
bs.getactivity().globalsnode.tint = (0.5, 0.7, 1)
|
||||
self._puck_spawn_pos = self.map.get_flag_position(None)
|
||||
self._spawn_puck()
|
||||
|
||||
# Set up the two score regions.
|
||||
self._score_regions = []
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': (5.7, 0, -0.065),
|
||||
'scale': (10.7, 0.001, 8),
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._score_regions.append(
|
||||
bs.NodeActor(
|
||||
bs.newnode('region',
|
||||
attrs={
|
||||
'position': (-5.7, 0, -0.065),
|
||||
'scale': (10.7, 0.001, 8),
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._update_scoreboard()
|
||||
self._chant_sound.play()
|
||||
if self.credit_text:
|
||||
t = bs.newnode('text',
|
||||
attrs={'text': "Created by Freaku\nVolleyBall", # Disable 'Enable Bottom Credits' when making playlist, No need to edit this lovely...
|
||||
'scale': 0.7,
|
||||
'position': (0, 0),
|
||||
'shadow': 0.5,
|
||||
'flatness': 1.2,
|
||||
'color': (1, 1, 1),
|
||||
'h_align': 'center',
|
||||
'v_attach': 'bottom'})
|
||||
shared = SharedObjects.get()
|
||||
self.blocks.append(bs.NodeActor(bs.newnode('region', attrs={'position': (0, 2.4, 0), 'scale': (
|
||||
0.8, 6, 20), 'type': 'box', 'materials': (self._fake_wall_material, )})))
|
||||
|
||||
self.net_blocc.append(bs.NodeActor(bs.newnode('region', attrs={'position': (0, 0, 0), 'scale': (
|
||||
0.6, 2.4, 20), 'type': 'box', 'materials': (self._net_wall_material, )})))
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def _handle_puck_player_collide(self) -> None:
|
||||
collision = bs.getcollision()
|
||||
try:
|
||||
puck = collision.sourcenode.getdelegate(Puck, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
puck.last_players_to_touch[player.team.id] = player
|
||||
|
||||
def _kill_puck(self) -> None:
|
||||
self._puck = None
|
||||
|
||||
def _handle_score(self) -> None:
|
||||
assert self._puck is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
# Our puck might stick around for a second or two
|
||||
# we don't want it to be able to score again.
|
||||
if self._puck.scored:
|
||||
return
|
||||
|
||||
region = bs.getcollision().sourcenode
|
||||
index = 0
|
||||
for index in range(len(self._score_regions)):
|
||||
if region == self._score_regions[index].node:
|
||||
break
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
# Change puck Spawn
|
||||
if team.id == 0: # left side scored
|
||||
self._puck_spawn_pos = (5, 0.42, 0)
|
||||
elif team.id == 1: # right side scored
|
||||
self._puck_spawn_pos = (-5, 0.42, 0)
|
||||
else: # normally shouldn't occur
|
||||
self._puck_spawn_pos = (0, 0.42, 0)
|
||||
# Easy pizzy
|
||||
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(bs.CelebrateMessage(2.0))
|
||||
|
||||
# If we've got the player from the scoring team that last
|
||||
# touched us, give them points.
|
||||
if (scoring_team.id in self._puck.last_players_to_touch
|
||||
and self._puck.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._puck.last_players_to_touch[scoring_team.id],
|
||||
100,
|
||||
big_message=True)
|
||||
|
||||
# End game if we won.
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
self._foghorn_sound.play()
|
||||
self._cheer_sound.play()
|
||||
|
||||
self._puck.scored = True
|
||||
|
||||
# Kill the puck (it'll respawn itself shortly).
|
||||
bs.emitfx(position=bs.getcollision().position, count=int(
|
||||
6.0 + 7.0 * 12), scale=3, spread=0.5, chunk_type='spark')
|
||||
bs.timer(0.7, self._kill_puck)
|
||||
|
||||
bs.cameraflash(duration=7.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
activity = bs.getactivity()
|
||||
if self._icy_flooor:
|
||||
activity.map.is_hockey = True
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
|
||||
# overriding the default character spawning..
|
||||
def spawn_player(self, player: Player) -> bs.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
|
||||
if self._bombies_:
|
||||
# We want the button to work, just no bombs...
|
||||
spaz.bomb_count = 0
|
||||
# Imagine not being able to swipe those colorful buttons ;(
|
||||
|
||||
if self._punchie_:
|
||||
spaz.connect_controls_to_player(enable_punch=False)
|
||||
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
# Respawn dead players if they're still in the game.
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
# Augment standard behavior...
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
|
||||
# Respawn dead pucks.
|
||||
elif isinstance(msg, PuckDiedMessage):
|
||||
if not self.has_ended():
|
||||
bs.timer(2.2, self._spawn_puck)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _flash_puck_spawn(self) -> None:
|
||||
# Effect >>>>>> Flashly
|
||||
bs.emitfx(position=self._puck_spawn_pos, count=int(
|
||||
6.0 + 7.0 * 12), scale=1.7, spread=0.4, chunk_type='spark')
|
||||
|
||||
def _spawn_puck(self) -> None:
|
||||
self._swipsound.play()
|
||||
self._whistle_sound.play()
|
||||
self._flash_puck_spawn()
|
||||
assert self._puck_spawn_pos is not None
|
||||
self._puck = Puck(position=self._puck_spawn_pos)
|
||||
|
||||
|
||||
class Pointzz:
|
||||
points, boxes = {}, {}
|
||||
points['spawn1'] = (-8.03866, 0.02275, 0.0) + (0.5, 0.05, 4.0)
|
||||
points['spawn2'] = (8.82311, 0.01092, 0.0) + (0.5, 0.05, 4.0)
|
||||
boxes['area_of_interest_bounds'] = (0.0, 1.18575, 0.43262) + \
|
||||
(0, 0, 0) + (29.81803, 11.57249, 18.89134)
|
||||
boxes['map_bounds'] = (0.0, 1.185751251, 0.4326226188) + (0.0, 0.0, 0.0) + (
|
||||
42.09506485, 22.81173179, 29.76723155)
|
||||
|
||||
|
||||
class PointzzforH:
|
||||
points, boxes = {}, {}
|
||||
boxes['area_of_interest_bounds'] = (0.0, 0.7956858119, 0.0) + \
|
||||
(0.0, 0.0, 0.0) + (30.80223883, 0.5961646365, 13.88431707)
|
||||
boxes['map_bounds'] = (0.0, 0.7956858119, -0.4689020853) + (0.0, 0.0, 0.0) + (
|
||||
35.16182389, 12.18696164, 21.52869693)
|
||||
points['spawn1'] = (-6.835352227, 0.02305323209, 0.0) + (1.0, 1.0, 3.0)
|
||||
points['spawn2'] = (6.857415055, 0.03938567998, 0.0) + (1.0, 1.0, 3.0)
|
||||
|
||||
|
||||
class VolleyBallMap(bs.Map):
|
||||
defs = Pointzz()
|
||||
name = "Open Field"
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> List[str]:
|
||||
return []
|
||||
|
||||
@classmethod
|
||||
def get_preview_texture_name(cls) -> str:
|
||||
return 'footballStadiumPreview'
|
||||
|
||||
@classmethod
|
||||
def on_preload(cls) -> Any:
|
||||
data: Dict[str, Any] = {
|
||||
'mesh': bs.getmesh('footballStadium'),
|
||||
'vr_fill_mesh': bs.getmesh('footballStadiumVRFill'),
|
||||
'collision_mesh': bs.getcollisionmesh('footballStadiumCollide'),
|
||||
'tex': bs.gettexture('footballStadium')
|
||||
}
|
||||
return data
|
||||
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
x = -5
|
||||
while x < 5:
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, 0, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, .25, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, .5, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, .75, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, 1, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
x = x + 0.5
|
||||
|
||||
y = -1
|
||||
while y > -11:
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (y, 0.01, 4),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (y, 0.01, -4),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-y, 0.01, 4),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-y, 0.01, -4),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
y -= 1
|
||||
|
||||
z = 0
|
||||
while z < 5:
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (11, 0.01, z),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (11, 0.01, -z),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-11, 0.01, z),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-11, 0.01, -z),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
z += 1
|
||||
|
||||
self.node = bs.newnode(
|
||||
'terrain',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh': self.preloaddata['mesh'],
|
||||
'collision_mesh': self.preloaddata['collision_mesh'],
|
||||
'color_texture': self.preloaddata['tex'],
|
||||
'materials': [shared.footing_material]
|
||||
})
|
||||
bs.newnode('terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['vr_fill_mesh'],
|
||||
'lighting': False,
|
||||
'vr_only': True,
|
||||
'background': True,
|
||||
'color_texture': self.preloaddata['tex']
|
||||
})
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.tint = (1.3, 1.2, 1.0)
|
||||
gnode.ambient_color = (1.3, 1.2, 1.0)
|
||||
gnode.vignette_outer = (0.57, 0.57, 0.57)
|
||||
gnode.vignette_inner = (0.9, 0.9, 0.9)
|
||||
gnode.vr_camera_offset = (0, -0.8, -1.1)
|
||||
gnode.vr_near_clip = 0.5
|
||||
|
||||
|
||||
class VolleyBallMapH(bs.Map):
|
||||
defs = PointzzforH()
|
||||
name = 'Closed Arena'
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> List[str]:
|
||||
return []
|
||||
|
||||
@classmethod
|
||||
def get_preview_texture_name(cls) -> str:
|
||||
return 'hockeyStadiumPreview'
|
||||
|
||||
@classmethod
|
||||
def on_preload(cls) -> Any:
|
||||
data: Dict[str, Any] = {
|
||||
'meshs': (bs.getmesh('hockeyStadiumOuter'),
|
||||
bs.getmesh('hockeyStadiumInner')),
|
||||
'vr_fill_mesh': bs.getmesh('footballStadiumVRFill'),
|
||||
'collision_mesh': bs.getcollisionmesh('hockeyStadiumCollide'),
|
||||
'tex': bs.gettexture('hockeyStadium'),
|
||||
}
|
||||
mat = bs.Material()
|
||||
mat.add_actions(actions=('modify_part_collision', 'friction', 0.01))
|
||||
data['ice_material'] = mat
|
||||
return data
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
x = -5
|
||||
while x < 5:
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, 0, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, .25, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, .5, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, .75, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (0, 1, x),
|
||||
'color': (1, 1, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
x = x + 0.5
|
||||
|
||||
y = -1
|
||||
while y > -11:
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (y, 0.01, 4),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (y, 0.01, -4),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-y, 0.01, 4),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-y, 0.01, -4),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
y -= 1
|
||||
|
||||
z = 0
|
||||
while z < 5:
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (11, 0.01, z),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (11, 0.01, -z),
|
||||
'color': (1, 0, 0), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-11, 0.01, z),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
self.zone = bs.newnode('locator', attrs={'shape': 'circle', 'position': (-11, 0.01, -z),
|
||||
'color': (0, 0, 1), 'opacity': 1, 'draw_beauty': True, 'additive': False, 'size': [0.40]})
|
||||
z += 1
|
||||
|
||||
self.node = bs.newnode('terrain',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'mesh':
|
||||
None,
|
||||
'collision_mesh':
|
||||
# we dont want Goalposts...
|
||||
bs.getcollisionmesh('footballStadiumCollide'),
|
||||
'color_texture':
|
||||
self.preloaddata['tex'],
|
||||
'materials': [
|
||||
shared.footing_material]
|
||||
})
|
||||
bs.newnode('terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['vr_fill_mesh'],
|
||||
'vr_only': True,
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
})
|
||||
mats = [shared.footing_material]
|
||||
self.floor = bs.newnode('terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['meshs'][1],
|
||||
'color_texture': self.preloaddata['tex'],
|
||||
'opacity': 0.92,
|
||||
'opacity_in_low_or_medium_quality': 1.0,
|
||||
'materials': mats,
|
||||
'color': (0.4, 0.9, 0)
|
||||
})
|
||||
|
||||
self.background = bs.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'mesh': bs.getmesh('natureBackground'),
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color': (0.5, 0.30, 0.4)
|
||||
})
|
||||
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.floor_reflection = True
|
||||
gnode.debris_friction = 0.3
|
||||
gnode.debris_kill_height = -0.3
|
||||
gnode.tint = (1.2, 1.3, 1.33)
|
||||
gnode.ambient_color = (1.15, 1.25, 1.6)
|
||||
gnode.vignette_outer = (0.66, 0.67, 0.73)
|
||||
gnode.vignette_inner = (0.93, 0.93, 0.95)
|
||||
gnode.vr_camera_offset = (0, -0.8, -1.1)
|
||||
gnode.vr_near_clip = 0.5
|
||||
# self.is_hockey = True
|
||||
|
||||
|
||||
bs._map.register_map(VolleyBallMap)
|
||||
bs._map.register_map(VolleyBallMapH)
|
||||
|
||||
|
||||
# ba_meta export plugin
|
||||
class byFreaku(babase.Plugin):
|
||||
def __init__(self):
|
||||
# Reason of plugin:
|
||||
# To register maps.
|
||||
#
|
||||
# Then why not include function here?
|
||||
# On server upon first launch, plugins are not activated,
|
||||
# (same can be case for user if disabled auto-enable plugins)
|
||||
pass
|
||||
33
dist/ba_root/mods/games/yeeting_party.py
vendored
Normal file
33
dist/ba_root/mods/games/yeeting_party.py
vendored
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
# Made by your friend: Freaku
|
||||
|
||||
|
||||
import babase
|
||||
import bascenev1 as bs
|
||||
from bascenev1lib.game.deathmatch import Player, DeathMatchGame
|
||||
|
||||
|
||||
# ba_meta require api 8
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class YeetingGame(DeathMatchGame):
|
||||
"""A game of yeeting people out of map"""
|
||||
|
||||
name = 'Yeeting Party!'
|
||||
description = 'Yeet your enemies out of the map'
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype):
|
||||
return ['Bridgit', 'Rampage', 'Monkey Face']
|
||||
|
||||
def get_instance_description(self):
|
||||
return 'Yeet ${ARG1} enemies out of the map!', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self):
|
||||
return 'yeet ${ARG1} enemies', self._score_to_win
|
||||
|
||||
def setup_standard_powerup_drops(self, enable_tnt: bool = True) -> None:
|
||||
pass
|
||||
|
||||
def spawn_player(self, player: Player):
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
spaz.connect_controls_to_player(enable_punch=False, enable_bomb=False)
|
||||
return spaz
|
||||
360
dist/ba_root/mods/plugins/character_chooser.py
vendored
Normal file
360
dist/ba_root/mods/plugins/character_chooser.py
vendored
Normal file
|
|
@ -0,0 +1,360 @@
|
|||
# ba_meta require api 8
|
||||
|
||||
'''
|
||||
Character Chooser by Mr.Smoothy
|
||||
|
||||
This plugin will let you choose your character from lobby.
|
||||
|
||||
Install this plugin on your Phone/PC or on Server
|
||||
|
||||
If installed on server :- this will also let players choose server specific custom characters . so no more sharing of character file with all players,
|
||||
just install this plugin on server ...and players can pick character from lobby .
|
||||
|
||||
Use:-
|
||||
> select your profile (focus on color and name)
|
||||
> press ready (punch)
|
||||
> now use UP/DOWN buttons to scroll character list
|
||||
> Press ready again (punch) to join the game
|
||||
> or press Bomb button to go back to profile choosing menu
|
||||
> END
|
||||
|
||||
Watch : https://www.youtube.com/watch?v=hNmv2l-NahE
|
||||
Join : https://discord.gg/ucyaesh
|
||||
Contact : discord mr.smoothy#5824
|
||||
|
||||
|
||||
Share this plugin with your server owner /admins to use it online
|
||||
|
||||
:)
|
||||
|
||||
'''
|
||||
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import _babase
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
|
||||
|
||||
from babase._error import print_exception, print_error, NotFoundError
|
||||
|
||||
from babase._language import Lstr
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
|
||||
import weakref
|
||||
import os
|
||||
import json
|
||||
from bascenev1._lobby import ChangeMessage, PlayerReadyMessage
|
||||
from bascenev1 import _lobby
|
||||
from bascenev1lib.actor.spazappearance import *
|
||||
|
||||
|
||||
def __init__(self, vpos: float, sessionplayer: bs.SessionPlayer,
|
||||
lobby: 'Lobby') -> None:
|
||||
self._deek_sound = bs.getsound('deek')
|
||||
self._click_sound = bs.getsound('click01')
|
||||
self._punchsound = bs.getsound('punch01')
|
||||
self._swish_sound = bs.getsound('punchSwish')
|
||||
self._errorsound = bs.getsound('error')
|
||||
self._mask_texture = bs.gettexture('characterIconMask')
|
||||
self._vpos = vpos
|
||||
self._lobby = weakref.ref(lobby)
|
||||
self._sessionplayer = sessionplayer
|
||||
self._inited = False
|
||||
self._dead = False
|
||||
self._text_node: Optional[bs.Node] = None
|
||||
self._profilename = ''
|
||||
self._profilenames: List[str] = []
|
||||
self._ready: bool = False
|
||||
self._character_names: List[str] = []
|
||||
self._last_change: Sequence[Union[float, int]] = (0, 0)
|
||||
self._profiles: Dict[str, Dict[str, Any]] = {}
|
||||
|
||||
app = babase.app
|
||||
|
||||
self.bakwas_chars = ["Lee", "Todd McBurton", "Zola", "Butch", "Witch", "warrior",
|
||||
"Middle-Man", "Alien", "OldLady", "Gladiator", "Wrestler", "Gretel", "Robot"]
|
||||
|
||||
# Load available player profiles either from the local config or
|
||||
# from the remote device.
|
||||
self.reload_profiles()
|
||||
for name in bs.app.classic.spaz_appearances:
|
||||
if name not in self._character_names and name not in self.bakwas_chars:
|
||||
self._character_names.append(name)
|
||||
# Note: this is just our local index out of available teams; *not*
|
||||
# the team-id!
|
||||
self._selected_team_index: int = self.lobby.next_add_team
|
||||
|
||||
# Store a persistent random character index and colors; we'll use this
|
||||
# for the '_random' profile. Let's use their input_device id to seed
|
||||
# it. This will give a persistent character for them between games
|
||||
# and will distribute characters nicely if everyone is random.
|
||||
self._random_color, self._random_highlight = (
|
||||
bs.get_player_profile_colors(None))
|
||||
|
||||
# To calc our random character we pick a random one out of our
|
||||
# unlocked list and then locate that character's index in the full
|
||||
# list.
|
||||
char_index_offset = app.classic.lobby_random_char_index_offset
|
||||
self._random_character_index = (
|
||||
(sessionplayer.inputdevice.id + char_index_offset) %
|
||||
len(self._character_names))
|
||||
|
||||
# Attempt to set an initial profile based on what was used previously
|
||||
# for this input-device, etc.
|
||||
self._profileindex = self._select_initial_profile()
|
||||
self._profilename = self._profilenames[self._profileindex]
|
||||
|
||||
self._text_node = bs.newnode('text',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'position': (-100, self._vpos),
|
||||
'maxwidth': 190,
|
||||
'shadow': 0.5,
|
||||
'vr_depth': -20,
|
||||
'h_align': 'left',
|
||||
'v_align': 'center',
|
||||
'v_attach': 'top'
|
||||
})
|
||||
bs.animate(self._text_node, 'scale', {0: 0, 0.1: 1.0})
|
||||
self.icon = bs.newnode('image',
|
||||
owner=self._text_node,
|
||||
attrs={
|
||||
'position': (-130, self._vpos + 20),
|
||||
'mask_texture': self._mask_texture,
|
||||
'vr_depth': -10,
|
||||
'attach': 'topCenter'
|
||||
})
|
||||
|
||||
bs.animate_array(self.icon, 'scale', 2, {0: (0, 0), 0.1: (45, 45)})
|
||||
|
||||
# Set our initial name to '<choosing player>' in case anyone asks.
|
||||
self._sessionplayer.setname(
|
||||
Lstr(resource='choosingPlayerText').evaluate(), real=False)
|
||||
|
||||
# Init these to our rando but they should get switched to the
|
||||
# selected profile (if any) right after.
|
||||
self._character_index = self._random_character_index
|
||||
self._color = self._random_color
|
||||
self._highlight = self._random_highlight
|
||||
self.characterchooser = False
|
||||
self.update_from_profile()
|
||||
self.update_position()
|
||||
self._inited = True
|
||||
|
||||
self._set_ready(False)
|
||||
|
||||
|
||||
def _set_ready(self, ready: bool) -> None:
|
||||
|
||||
# pylint: disable=cyclic-import
|
||||
from bauiv1lib.profile import browser as pbrowser
|
||||
from babase._general import Call
|
||||
profilename = self._profilenames[self._profileindex]
|
||||
|
||||
# Handle '_edit' as a special case.
|
||||
if profilename == '_edit' and ready:
|
||||
with _babase.Context('ui'):
|
||||
pbrowser.ProfileBrowserWindow(in_main_menu=False)
|
||||
|
||||
# Give their input-device UI ownership too
|
||||
# (prevent someone else from snatching it in crowded games)
|
||||
_babase.set_ui_input_device(self._sessionplayer.inputdevice)
|
||||
return
|
||||
|
||||
if ready == False:
|
||||
self._sessionplayer.assigninput(
|
||||
babase.InputType.LEFT_PRESS,
|
||||
Call(self.handlemessage, ChangeMessage('team', -1)))
|
||||
self._sessionplayer.assigninput(
|
||||
babase.InputType.RIGHT_PRESS,
|
||||
Call(self.handlemessage, ChangeMessage('team', 1)))
|
||||
self._sessionplayer.assigninput(
|
||||
babase.InputType.BOMB_PRESS,
|
||||
Call(self.handlemessage, ChangeMessage('character', 1)))
|
||||
self._sessionplayer.assigninput(
|
||||
babase.InputType.UP_PRESS,
|
||||
Call(self.handlemessage, ChangeMessage('profileindex', -1)))
|
||||
self._sessionplayer.assigninput(
|
||||
babase.InputType.DOWN_PRESS,
|
||||
Call(self.handlemessage, ChangeMessage('profileindex', 1)))
|
||||
self._sessionplayer.assigninput(
|
||||
(babase.InputType.JUMP_PRESS, babase.InputType.PICK_UP_PRESS,
|
||||
babase.InputType.PUNCH_PRESS),
|
||||
Call(self.handlemessage, ChangeMessage('ready', 1)))
|
||||
self._ready = False
|
||||
self._update_text()
|
||||
self._sessionplayer.setname('untitled', real=False)
|
||||
elif ready == True:
|
||||
self.characterchooser = True
|
||||
self._sessionplayer.assigninput(
|
||||
(babase.InputType.LEFT_PRESS, babase.InputType.RIGHT_PRESS,
|
||||
babase.InputType.UP_PRESS, babase.InputType.DOWN_PRESS,
|
||||
babase.InputType.JUMP_PRESS, babase.InputType.BOMB_PRESS,
|
||||
babase.InputType.PICK_UP_PRESS), self._do_nothing)
|
||||
self._sessionplayer.assigninput(
|
||||
(babase.InputType.UP_PRESS), Call(self.handlemessage, ChangeMessage('characterchooser', -1)))
|
||||
self._sessionplayer.assigninput(
|
||||
(babase.InputType.DOWN_PRESS), Call(self.handlemessage, ChangeMessage('characterchooser', 1)))
|
||||
self._sessionplayer.assigninput(
|
||||
(babase.InputType.BOMB_PRESS), Call(self.handlemessage, ChangeMessage('ready', 0)))
|
||||
|
||||
self._sessionplayer.assigninput(
|
||||
(babase.InputType.JUMP_PRESS, babase.InputType.PICK_UP_PRESS, babase.InputType.PUNCH_PRESS),
|
||||
Call(self.handlemessage, ChangeMessage('ready', 2)))
|
||||
|
||||
# Store the last profile picked by this input for reuse.
|
||||
input_device = self._sessionplayer.inputdevice
|
||||
name = input_device.name
|
||||
unique_id = input_device.unique_identifier
|
||||
device_profiles = _babase.app.config.setdefault(
|
||||
'Default Player Profiles', {})
|
||||
|
||||
# Make an exception if we have no custom profiles and are set
|
||||
# to random; in that case we'll want to start picking up custom
|
||||
# profiles if/when one is made so keep our setting cleared.
|
||||
special = ('_random', '_edit', '__account__')
|
||||
have_custom_profiles = any(p not in special
|
||||
for p in self._profiles)
|
||||
|
||||
profilekey = name + ' ' + unique_id
|
||||
if profilename == '_random' and not have_custom_profiles:
|
||||
if profilekey in device_profiles:
|
||||
del device_profiles[profilekey]
|
||||
else:
|
||||
device_profiles[profilekey] = profilename
|
||||
_babase.app.config.commit()
|
||||
|
||||
# Set this player's short and full name.
|
||||
self._sessionplayer.setname(self._getname(),
|
||||
self._getname(full=True),
|
||||
real=True)
|
||||
self._ready = True
|
||||
self._update_text()
|
||||
else:
|
||||
|
||||
# Inform the session that this player is ready.
|
||||
bs.getsession().handlemessage(PlayerReadyMessage(self))
|
||||
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
"""Standard generic message handler."""
|
||||
|
||||
if isinstance(msg, ChangeMessage):
|
||||
self._handle_repeat_message_attack()
|
||||
|
||||
# If we've been removed from the lobby, ignore this stuff.
|
||||
if self._dead:
|
||||
print_error('chooser got ChangeMessage after dying')
|
||||
return
|
||||
|
||||
if not self._text_node:
|
||||
print_error('got ChangeMessage after nodes died')
|
||||
return
|
||||
if msg.what == 'characterchooser':
|
||||
self._click_sound.play()
|
||||
# update our index in our local list of characters
|
||||
self._character_index = ((self._character_index + msg.value) %
|
||||
len(self._character_names))
|
||||
self._update_text()
|
||||
self._update_icon()
|
||||
|
||||
if msg.what == 'team':
|
||||
sessionteams = self.lobby.sessionteams
|
||||
if len(sessionteams) > 1:
|
||||
self._swish_sound.play()
|
||||
self._selected_team_index = (
|
||||
(self._selected_team_index + msg.value) %
|
||||
len(sessionteams))
|
||||
self._update_text()
|
||||
self.update_position()
|
||||
self._update_icon()
|
||||
|
||||
elif msg.what == 'profileindex':
|
||||
if len(self._profilenames) == 1:
|
||||
|
||||
# This should be pretty hard to hit now with
|
||||
# automatic local accounts.
|
||||
bui.getsound('error').play()
|
||||
else:
|
||||
|
||||
# Pick the next player profile and assign our name
|
||||
# and character based on that.
|
||||
self._deek_sound.play()
|
||||
self._profileindex = ((self._profileindex + msg.value) %
|
||||
len(self._profilenames))
|
||||
self.update_from_profile()
|
||||
|
||||
elif msg.what == 'character':
|
||||
self._click_sound.play()
|
||||
self.characterchooser = True
|
||||
# update our index in our local list of characters
|
||||
self._character_index = ((self._character_index + msg.value) %
|
||||
len(self._character_names))
|
||||
self._update_text()
|
||||
self._update_icon()
|
||||
|
||||
elif msg.what == 'ready':
|
||||
self._handle_ready_msg(msg.value)
|
||||
|
||||
|
||||
def _update_text(self) -> None:
|
||||
assert self._text_node is not None
|
||||
if self._ready:
|
||||
|
||||
# Once we're ready, we've saved the name, so lets ask the system
|
||||
# for it so we get appended numbers and stuff.
|
||||
text = Lstr(value=self._sessionplayer.getname(full=True))
|
||||
if self.characterchooser:
|
||||
text = Lstr(value='${A}\n${B}',
|
||||
subs=[('${A}', text),
|
||||
('${B}', Lstr(value=""+self._character_names[self._character_index]))])
|
||||
self._text_node.scale = 0.8
|
||||
else:
|
||||
text = Lstr(value='${A} (${B})',
|
||||
subs=[('${A}', text),
|
||||
('${B}', Lstr(resource='readyText'))])
|
||||
else:
|
||||
text = Lstr(value=self._getname(full=True))
|
||||
self._text_node.scale = 1.0
|
||||
|
||||
can_switch_teams = len(self.lobby.sessionteams) > 1
|
||||
|
||||
# Flash as we're coming in.
|
||||
fin_color = _babase.safecolor(self.get_color()) + (1, )
|
||||
if not self._inited:
|
||||
bs.animate_array(self._text_node, 'color', 4, {
|
||||
0.15: fin_color,
|
||||
0.25: (2, 2, 2, 1),
|
||||
0.35: fin_color
|
||||
})
|
||||
else:
|
||||
|
||||
# Blend if we're in teams mode; switch instantly otherwise.
|
||||
if can_switch_teams:
|
||||
bs.animate_array(self._text_node, 'color', 4, {
|
||||
0: self._text_node.color,
|
||||
0.1: fin_color
|
||||
})
|
||||
else:
|
||||
self._text_node.color = fin_color
|
||||
|
||||
self._text_node.text = text
|
||||
|
||||
# ba_meta export plugin
|
||||
|
||||
|
||||
class HeySmoothy(babase.Plugin):
|
||||
|
||||
def __init__(self):
|
||||
_lobby.Chooser.__init__ = __init__
|
||||
_lobby.Chooser._set_ready = _set_ready
|
||||
|
||||
_lobby.Chooser._update_text = _update_text
|
||||
_lobby.Chooser.handlemessage = handlemessage
|
||||
Loading…
Add table
Add a link
Reference in a new issue